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A Song of Ice and Fire Roleplaying Pocket Edition Poc Edition

3 customer reviews
ISBN-13: 978-1934547342
ISBN-10: 1934547344
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Product Details

  • Paperback: 256 pages
  • Publisher: Green Ronin Publishing; Poc edition (September 14, 2010)
  • Language: English
  • ISBN-10: 1934547344
  • ISBN-13: 978-1934547342
  • Product Dimensions: 8.9 x 6 x 0.7 inches
  • Shipping Weight: 15.5 ounces
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Best Sellers Rank: #1,658,977 in Books (See Top 100 in Books)

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More About the Author

Robert J. Schwalb has worked for Wizards of the Coast. His works for Dungeons & Dragons include: Fiendish Codex II: Tyrants of the Nine Hells (2006, with Robin Laws), Drow of the Underdark (2007, with Ari Marmell, Anthony Pryor, and Greg A. Vaughan), Elder Evils (2007), Exemplars of Evil (2007), Tome of Magic (2006, with Matthew Sernett, Dave Noonan, and Ari Marmell), Player's Handbook II (2006).

He has also worked for Green Ronin Publishing on Warhammer Fantasy Roleplay, and he has contributed to Witch Hunter: The Invisible World for Paradigm Concepts (2007).

Schwalb was a long-time developer and staff member for Green Ronin.[1]:376 With Patrick O'Duffy and Chris Pramas, Schwalb wrote The Pirate's Guide to Freeport (2007), a 256-page sourcebook on Green Ronin's best-known locale.[1]:375 Schwalb designed the A Song of Ice and Fire Roleplaying game, which previewed in 2008 and published in 2009; this was his last project for Green Ronin before he moved over to Wizards of the Coast.[1]:376 His additional role-playing work includes work for Black Industries, Fantasy Flight Games, and several other companies.[2]

Schwalb became the writer for the online version of the popular Dragon column "Demonomicon of Iggwilv" in 2008, having thus far contributed articles for Yeenoghu and Baphomet.

Schwalb also co-wrote Divine Power, a 4th Edition D&D supplement, which made the Wall Street Journal Best-Seller list for July 2009.[3]

In 2012, Schwalb became one of the lead designers for the next edition of Dungeons & Dragons.

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Most Helpful Customer Reviews

8 of 11 people found the following review helpful By Richard Staats on January 10, 2011
Format: Paperback
I highly recommend this book as an RPG resource. I love the system. It is intuitive, easy to implement, and provides some intrinsic role-playing opportunities that other gaming systems do not.

Also, the price is right for a complete system. The single book really does give you all that you need to play.

The system uses only six-sided dice (D6s for the gamers in the crowd), and that is a bonus for novice gamers. Every skill has a set number of D6 associated with it, and then specializations and other benefits and bonuses can either give you more based dice or they can be used to supplement the dice rolled.

For example, you might have a set of dice to roll that looks like "3D6+2B," and that means that you roll five dice, the three base dice and the two modifier dice. You can use the three highest of the five dice.

Don't take my word for it; the book is loaded with very helpful illustrations on how the various mechanics and gaming conventions work together.

The system has a very imaginative way of working the characters' house and holdings into the game.

The players can actually spend set amounts of points to increase land holdings, fortifications, law level, influence, etc. during the course of a campaign.

That is a master stroke!

I like the heraldry system too. The players will no doubt enjoy developing their own devices and flashes for their characters' houses and vassals. (As a guy who is trained in heraldry, I can imagine a lot of designs that would not make a lot of sense [turns out that all of those designs and placement actually mean things, e.g., second illegitimate son of the king's second aunt], but what-ta-hay?!? the system in the book is designed to be for fun, and fun it is.
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4 of 6 people found the following review helpful By Rick Douglas Janssen on April 4, 2011
Format: Paperback Verified Purchase
Green Ronin's role playing system for A Song of Ice and Fire has a lot that sets it apart from other roleplaying games and really lends well to the imagery and world that George R. R. Martin has set up.

I won't go into what makes the setting itself so appealing since that type of information is available else and related much more elegantly than I could phrase it. Here I would like to highlight the strong points of what I feel to be a very rich and logical roleplaying system.

My roleplaying game of choice has always been D&D, so I will use this as a basis of comparison. Instead of 6 core abilities and a multitude of related skills, GR combines these concepts and sets up 19 abilities. An average score is 2, but could range up to 7. There are no classes in GR, but rather the player assigns experience points to abilities or specialties to form the character as he sees fit, rather than getting a lump package of improvements per level.

You "test" a skill by rolling a number of 6-sided dice equal to your ability. Every test has a difficulty assigned by the Narrator. Most basic actions have preset difficulties, but they can always be adjusted as circumstance (or the Narrator) dictates. If the total rolled on the test dice meet or beat the difficulty the character succeeds. The use of skills, combat, and even intrigue are all handled using this same concept.

In D&D there was nothing half so frustrating as having a huge attack roll only to follow up with minimal damage. That situation is mitigated with the GR system. The greater your attack roll, the more damage inflicted.

With so few abilities in D&D it was easy to buff up one or two to really excel at combat. This isn't an issue in the GR system.
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1 of 2 people found the following review helpful By Stephen Mann TOP 1000 REVIEWER on December 12, 2011
Format: Paperback Verified Purchase
The Song of Ice and Fire RPG has by now become quite famous in its own right and probably needs no introduction from me. The world is that of George RR Martin's fantasy epic, and the system is one that uses only regular six-sided dice to run it.

Yes the world is dark. It's a dark fantasy world. Is it believable? Depends on your suspension of disbelief I suppose. Is it enjoyable? If you enjoy that sort of game.

Yep, stating the obvious.

The best introduction into the world is the books or the HBO TV series if you are rushed. If you like them, you'll probably enjoy the game. You don't have to know anything about the world to play the game, but it definitely helps.

The system is one in which tests are based upon skill which confer a given number of dice, typically 2 to 4. To this pool, certain specializations can add bonus dice. The player rolls all the dice they are entitled to, discards the lowest until he/she has the same number of dice as their skill rating and then adds the dice scores to produce a total which is compared to a target score based on difficulty (e.g. 6, 9, 12, 15 etc). It uses a points-build system for the character generation.

That sums up a system with quite a few wrinkles and tweaks available to the player that I've left out. It is a very involved system, rules wise, that strives to offer the player a rich experience in-game. To be honest I find some aspects of the system to be overly complex. Your mileage may vary. I feel it sits somewhere between traditional RPGs and FATE-style storyteller systems, as far as how the game is actually played.

The book itself is a perfectly bound paperback with monochrome content. The spine is very hardy and seems able to withstand being flexed without breaking unduly easily.
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