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HighmoonMedia

Joined: 11 Jun 2007 Posts: 59 Location: Miami Beach, FL
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Posted: Sun Jul 13, 2008 1:52 pm Post subject: Grand Tome of Adversaries |
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Just picked up this baby at my FLGS, Adventure Game Store, and I'm loving it so far. I'll start my thorough cover-to-cover reading today, but just flipping through it shows Rucht and the rest of the team did a fantastic job. I expect this book to be nominated for awards next year.
Further impressions as I go through it. _________________ Daniel M. Perez
Highmoon Media Productions
The Gamer Traveler Podcast
The Digital Front Podcast |
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HighmoonMedia

Joined: 11 Jun 2007 Posts: 59 Location: Miami Beach, FL
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Posted: Sun Jul 13, 2008 1:53 pm Post subject: |
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Freemage posted this quick review in another thread, so I'm quoting it here for reference.
| Freemage wrote: | I had dispatched minions (ie, my home game players) to Origins this year on my behalf, and so have now completed my perusal of the Grand Tome of Adversaries.
Without a doubt, this is a fantastic piece of work. Particularly glorious was the decision to write the flavor-text portions of the book from the POV of the Gray Pilgrim, the spectral former Witch Hunter in the back of the core book. Not only do we get a knowledgable and first-hand understanding of these fiends, but we also get a bit of insight into what makes the Gray Pilgrim himself tick. It makes for a fun read-through, as well as bringing the Crunch better than almost any game-supplement I can think of.
The book has three subsections:
The first is easily the best, IMNSHO. It covers seven Forbidden Societies, organizations which employ, control or in some cases are composed entirely of monstrousities. Some are in direct service of the Adversary; others are more ambivalent, simply willing to use dark means to gain worldly power. Each organization is detailed in history, tactics, recruitment & organization, belief system & goals and current activity, special rules (typically some supernatural powers or signature equipment) as well as stat-blocks for both rank-and-file minions and a Named Feature Villain.
A more in-depth review would, I'm afraid, be fairly spoiler-heavy, but let me just say that this section alone not only justifies the purchase of the book, it also completely cast my home game into a new light; I'm working on incorporating elements from it already, and many seem to fit quite seamlessly.
The 2nd portion is the monster-mash, a collection of horrific and ghoulish beasties. The layout for these entries pretty much mirrors the back portion of the core book, but of course there's a LOT more critters of every stripe. There are no Mortal entries, but really, that's what the first part of the book is for.
This is also excellent value; the write-ups are evocative, the creatures truly terrifying and grotesque, and the Feature Villains interesting reads (as well as providing inspiration for building your own, if you prefer that route).
The 3rd portion is pure cruncheriffic powers, prices, rituals and talents, lead off with a bit of advice for the GM, including an expansion of the threat-creation system (such as guidelines for how to build minions). Again, quite excellent material, all around.
A decision was apparently made to reprint the Talents, Prices and Powers from the core book, with a bit of editing. This, IMNSHO, was the right call. In addition to keeping all the rules for monster-building in one key place, some significant issues with the original rules have been dealt with. (For instance, Chilling Wind at Factor 5 is no longer a guaranteed death-sentence for an entire party, as they are at least allowed to resist it.)
Also included are a couple of claris/corrections from the original rules:
The Fighting Minions section makes it clear that you ignore Weapon Complexity and Damage Modifiers when fighting minions, so you just roll your appropriate combat skill and then compare successes to their levels. It also makes it clear that area attacks (Eldritch Blast, Blunderbuss weapons) are the way to go against minions, since any minion caught in the area of the blast is affected equally. There's a good bit of text explaining the reasoning behind the rule, as well as how to portray it in the games to up the cinematic feel of mowing down hordes of cultists.
Also clarified is the fact that Villains cannot 'spend' their Damnation Points the way Hunters can; they get their powers from those, and that's it. (Though check out the Spiteful Talents for some interesting ways to make your PCs regret their sins.)
About the only complaint I have is that, like many PCI products, this one has a handful of editing errors. Most are minor--bare for bear, plaintiff for plaintive, and so on. Probably the most notable one was a duplicated paragraph on pages 153 and 154. However, even in this regard, this book represents a strong improvement for PCI--in my first read-through, I never had to stare at a paragraph and wonder what the garbled English meant, nor were there any of the typographical missteps that often plagued much of the Arcanis line. So they're learning and improving their product, which was already award-winning stuff (congrats on another win, BTW, PCI folks!).
I'm also inclined to give a high-middling grade on the interior art. While individual pieces are evocative and powerful, many of them have an unfortunate sameness--after awhile, the images of multiple twisted, demented forms tend to blur together. There's a few stand-outs, though--the Mongers on pp. 88-89, for instance, are gorgeously shown as they torment their victims. And I've always had a soft spot for items like the Reclaimer on page 109.
Overall, on my personal scale, as a Witch Hunter GM, I'd put this at a 9 out of 10. (Note--I own VERY few books which would get a 10, so this is really high praise.) |
_________________ Daniel M. Perez
Highmoon Media Productions
The Gamer Traveler Podcast
The Digital Front Podcast |
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Rucht Lilavivat
Joined: 14 Jul 2008 Posts: 25
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Posted: Fri Jul 18, 2008 5:26 pm Post subject: |
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| BluSponge wrote: |
I wish they would have added a section on some of the major daemons in the world (no stats, just a section with a brief description and some plots and plans). There are some of these big guys intermixed with the rest of the material, but nothing that singles them out and world shaking powers. |
You might try looking at the entry on Legion - you have a whole horde of daemons and devils in that section. It also goes into detail about Legion's motives and plans. But I'd also take a look a the entry on Samael and Gusion. Both of those sections outline very powerful beings who have very active agendas.
| Quote: | | but I did find myself wanting a generic minion template that I could throw on a screen for those instances when you need an opponent right then and don't want to fiddle with the building process. |
That's easy. Generic minions just have one stat - their Threat Rating. So if you just want generic bad-guys, you only need one number written down on your page. |
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