3 of 4 people found the following review helpful:
5.0 out of 5 stars
WoA, August 25, 2006
This review is from: True20 Worlds Of Adventure: A True20 Sourcebook (Paperback)
I was reluctant, at first, to get this book. However, after getting it, I regreted not getting it sooner. If one does not utilize each and every setting in the book, it is a great example of how to customize the Tr20 rules to any setting.
I am currently running a campaign in the Lands of the Crane setting depicted in the book and my players love it.
A must buy for any Tr20 player who is adapting the Tr20 rules to their own, customized campaign. As well as a great resource for those last minute games. A game set in the Blood Throne could probably be set up while characters are creating their characters, which does not take that long with the Tr20 rules.
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5 of 12 people found the following review helpful:
2.0 out of 5 stars
Just not worth the price, July 29, 2006
This review is from: True20 Worlds Of Adventure: A True20 Sourcebook (Paperback)
I was looking forward to this book. True20 is a great modification of standard d20 rules. This book features 5 new settings to use. Each was designed by a different group with the hopes of publishing further books for the setting. As such, it is a glorified sampler book, with no one section worth the pricetag and the five settings being so at odds ith each other that it is doubtful that anyone can use more than 2-3 of them at the most. Buyers would be better off just buying the eventual stand-alone books for the settings.
Even the settings are, for the most part, humdrum. the "Agents of Oblivion" is just Dark Matter revisited. "Blood Throne" is just a bunch of cliches thrown together in a not realy interesting way. "Land of the Crane" is not much different than the scores of other Oriental Adventures published for d20 already, mostly because its creators are already planning 4-5 supplements. "Nevermore" trys to be more than it is, but simply can not hope to hook most into the setting. The best of the settings is the last, "Razor in the Apple" where one roleplays kids who find out that monsters do indeed exist and they must do something about them without getting eaten or getting in too much trouble with Mom and Dad. But at only 20 pages, it is just the start, and what one doss in a RitA campaign is left too vague.
Add to this the fact that the feats are scattered throughout the book, and most are too setting-specific for wide use, and this is a book best left to the bargain bins.
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