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The Dying Earth RPG [Hardcover]

Robin D. Laws (Author), John Snead (Author), Peter Freeman (Author)
4.7 out of 5 stars  See all reviews (3 customer reviews)


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Book Description

January 3, 2001
Enter a world where the sun is in its dotage, where a flashing sword is less important than nimble wits, persuasive words, and a fine sense of fashion.Choose from three levels of play, a lowly rogue such as Cugel the Clever, surviving by wits and cunning, an ambitious and deadly mage searching for lost lore, like Turjan of Miir or finally a supreme magician to rank with Rhialto the Marvellous, commanding the omnipotent but quarrelsome Sandestins. Based on master fantasist Jack Vance's seminal work, The Dying Earth features easy, fast-playing rules that encourage creativity and interaction.

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Editorial Reviews

Review

The Dying Earth Roleplaying game is an RPG that does a superb job of capturing the feel of Jack Vance's foundational fantasy books. If you've always wanted to engage in amoral behavior under a wavering sun, this is your opportunity. As an RPG, The Dying Earth Roleplaying Game is a strong entrant onto the storybuilding branch of the RPG tree. --Shannon Appelcline, rpg.net

About the Author

Robin D. Laws is a writer and game designer. His roleplaying game designs for Pelgrane Press include The Dying Earth, The Esoterrorists¸ Mutant City Blues and Skulduggery . His other roleplaying game designs include Feng Shui , HeroQuest and Og: Unearthed Edition. Among Robins six novels are Pierced Heart, The Rough and the Smooth, and Freedom Phalanx. Always ready to take an intriguing career detour, his various past projects include collectible card games, computer games, and comic books. Google his name to find his blog, a cavalcade of hobby games, film, culture, narrative structure and gun-toting avians.

Product Details

  • Hardcover: 192 pages
  • Publisher: Pelgrane Press (January 3, 2001)
  • Language: English
  • ISBN-10: 0953998002
  • ISBN-13: 978-0953998005
  • Product Dimensions: 11.2 x 8.5 x 0.6 inches
  • Shipping Weight: 1.9 pounds
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Best Sellers Rank: #1,230,128 in Books (See Top 100 in Books)

 

Customer Reviews

3 Reviews
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4 star:
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Average Customer Review
4.7 out of 5 stars (3 customer reviews)
 
 
 
 
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19 of 19 people found the following review helpful:
4.0 out of 5 stars Brilliant idea, August 11, 2002
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This review is from: The Dying Earth RPG (Hardcover)
Robin Laws and Dean Shomshak are the only two game writers who I think are worth reading purely for pleasure even if you don't play the game they write about. I got this book not because I expect ever to play the game, but because I thought it would be fascinating to find out if Laws, who was able to so perfectly capture the Hong Kong action movie style with his Feng Shui rules, could possibly capture the unique flavor of Jack Vance's brilliant Dying Earth stories.

Well, Laws succeeded. The rules are a marvel of construction, discouraging combat and encouraging the kind of wild schemes and crazy scams that characterize the Dying Earth. I was impressed by their ingenuity, and, as usual, I enjoyed Laws's wit and his clear, succinct writing style. The book also enjoys high production values, and seems sturdy enough to survive sustained use as a reference.

I can only assume this is a labor of love on Laws's part, since the market for an RPG based on a decades-old, moderately obscure fantasy series (which, though overlooked, is a classic work of genius) would not appear to be very big. Also, in reproducing Vance's world, in which characters are often foolish and rarely violent, Laws creates rules that sometimes impinge on the right of the player to control his or her own character. This is necessary to avoid players falling into their regular habits and destroying the atmosphere so important to the Dying Earth stories, but it is so contrary to player expectations that many may never be able to accept it (I myself don't know if I could actually play this game).

Given these drawbacks, I do not know if the Dying Earth RPG will succeed financially. But as an example of how to fit game rules to game setting, and as an homage to Vance's wonderful Dying Earth books, the Dying Earth RPG is a success already.

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8 of 8 people found the following review helpful:
5.0 out of 5 stars I am desperate to play this game . . ., November 16, 2003
By 
Herb Mallette "Herb Mallette" (San Antonio, TX United States) - See all my reviews
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This review is from: The Dying Earth RPG (Hardcover)
but even if I can't cajole my group into trying it, the rules are well worth reading in their own right. Naturally, no one else is Jack Vance. Yet Robin Laws and his coauthors have captured a great portion of the Vancian rhythms and conceits that make the Dying Earth books such a pleasure to read. Furthermore, the ingenious rules virtually guarantee that anyone playing the game will be forced to adopt the guileful duplicity of Vance's characters, and there are even rules to encourage the linguistic elaboration prevalent in all of Vance's work.

Anyone even mildly interested in this game should check out Pelgrane's website (the publisher). I downloaded and read the "quick start" rules, and went out less than a week later to buy the book.

If you play in one of those rare groups where everyone successfully plays Lawful Good, this may not be the game for you. But if you have a bunch of players who write "Chaotic Good" on their sheets and then play Chaotic Neutral, buy The Dying Earth RPG immediately.

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8 of 8 people found the following review helpful:
5.0 out of 5 stars A different class of game, July 12, 2004
This review is from: The Dying Earth RPG (Hardcover)
Jack Vance's unique style permeates this book from cover to cover. Along with Robin D. Laws' innovative approach to game mechanics, this ensures that everything you read in this book is interesting. Whether playing a cadre of rougues like the famous Cugel, powerful and vain arch-magicians such as Rhialto the Marvelous, or the more violent characters, such as Turjin of Mir, of Jack Vance's The Dying Earth, this game delivers.

At this point, I must note that this is not a usual fantasy game. Although the characters might well fight half-men to save a village, or enter a cave in search of treasure, their motivations will rarely be described as noble. The influence of Vance extends beyond the unusual phraseologyemployed by certain authors of circumlocutious natures. The game is firmly rooted in the evocative Dying Earth, in which there is little difference between one man and another; all are well-spoken and self-serving. Outside the Turjin level of play, players will quickly learn to avoid fights through the use of cunning strategems. Also, there is no assumption that the players' characters will co-operate - remember, (almost) everybody is self-serving.

As a reassuracne to anyone who is considering buying this game, it is quite easy to run. That the game is written in Vancian style encourages everyone to adopt that style. The game mechanics make witty dialogue as dangerous as a swinging blade, without giving an advantage to naturally witty players. The authors have usefully included a checklist for adventure creation, so the novice Dying Earth game master will ave no difficulty in creating an evenings entertainment resplendant with exotic vistas, casual cruelty, and cunning scams.

So long as you have a group who can step back from their characters to appreciate the terrible situations that they get themselves into, rather than insisting that they ought to succeed at every turn, this is a wonderful game.

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Inside This Book (learn more)
First Sentence:
In a nameless inn, the only such establishment in the remote outpost of Purna, Kurnio sits at a table with three other unfortunate travelers. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
indenture points, ossip wax, magical conveniences, enchanted items, health pool, enchanting items, game moderator, automatic success, bonus size, scholarly conjecture, improvement points, spells cost, character sheet, creation points, eating competition, secondary styles, magic points, attack style, magic resistance, game statistics, persuasion attempt, roleplaying games, cooking competition, current pool, possession points
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Dying Earth, Dismal Failure, Exasperating Failure, Quotidian Failure, Hair's-Breadth Success, Jack Vance, Near Duration, Ulan Dhor, Instant Difficulty, Rhialto the Marvellous, Duke Orbal, Day Difficulty, Laughing Magician, Dame Belevant, Game Statistics Persuade, Prince Kandive the Golden, Cugel's Saga, Port Perdusz, Concentration Difficulty, Erze Damath, Land of the Falling Wall, Ocean of Sighs, Amulet of Gustatory Transgression, Cugel the Clever, Dame Sequorce
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