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Horrors of the Z'bri | ||
Author: Zak Arntson, Joshua Mosqueira Asheim, Hilary Doda, Michael Lee, Andrew Lucas, Jason Prince, Lucian Soulban, Guy-Francis Vella, Marc-Alexandre Vezina and James Wyatt
Category: game Company/Publisher: Dream Pod 9 Line: Tribe 8 Cost: $20.95 Page count: 128 ISBN: 1-896776-57-4 SKU: DP9-806 Capsule Review by Derek Guder on 12/27/99. Genre tags: Fantasy Science_fiction Horror Anime Post-apocalypse |
With one of the most disturbing covers I've ever seen grace an RPG, Horrors of the Z'bri doesn't let go of that creepy feeling of encroaching corruption and horror. The sourcebook for the devils and demons of Tribe 8, this is an engaging, entertaining and educating look at the Z'bri.
I have found the Z'bri interesting since the beginning of Tribe 8, but I never found them fascinating until now. I have yet to read any role-playing supplement that manages to describe such alien and horrific beings better (although I have not read any Call of Cthulu material other than Delta Green). Anyone intending to play monstrous and alien evil (whether in Werewolf: the Apocalypse or the Horrors in Earthdawn) should read Horrors of the Z'bri first.
when you're looking at itIn appearance, the book is standard fare for Dream Pod 9, with the notable and stomach-wrenching (in a good way) cover. The art is sparse (and all too often recycled - one of my pet peeves) while the layout is adventurous. While not always the most efficient to navigate, it does look nice, and I appreciate the small font (I'm weird that way). The book is organized simply and clearly, with a detailed table of contents and a nice index, both habits that other gaming companies (most notably White Wolf) might want to adopt. The writing flows nicely most of the time, and it's strong in character feel makes the book seem more like a story than a resource - except in the instances when it fails. Just like the unique and entertaining section titles, sometimes the in character format obscures important facts for the game. Like most Tribe 8 books, Horrors of the Z'bri is not a reference volume. You need to read it and remember it, or take notes.
so what's so great about it?Lots and lots of stuff. Each of the four Z'bri houses gets a chapter all its own where their history and psychology is clearly laid out. Each chapter follows a slightly different format, which in some ways makes it hard to compare, but at the same time highlights the differences in the houses. This new information about the history of the world is also quite interesting. I think that a near-future game where the Z'bri show up in the shadows on day could be a brilliant game indeed. The chapters on the houses are well done, making me like each of the houses in turn, and making it hard for me to imagine a Z'bri idea that couldn't fit one or another. Furthermore, each section really does seem like it manages to get across just how to run one in a game. The in character tone only adds emphasis to this psychology, and it works well. Following that is a chapter on "other horrors," from serfs to Gek'roh to the Hunters, rogue Z'bri who seem to be "good guys." This chapter is sheer brilliance, as the serfs are given a religion and dedication to their horrid Z'bri masters that manages to explain why they still toil, as well as making for so many amazing role-playing opportunities (largely because it is something like a twisted reflection of the tribal religion) that I'd worry more about missing one than not thinking of one. The only puzzling section is that of the Joh'an, the exiled Z'bri living above (and below) the Bazaar. My only problem is that I can't see the tribes dealing with the Z'bri openly with anything other than a sword. It is like the Jews selling the Nazi's cheese and wine immediately after WWII. This problem is one I would like to see Dream Pod 9 clear up in the near future, and I'm sure they will. I've noticed that they have the habit of just making their setting better and more enticing as they go along. The systems and creatures chapters were nicely done, if not brilliant. Solid, interesting, and useful, there is little more you could ask of them. The other shining gem of the book (as in all Tribe 8 books so far, actually) is the Weaver Resources chapter, where Dream Pod 9 is nice enough to give us nice, solid and concrete guidelines for running the game. While many games these days (most notably White Wolf games) make a note to talk about mood and theme and whatnot, few even come close to Dream Pod 9's discussion of it. The book, instead of vague comments about mood and theme, comes right out and says what the various houses were intended for, and what to do to get the best effect out of them. I have to say that the idea of taking various themes and moods and even different groups and clearly stating how to use them to the best effect was brilliant, and I'm amazed that it has not swept the industry yet. The book closes with a reprint of a map of Vimary (one with little information specific to the Z'bri) and then a master list of all Z'bri mentioned by name in all Tribe 8 products to date. Very useful indeed if you need to find detailed information on Etarian, not Eth'ian.
so is it worth it?I have to say yes. This is the first Dream Pod 9 book that I have not felt the slightest bit cheated at the pricetag. It seemed reasonable for the information I got out of it. The book was just great, and it is also surprisingly useful as inspiration for other games, like Werewolf: the Apocalypse, Earthdawn, Delta Green and even Fading Suns. The book not only fattens up its own line, but manages to put some meat on the bones of many other varied games, no small accomplishment.
Style: 5 (Excellent!)
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