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Changeling Storytellers Guide | ||
Author: Mark Hunter, Stephen Kenson, Ian Lemke, Nancy Schultz-Yetter
Category: game Company/Publisher: White Wolf Game Studio Cost: $18.00 US Page count: 139 ISBN: 1-56505-708-7 Playtest Review by Kevin Mowery on 07/13/98. Genre tags: none | I love the Changeling game. After getting my own copy of Kingdom of Willows for review, I started up my own campaign. Then, a short few weeks later, the Changeling Storytellers Guide appeared on the shelf of my local hobby store. I figured I could always use more advice on how to run a game, especially one as complex as Changeling, so I picked up the Guide. The book starts off with a short story about the start of the Eshu Seif's quest to find High King David, a story which started in Willows. The story is about average for an introductory piece of fiction. The book then moves on to guidelines on how to start an adventure or even a chronicle, how to prepare for a game, and how to deal with problem players. None of this is very new, although it would be useful for new GMs (excuse me, I mean Storytellers, and maybe if this review runs short I'll explain why I hate that term). The second chapter is a FAQ on how game concepts work, why your Changeling can't also be a True Mage, a Vampire, a Werewolf, and a Wraith, and other stuff that I remember being hashed out on the Changeling mailing list years ago when the first edition came out. The third chapter deals with mechanics, and includes rules for gaining Glamour, a couple of alternate combat systems (both of which seem quite neat and worth a try at some point), and other such things. Specific mechanics for reverie, rhapsody, and epiphanies and such are given, although later in the book it's pointed out that it's a bad thing for such things to be left to mere dice rolls. The fourth chapter deals with NPCs. The really good part of the chapter deals with characters' families, friends, jobs, etc--the things that get forgotten in the course of an adventure. The section on chimera is good until it gets into example chimera. Two pages are spent detailing seven new chimera and giving stats for them. Three of these are cats or variations on cats. Now, I love cats, but that seems like too many. Sections on the other critters in the World of Darkness round out the chapter, and are amusing to read, if not incredibly useful. I have one player who wants to play a Werewolf, and after reading the paragraphs on crossovers between Werewolf and Changeling, I opted to go with the idea I had before I bought the book. Chapter Five is interesting, in that it's nothing but ideas for placing Changeling in other times or places other than the mean streets of the city. The section on the Dreaming starts off annoying, but quickly makes good points and redeems itself. The sixth chapter has obligatory essays about gaming but nothing so pretentious as appeared in the Players Handbook. At the end of the book is a list of movies, books, and music suitable for use as source material for Changeling. It's very short, and I must admit to some bias on this point, as at one point I compiled a very lengthy filmography and bibliography for Changeling. The website it was on doesn't seem to be up anymore, and I don't have a copy, so if anyone out there does drop me a line and let me know where I can find it. Physically the book is very nice, with a minimum of typos. There is one very amusing typo, though (at least I assume it's a typo). In a section on lighting for the game, they suggest that Live-Action players may want to experiment with "erotic" lighting, but to keep it safe. My first question is "what's 'erotic' lighting?" followed by "why is it potentially unsafe?" Then I think about my own group in "erotic lighting" and think, "Okay, that is unsafe, but maybe you meant 'exotic'?" So how useful is this book to a Changeling GM? For experienced GMs, or those who own other Storytellers Guides, its usefulness will be less than for new GMs or GMs new to the Storyteller system. A lot of the advice in the book could be found by asking more experienced GMs or posting a plea for advice on Usenet. But there's just enough, in my opinion, that's specific to Changeling and its unique game world to make the book worth buying for a Changeling GM who wants a bit of extra advice. If you're happy with your Changeling game as it stands, there's not much reason to pick this one up. Oh, and I seem to have a bit of space here, so I'll explain why I abhor the word "Storyteller" as a substitute for GM. All the arty nonsense about storytelling being an ancient art and roleplaying being the extension of that tradition in to the modern day aside, being a storyteller--telling a story--and being a GM are two different things. The GM works with players to create a story. If I wanted to be told a story, I'd get a book on tape.
Style: 3 (Average)
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