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Campaign Option: Council of Wyrms Setting | ||
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Campaign Option: Council of Wyrms Setting
Capsule Review by Jake de Oude on 16/10/01
Style: 3 (Average) Substance: 2 (Sparse) A strange idea with a poor execution, this Campaign Setting isn't for everyone. Product: Campaign Option: Council of Wyrms Setting Author: Bill Slavicsek Category: RPG Company/Publisher: TSR Line: AD&D 2nd Edition Cost: US$ 26.95, CAN$ 39.95 Page count: 208 Year published: 1999 ISBN: 0-7869-1383-5 SKU: TSR11383 Comp copy?: no Capsule Review by Jake de Oude on 16/10/01 Genre tags: Fantasy | This review concerns the 1999 edition of the Council of Wyrms setting, published to celebrate the Silver Anniversary of TSR. The cover claims that it is "Updated and Expanded from the Original Boxed Set!". Said boxed set was published in 1994 and all I know is that it contained three books and some other stuff. I do not know in what way the original product was enhanced. The scales of the dragon: AppearancesThe Council of Wyrms setting is now presented in one hardcover book with 208 pages. The front cover is by Brom and depicts a dragon having just won a struggle by Wing and Claw in front of the Council. The interior art is mostly black-and-white and done by Arnie Swekel (design & pencils) and Glen Angus (inks). Swekel also drew the thirteen full colour pages depicting the dragon races, kindred, kits and NPCs in the back. I like the dragons, for every type of dragon is distinct in appearance: which is as it should be. I don't like the priest and mage dragons, however, for they look silly and awkward. Dragons as player characters?Yes, you heard it right. This book gives you all you need to play a dragon and not just as a monster to be fought or an NPC to be dealt with: you can play a dragon as your player character. Mr Slavicsek tells us that "the introduction of such powerful PCs into the game setting is not something to be handled lightly", and rightly so. A dragon, fresh out of the egg, has at least 5 hit dice and at most 10 hit dice. As if this ain't enough, a golden Great Wyrm has 24 hit dice. What's inside this Campaign Option?That out of the way, let's get on with the contents of this book. It's divided into a brief introduction, three main sections and an appendix. The Rules of DragonsThis first section is concerned solely with the rules. It lets you build a dragon, a half-dragon or dragon kindred (I'll get back to the latter two further on). We get a grand total of fifteen different dragons: 5 metallic, good dragons; 5 chromatic, evil dragons and 5 gem, neutral dragons. That's right: the type of dragon you play dictates your alignment. It also dictates your ability modifiers, your type of breath weapon, your hit dice, your admitted classes, your preferred kindred, your level progression, etc. Almost everything is based on race. Almost every rule makes this division and introduces another table. For instance, the bonus proficiencies get one table, for each type of dragon gets another bonus. It's a quick way to raise your word count and adds little. A Dragon CampaignThe middle section introduces Io's Blood Isles as the setting the book is built upon. Io's Blood Isles are an area on world. The rest of the world is kept vague: we only know that to the north and south there is a land of Giants. Obviously this is to prevent the powerful dragon PCs to wander around in the rest of the world. We get a write-up of many dragon clans and the lands they govern. Dragon AdventuresTo get an idea of that, we need to turn the pages to Section Three. It includes four adventures for dragons which are loosely connected. Each adventure is for higher-level dragons than the previous and assumes that some adventures have taken place between them. The adventures are not much more than skeletons which the DM needs to flesh out. I applaud this approach: there's more place now for other things and it's a fair assumption that the only DM to try and run this kind of high-level campaign has a lot of experience already. AppendixHere we finally find the dragon slayer and the slayer mage kit, the Dragon Sage kit and monster for dragons to fight: an Undead Dragon Slayer. Following these kits is a three-page Random Spell Generator for Dragon PCs, THAC0 and Saving Throw tables and four pages of encounter tables. Closing the appendix are six different one-page character sheets. In the eye of the dragon: ConclusionAll things considered, this book just seems to do no good with me. OK, I don't like the goal the Council of Wyrms sets out to achieve, which is making dragons available as player characters. Apart from that, I found the execution rather poor. Lots and lots of descriptions of 15 dragon races, which are very similar in some cases. It glosses over the interesting options of having dragon kindred and the possibility of half-dragons, instead giving 15 types and god knows how many clans. This leads to lots of tables and rules. I liked the new proficiencies and the dragon mythology/history. The actual Council was also quite good, but frightfully brief. Campaign information and advice, about the only thing worthwhile, is crammed into 15 pages. The adventures can't save this Campaign Setting, either. Apart from the excellent first adventure and the moderate second adventure, we get two dungeon crawls. Too bad. | |
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