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Darksword Adventures

Author: Margaret Weis & Tracy Hickman
Category: game
Company/Publisher: Bantam / Spectra,
Line: Darksword Trilogy
Cost: $4.50
Page count: 437
ISBN: 0-553-27600-X
Capsule Review by papyrus on 07/23/00.
Genre tags: Fantasy Diceless

This game is truly unique. Written by the authors of the Darksword fantasy trilogy of novels, this trade paperback (truly the size of a soft cover novel) set of rules allows players to experience the world of Thimhallan, where the novels take place. Using a set of rules the book refers to as Phantasia, players can experience adventures at any point in time, before during or after that which the novels take place.

The book is divided into 5 parts, which are further divided into chapters. Aside from the color cover, all the interior illustrations are maps or diagrams of locations covered in the book, all very helpful. Part one consists of an 11 chapter story of a young illusionist's journey through many of the regions of Thimhallan, on a quest to solve his parents' murder an regain his title and lands. Chapter 12 covers the areas he does not visit and chapter 13 describes the creatures in text and Phantasia game terms. I have read none of the trilogy novels and I can safely say I have a good enough understanding of Thimhallan, its people, history and creatures from these chapters. I also became acclimated to the unique vocabulary of units of measure and "life" as the force behind magic, which carries from the novels to the Phantasia rules.

Chapter 13 and the creatures of Thimhallan, 30 in all, deserve special mention. The creatures/monsters of this world were created in one of two ways. Most of the mundane and magical ones were created when the planet was magically terra-formed, indigenous life forms changed to more familiar forms. The truly dangerous and monstrous creatures were created from other living things to fight in the Iron Wars. Some are familiar, like griffins and centaurs, while others are more unique, darkrovers (hunters, squeelers and wild all derived from canines) and dugruns (shaped from apes, filling the orc/goblin niche). Their reasons for creation and abilities make them more acceptable than if nature had created them as a part of the ecosystem.

Part two provides a complete timeline from the various magic users banding together on Earth, their exodus to Thimhallan, the society they built their and all the events and war that take you up to (presumably) the novels' time frame. Part three contains 3 chapters that describe the use and accumulation of the power that makes magic work, "life". Even Thimhallan's economy is based on "life" as it can be transferred from being to being and even objects, and accumulated for later use. Part 4 describes and provides game outlines for the 9 mysteries (i.e. colleges) of magic on Thimhallan and in Phantasia (fire, earth, water, air, life, shadow [illusionists], time, spirit and death [technology]). Dark cults, evil, including necromancy are described in various text but not offered for players and banished early on in Thimhallan history.

Part 5 contains the Phantasia rules themselves. These are somewhat off the mainstream as well. PCs, NPCs and creatures receive the same sets of stats that include the usual plus "attack" and "defense". Stats are given a number where they apply universally to the character type or creature. Those stats that vary from individual to individual include the letter "R" which indicates 1d10 to be added to the number. In combat, skill use or any task, a roll or competing rolls are compared as modified by the appropriate stats. The amount of difference between the attempt and target or counter roll, determines the amount of success. Rules are provided for using hand signals, in a sort of "rock, paper, scissors" method, to achieve the same randomness given by 1d10. The system requires 2 individuals to signal independently, and no manner of cooperation nor spoilage can be achieved consistently because the range of possibilities is not linear.

Appendix 1 details major and minor characters, with game stats, from the novels. Appendix 2 provides notes on adapting other game systems. Forms, charts and tables are included on the last few pages.

How can you pass up an entire FRPG the size of a soft cover novel, especially one that includes a complete campaign background. I doubt this will become anyone's favorite game or setting but at $4.50 it is well worth any ideas pirated from it. Heck, go to a used bookstore and you can pay less than that!

Style: 3 (Average)
Substance: 3 (Average)
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