From Amazons to barbiarns to cybernetic warriors to shapeshifting monsters Synnibarr has over 1200 possiable combinations and thats just in the first chapter of the book! And just to add to the fun Synnibarr has eliminated the need for Character classes. Some people don't want to play a specific class and in Synnibarr you can choose from 192 skills and play along side the best of them.
Basically Synnibarr let YOU choose the style you want to play. From deep role playing to epic power gaming, Synnibarr can be made to suit any style of play: anything is possiable with this system. From mortality to the realms of the gods, Synnibarr covers it all in a style that is hard to beat. -- From the Publisher
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Most Helpful Customer Reviews
10 of 13 people found the following review helpful:
1.0 out of 5 stars
A very narrow niche, but good at it.,
By
This review is from: The World Of Synnibarr (Paperback)
I found the rules to be rather more complicated that I prefer, and the overall rules, layout, and general structure of the game was hard to read, hard to understand, and hard to follow. But buried in the muck were several very intersting gems of ideas for worlds, cultures, and images to use. However, ulitmately I came away with the feeling that the game was designed to be a game to engage in power fantasys, and dreams of godhood. Not my choice for a long campagin, though perhaps as an overnighter, or a game where the theme is anime and cosmic powers.
10 of 13 people found the following review helpful:
1.0 out of 5 stars
Three words: This game s**ks,
By A Customer
This review is from: The World Of Synnibarr (Paperback)
As an RPG, Synnibarr is probably the worst ever created. However, as thick as it is, the core book has many practical, real world applications such as a paperweight, door stopper and at over 400 pages nearly a 6 month supply of toilet paper.Be afraid...be very afraid...
4 of 5 people found the following review helpful:
2.0 out of 5 stars
Not for Gamers with Limited Time on Their Hands,
By
This review is from: The World Of Synnibarr (Paperback)
I've had this book for over 10 years. I've given it a few chances as far as playing it. But each time, it never worked out. The game tries so hard to be versatile that it ends up being overly codified and somewhat convoluted. The only game I know of that was harder to read was HOL: Human Occupied Landfill. But HOL was never meant to be taken seriously. On page 19, there is a 22 step outline of character creation. That's right, 22 steps. And some steps are multi-part, variable method or requiring multiple calculations for derived stats. There are actually 4 different types of surprise. No kidding. No, I am not joking. 4 different types of surprise: Class AA, Class A, Class B, and Class C.
Here is how the book defines character death. Quoted from page 6 in the Glossary section: "Death - When a character falls below zero life points and is not helped with some manner of first aid or healing spell, he or she will be unconscious (no metabolic shock roll) and will continue to lose life points at a rate of 200 per minute (10 per turn). When a negative 1,000 life points is reached the character is dead." Now consider that this is just the definition of character death. Not specifically high level character death. So how many life points can a character have at level one? To coin an oft quoted phrase from DBZ: "His power level is . . . OVER 9,000!!!" Now, if you don't mind starting your adventure with enough hp (or life points in Synnibar) to equate you with the damage resistance potential of Tiamat from D&D, cool. Personally, I think it's a bit much. And when you consider the probable life points Tiamat would have in Synnibar just to balance things out . . . oh boy . . . get yr calculators boys 'n' girls. Matter of fact, page 5 lists "calculator" as one of the things you will need to play this game. Now on page 477, you get a little bit about the author, Raven c.s. McCracken. It tells how he's done almost everything under the sun and therefore his system "ring[s] with authenticity". While I congratulate him on his many accomplishments, I must point out that "realistic fantasy" is an oxymoron. Cloud Strife was designed to carry a Buster Sword because (at the time) it was original . . . and admittedly a bit cool. Same goes for Sephiroth and his Masamune katana that's longer than Shaquille O'Neil is tall. Same for the the fact that whenever Cloud and Sephiroth met in battle, Sephiroth's Masamune NEVER broke. Scientific facts like weight, elemental density, sword balance, force of momentum and such were never considered. The game was called Final FANTASY after all. I've heard some say that this game is for "the serious gamer". And I agree. However, if you are not a game designer, professional game tester, or exclusively a role-player (I don't know, you might have other hobbies too); or if you're gaming circle tends to like to get a nice chunk of gaming done in one night before they have to head home to go to bed before going in to work . . . you know . . . a person who games for fun; you may want to consider another trans-genre system that's a little more streamlined and . . . I don't know . . . cool? (A god of technology and unarmed combat named "Killgore"? And why is he the god of unarmed combat and TECHNOLOGY? Guns aren't technology? A god of heavy metal (the music), cragons and martial arts named "Blade"? Wouldn't Blade and Killgore's clergy have problems with each other seeing as martial arts is a form of unarmed combat? Can anyone say "religious schism"? But Killgore has an amber aura which is the equivalent of nuetral evil and Blade has a green aura or nuetral good. So I guess they'd have spats anyway . . . )
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