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Secret Societies of Theah: Book Four: The Invisible College | ||
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Secret Societies of Theah: Book Four: The Invisible College
Capsule Review by Lisa Padol on 02/10/01
Style: 5 (Excellent!) Substance: 5 (Excellent!) The Invisible College describes a multi-faceted conspiracy that is not easily pigeonholed as either good or evil. It features rules for gadgets, codes, and theories that fit the genre and mood perfectly. Product: Secret Societies of Theah: Book Four: The Invisible College Author: by Kevin P. Boerwinkle, Scott Gearin, Patrick Kapera, and Les Simpson, with additional material by Loren Dean, Rob Vaux, Kevin Wilson, and Ray Yand Category: RPG Company/Publisher: Alderac Entertainment Group Line: 7th Sea Cost: $19.95 Page count: 128 pages, perfect bound Year published: ISBN: SKU: Comp copy?: no Capsule Review by Lisa Padol on 02/10/01 Genre tags: Fantasy Espionage Conspiracy |
Secret Societies of Theah: Book Four: The Invisible College
for 7th Sea by Kevin P. Boerwinkle, Scott Gearin, Patrick Kapera, and Les Simpson, with additional material by Loren Dean, Rob Vaux, Kevin Wilson, and Ray Yand Alderac Entertainment Group 128 pages, perfect bound $19.95 Grade: A- Reviewed by: Lisa Padol Code Consultant: Joshua Kronengold Note: While I did not receive this from rpg.net, it was a complimentary review copy. This book rocks. It has a nifty, two-faced conspiracy. The open face features lots of wonderful gadgets and techniques, while the hidden face supervises deeds that could be considered truly dastardly, or perhaps merely ruthlessly scientific. GMs can slant the two sides to reflect their own preferences. Those who favor moral complexity can show where the public goals may be misguided and the hidden ones essential, while those who favor a simple, unambiguous morality can have PCs gradually discover the Big Secret of the College and do something about it. As with the other secret society books, The Invisible College is divided into four parts. The book opens with an opening vignette featuring Alvara Arciniega in a daring escape from the Inquisition. Then, the first chapter begins with an overview of the society which lists important scholars and their published works. The authors detail 21 of the 24 masters of the Invisible College, leaving three for the GM to create on her own. Next is a section called "Private Agenda". It includes timelines, common sense rules for operating as a member of the College, an overview of the various sciences the College investigates, and the Big Secret. As in previous secret society books, the big secret really is big, and I approve of the way AEG continues to reveal what it promises to reveal. I shouldn't have to applaud this, but it is too rare in RPG supplements. After the Big Secret, there is a consideration of the philosophy of the college, and then a parable. It is not an especially brilliant parable, but it fits the genre and mood perfectly. It is exactly the kind of parable that someone in the Invisible College would have made up. Next, there are sections on the endeavors and lifestyles of College members, followed by a description of the codes used by the college. These codes are elaborate, difficult to break, baroque, and somewhat inefficient. In short, they fit the mood of complex intrigue that I like. Oh, I admit, as Josh pointed out, a one time pad is not only more efficient, but was also was certainly available during our own Renaissance. I don't care. The codes reflect the mood 7th Sea is trying to create and the mood of the source material it draws upon. The chapter continues with an overview of the relationship between the College and various other secret societies, as well most as a consideration of the connection between the Invisible College and NOM, the ultimate, uber-secret society. After this comes a description of several of the safe houses of the Invisible College. The next chapter lists the prominent NPCs, while the third chapter describes the mechanics of how the Invisible College works in play. Benefits of joining the college include learning nifty codes, gaining a better understanding of science, and being granted access to special training. As in other 7th Sea supplements, although the maximum rank in a Knack is 5, certain NPCs have a rank of 6, and they can impart their learning to others. There's also a new swordsman school, and new skills, backgrounds, and advantages, including the secret laboratory, something no scientist of the Invisible College should be without. The invention rules are here as well, and include examples of inventions, as well as difficulty ratings for various items that exist in our world and could theoretically be invented in Theah. Further consideration is given to the Big Secret, and the resulting gadgets are nifty. They can give the PCs an advantage, or, if the PCs are not members of the College, shake them out of their complacency. At the same time, the effects are limited enough that they should not be game breaking. The last chapter begins with advice on planning a scientist in 7th Sea, along with a list of possible stereotypes. Consideration is also given to playing the support staff of the scientists of the Invisible College, useful if one plans a campaign centered around this society. Next comes the GMs Only section. This opens with the statistics and secrets of the various and PCs considered in the second chapter. Some of these are really gorgeous. After that, there is a section on the White Plague, followed by a section with much useful information on running the Inquisition. There is enough information for players to have Inquisitor PCs, as well as to allow the GM to anticipate what the Inquisition will do in reaction to what PCs from the Invisible College or other scientifically minded conspiracies do. There's also a section of possible mystic abilities for elite Inquisitors. Sample templates for the Invisible College round out the book. There is no index, but the layout is clean. The art is up to the usual standards I have come to expect from AEG. This book isn't perfect, although it does come close. The Invisible College is part of a game system which does things with a set time line that I have always considered presumptuous. NOM, the conspiracy behind the conspiracy, strikes me as ill-defined and ill-thought out. But none of this detracts from the achievement of the book. It creates a conspiracy that fits the mood of the game and supplies players and GMs alike with nifty gadgets and ideas. I recommend The Invisible College for 7th Sea GMs, but also for GMs running anything involving detailed conspiracies. GMs running games where gadgetry and inventions play a large part should also take a look at this book.
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