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Nyambe
By
Chris Dolunt
(Atlas
Games )
Rating: 8
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Monsternomicon
By
various authors
(Privateer
Press )
Rating: 7
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MONTE'S
RATING SCALE
10.Perfect.
Absolute genius!
9
..Wonderful!
I wish I'd done it.
8
..Well
done. A real standard for things
to come.
7
..Great.
I'm happy to use it in my game.
6..
Good.
I will use this product.
5
..Worth
having.
4
..Okay,
but not great.
3
..Not
so good. Needs work.
2
..How
did this get published?
1..
Abysmal.
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Nyambe
This book might be a little difficult to track
down. Do so. It's worth it. Nyambe is
a 256-page sourcebook for African adventures.
If you just read that and find yourself thinking
"boooor-ring," then you should definitely
give this book another look. It's actually a
very exciting and interesting place to either
start your characters out, or send your existing
group to visit.
Nyambe
is thorough in its presentation of a complete
setting ready to use, with treatment of languages,
trade, equipment, poison, and diseases, as well
as the expected classes, gazetteer entries,
and history. The layout is compelling, and much
of the art is very nice.
One
of the best things about this book is that it
doesn't fall into the trap of so many other
D&D/d20 "real-world-analog sourcebooks."
It doesn't sacrifice game play for cultural
or historical realism. D&D, after all, is
only as historically accurate as makes for fun
fantasy gaming. One should, in my opinion, expect
no pseudohistorical sourcebook to be any more
accurate about its subject matter than the Player's
Handbook is accurate to medieval European
life. Nyambe presents a wide range of
races and interesting fantasy classes, magic
items, monsters, and more. It isn't restrictive,
slavishly keeping to African history or myth,
but rather expansive, focusing on the feel and
flavor of the setting without sacrificing any
of the aspects of gameplay that we need.
You'll
be surprised, for example, how well creatures
like dragons and orcs fit into the setting.
If you like to play wizards, you'll take to
playing a Mchawi or a Sei quickly, and find
them very flavorful and fun. The biggest change
you'll have to get used to is the restrictions
on armor. Natives don't wear much in the way
of armor, because of the penalties involved
in wearing it in the heat. This means that armor
classes are never very good, and to make matters
worse spells and items that confer an Armor
Class bonus are also rare. (This latter ruling,
I think, was an attempt at balance, but I think
it was a mistake.)
Even
if you don't need a location sourcebook at all,
this book offers some interesting new spells,
feats, items, classes, prestige classes, and
monsters. For example, I think you'll find Dembe
monster hunter prestige class easy to adapt
for any campaign, and some of the cool monsters
like the Lau (a huge snake with tentacles and
a paralyzing gaze) or the Ngojama demon (a bestial
outsider with mouths in the palms of its hands)
good additions too. And that's just for starters.
This is good stuff, and it's got a feel and
flavor that's different from most of the material
that's out there.
Monsternomicon
You would think that Privateer Press was writing
something directly for my personal campaign
when they published Monsternomicon. In
my game, there are firearms, gear-driven clockwork
machines, and other "steampunk" elements.
Well, so too in the Iron Kingdoms, a Privateer
Press setting. They have already published three
adventures for it, and now this big compendium
of monsters. Monsternomicon is 240 pages
long and hardcover. It contains about 100 monsters,
three prestige classes, and some information
on the cosmology and the world.
Mostly,
though, it's a monster book. And let me tell
you, these monsters are KAH-OOL with a capital
"KAH." Of course, part of what makes
them so cool is the amazing illustration work.
I'm not one to buy a book for the art, but in
the case of this particular book, I'd consider
plunking down 30 bucks for just the illustrations.
Not only does each monster come with at least
two cool pictures, but also a silhouette size
diagram showing a comparison with a human to
give you an idea of how big it is.
There
are two kinds of monster books, in my estimation.
You have something like the 3rd Edition Monster
Manual, which simply presents as many monsters
as possible in whatever space it has, and you
have something like TSR's Planescape Monstrous
Compendiums, which contain lots of flavor
text, legends, and whatnot about the monster.
Monsternomicon falls squarely into the
latter category. If you're in the market for
a new monster book, and you're just looking
for sheer number of monsters, you'll be much
better off buying Wizards of the Coast's Monster
Manual II. Monsternomicon, for example,
devotes two full pages to the Raevhan buffalo,
which is basically a big mean bovine. The book
gives lots of flavor text, fiction snippets,
quotes, adventure hooks, and legends with each
monster. If that doesn't rankle you -- or better
yet, if that sounds good -- you'll like this
book.
If
I have any criticism beyond the occasional rules
quibble, it would be that the monsters lack
variety. There are lots of humanoids and monstrous
humanoids in this book, which is something that
d20 has no shortage of already. Of course, the
book implicitly implies that, with its different
trolls and goblins, you would use it instead
of the Monster Manual or other sources.
I don't know how true that really is, though.
As
a personal bias, I also didn't care for the
fact that rather than standard treasure entries,
most monsters include a couple of paragraphs
explaining how you can use their blood as a
salve and their claws as weapons, and so on.
Not only do I not particularly like this taxonomical
approach to treasure, but the results of it
will throw your characters out of whack regarding
how much treasure one expects a PC of a given
level to possess. A small point, but worth noting.
Let
me stress, though, these are minor criticisms.
Monsternomicon is a very cool book. I
particularly like the iron lich, an undead spellcaster
that relies on souls and necromantic fuel to
power itself and its spells, and the totem hunter,
who can draw strength from the stolen life energy
of others. The sepulchral lurker is also a nasty
new type of undead, and the tentacled thrullg
absorbs magic from the victims it grabs.
You
won't be disappointed with this book on your
shelf, and if your campaign leans toward the
steam-punkish . . . well, you pretty much have
to have it.
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