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Manual of the Planes | ||
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Manual of the Planes
Capsule Review by Aaron Brown on 27/08/01
Style: 2 (Needs Work) Substance: 4 (Meaty) Ok book, great sleep aid! Product: Manual of the Planes Author: Grubb, Cordell, and Noonan Category: RPG Company/Publisher: Wizards of the Coast Line: Dungeons and Dragons Cost: 29.95 Page count: 220 Year published: 2001 ISBN: 0-7869-1850-0 SKU: WTC11850 Comp copy?: no Capsule Review by Aaron Brown on 27/08/01 Genre tags: Fantasy |
The worst day of my life (ok, not the worst, but shock value sells!) was when Planescape was dropped. No longer could I explore the deadly Inner Planes. The beauty of Aborea would now only change at a DM’s whim. I could no longer blow money on new PS books. What a sad day it was…
Of course, WOTC has now given us a new Manual of the Planes (MotP)! I saw this the other day when I walked into my local game store. Right then and there, I realized that I had to own it. So… START REVIEW Looks As far as the basics go, MotP looks like all the other 3ed books on the shelves. Looks like an old tome, shiny hard back cover, smells nice… Ok anyway, it has the same fair that you would expect from 3ed. The interior lay out is also no big surprise either. If you have seen any of the core books you pretty much have seen the layout. The artwork is good, not spectacular, but good. The only small complaints I have is that the: a.) “Schematic” diagrams are computer designed. IT DOSEN’T FIT!!! And b.) The advertisement for Chainmail in the back of the book is tacky. Come on, WOTC, leave the adds out! Content This is where I’m torn. This book is like a Domestic “Import” Beer. Sure you’re drinking a Heffe-Wissen, but when Miller makes it, there’s something lacking (for all of you that are underage, don’t even think about trying the comparison, buster!). For example, chapter one is all about the nature of the planes. Here, you find out cool stuff like an introduction to the planes, planar traits, the shape of them, the gravitational properties, 3D combat, time flow, elemental and energy traits, alignment, zzzzzzzzzzzzzzzzzz… And this isn’t just in the first chapter mind you. It’s through out the WHOLE FREAKING BOOK!!! While I can’t complain that it isn’t written well, and it is, I have to bring up the point that I’ve read well-written chemistry books too. The style of the book truly gives this the title, “Manual”. Beyond that, if you can stay awake, there is some great stuff in here. If you’re new to the planes, there is tons of stuff to get you started. Everything from making your own cosmology, right down to suggestions of how to mix and match the “basic” planes that they give. If you don’t want to bother with all that creative garbage they also give you the Greyhawk cosmology for an example. Of course, if that’s not your cup of tea, either, and you want to come up with something completely different, they give you eight different planes in the appendix that, while not terribly creative, are neat spring boards for the DM that wants a different cosmology than what the D&D world typically has. The sections of the planes were nice. Besides the normal description and alignment stuff, there are random encounter tables for each of the planes (if you use them), and a small section on the features found there in. Most of it is interesting, and there were even a few things that I didn’t know, with all my Planescape knowledge. Hold on, I’ve go to reiterate something… AHHHHHHHHHHHHHH!!!!! BRAIN MELTING!!!!!! SO BORING!!!!! TELL MY WIFE AND KIDS DADDY WILL SEE THEM IN HEAVEN!!!!!! AHHHGHGHGHGH!!!! I don’t think I can describe how UNGODDLY boring this book is!!! Ok, back to the review. Anyway, some of the other gems in this boring, mind numbing book are good. The prestige classes are pretty balanced (at least from the couple of sessions they were PC’ed in). I don’t, however, think that they would be very interesting in a campaign that wasn’t based on the planes, but I think that’s what the designers were going for. The spells are decent, nothing that’s going to kick the crap out of your average raving daemon, but useful for any planeswalker. The monsters showcased with in, are mostly creatures that echo the planes. They are weird and wicked, but nothing too special that isn’t already in the MM. Except for the Astral Dreadnought, which I wouldn’t want to meet up with. One thing that really bugged me was having the Gith in there. HOW MANY ENTRIES DO WE NEED OF THEM!!!! Once again, though, that’s just my gripe. They did put in Para-Elementals, which for those who don’t know are “mixes” of elementals (i.e., Air and Water make an Ice Para-Elemental) and the templates that are included are useful for a DM that doesn’t want to swarm his PC’s with Xorns every time they go to the Plane of Earth. >END REVIEW< >START CRITIQUE< Like I said, the book is boring, boring, boring! I feel lucky that I’ve played/ran Planescape before. I don’t think I’d ever throw the Planes in my game if I was new to the game and saw this book. Its just not interesting if you take it on face value. There’s no more excitement, no more danger, no more surreal environs, AND NO MORE MODRONS!!! (Well I liked them, anyway…). I think that by making the book useful for all campaigns, they sucked out the wonder and mystique that is the planes. My parting shot is that, while the book has some great stuff in it, it suffers from a bad Catch 22. The material is perfect for starting DMs that don’t know much about the planes and want to have their PC’s explore them. However, it’s so dry that I’m sure a lot of those DMs would pass it up. On the other hand, I don’t think there is enough new material for experienced or ultra-super-creative DMs to spend the money (and put forth the willpower) to give it a read. That and there’s no Modrons… Aaron Brown
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