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Multiverser: The First Book of Worlds | ||
Author: E.R. Jones and M. Joseph Young
Category: game Company/Publisher: Valdron Inc. Line: Multiverser Cost: $50(set) Page count: 160 Capsule Review by Breton Stron on 06/23/99. Genre tags: Fantasy Science_fiction Modern_day Historical Far_Future Space Post-apocalypse |
First, before I start on this review let me explain as to why I am reviewing this book. A little over a half a year ago I reviewed the basic(if you can call over five-hundred pages "basic") rule book to Multiverser. In that review I expressed that it would probably be my only review. But I guess I lied. I felt that I was doing Valdron Inc. A terrible injustice by not reviewing their second effort, The First Book of Worlds. It is so much better than the rule book and that is saying something. It is saying something because the rule book was so good. It also doesn't hurt that other reviewers have reviewed this book within the time period since I reviewed mine. They have somewhat "inspired" me to write this one.
Let me start the review with the items I was critical in the last effort. The print quality on this book over the next seems more natural. The binding works better with the one-hundred and sixty pages than the five-hundred plus of the accompanying rule book. The art---I was critical before, but I have grown fond of it. The images in this book aren't quite as funny as the rules but have a warm feel. If anyone is a fan of independent B&W comics, especially from the seventies, you'll love the artwork in here. If you're not, get over it and buy a book of art by Boris or Frank Frazetta or something. The book reads so well on detail when it comes to worlds that you wouldn't want any artwork to hurt your imagination. With that being said I will explain each world/scenario in detail to show what makes Multiverser's First Book of Worlds one of the best rules supplements I've had in a long time. The first world introduced, NagaWorld, can be used as a starting world for Multiverser. Not at all shabby on detail, in fact, it is probably the most detailed setting I have ever seen. While I won't get into detail(I will recommend viewing Justin Bacon's review on this same book for that) I will say that NagaWorld is laid out so well that the possibilities are endless. It is possible for thousands of players to enter here and head a different direction before ever doing anything similar. In most games clues are laid out as to what the character should do or where to go. But, this is not so in NagaWorld. NagaWorld sets the stage for players to go any and every direction. It amazes me to think the authors could have plotted out so much of the possibilities without leaving too much out. They not only do this here but they do it throughout the book in multiple worlds. The second world introduced to us is Tristan's Labyrinth. Described as a place to send combat crazy players in the author's own words. The monsters are great and ingenious creations. They are all reminiscent of something out of Barlowe's Guide to Extraterrestrials with more elaborate origins. If this game catches on these monster will be legendary in the realm of role-playing. The next world, The Dancing Princess, is a wondrous setting in the tradition of great fairy tales. Very reminiscent of a Brothers Grimm tale. The world itself does not take up too much of the book. Creative GMs probably work best with this world. But, the world keeps the strong momentum going that the last two have provided. The fourth world, Mary Piper Twin Scenarios, is actually two settings in one. A player is a stowaway on either a medieval cargo ship or a space ship. What makes this a fun setting is the confusion a GM can put on the player by going back and forth from setting to setting. The fact that the player is stuck on either ship for a period of time(probably their entire stay in the setting(s)) works well. A lot of settings in other games often leave you with the problem of players wanting to leave the boundaries of the setting. This does not and works very well. The next two settings are based classic stories. The first being Sherwood Forest, which, as you probably guessed, revolves around the legendary Robin Hood and his Merry Men. The other being the Richard Connell short story of The Most Dangerous Game. I won't touch too much on either worlds because I feel the other reviewers who praised it practically took the words out of my mouth. But I will say that it both make an already strong book stronger much like icing on a cake as the old saying goes. Only they are not the last worlds in the book as there is one more. The final setting is the Zygote Experience. A setting where a player who has achieved all, or maybe hasn't, can start all over again from birth. My first reaction was, "What?!" But why would a company who gave me such a good book thus far let me down with a setting so hard to do? They didn't, that's why. The Zygote Experience adds to the claims they made, "It is unlike anything ever made". I think I have found a game that could actually outlive me. Imagine playing yourself all over again and under these rules don't expect many flaws, if any at all. The book overall shines, a true masterpiece in gaming. While it lacks the flash and glamour of a book backed by corporations and suits it makes up for it with overall product. A bright future lies ahead for the authors of this book and don't be surprised if the big guys start looking to their superb writing to improve their books. At the rate they are going, the Second Book of Worlds will require rpg.net to allow us to use a "6" to rate the Substance.
Style: 5 (Excellent!)
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