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REVIEW OF PLAYER'S GUIDE TO EBERRON
Most of the time, when I review an RPG or supplement, I go chapter by chapter, giving a synopsis of material so the reader can decide if that section has any worth. This method has worked for more than 20 reviews so far, but none of those books were the Player's Guide to Eberron.

The thing about the Player's Guide to Eberron is that summation by chapter would be a really quick review. The book is two chapters. The first chapter is only eight pages. The second is more like 130. So that makes a quick, 'here's what's in the book' review slightly problematic.

The interesting thing is, the format that makes my review tough to write also makes the Player's Guide to Eberron a really cool, extremely useful book. The first chapter - the one with eight pages - provides a sampling of different character archetypes. There are no stats anywhere, just descriptions and suggestions for eleven different character concepts. These concepts do a splendid job of reinforcing Eberron's underlying theme, that of 1920's pulp fiction done D&D-style. There is a chronicler, Eberron's version of the investigative reporter. There is an inquisitive, and if you just add a bottle of hooch and dames (you can substitute broads, if you like), you've got a cynical private eye. These character suggestions are just that - suggestions - and if you like parts of a few, you can mix them up. They are really just play aids, to help players get a feel for Eberron.

The second chapter, at 130 pages or so, is an encyclopedia of Eberron. Instead of being segregated into chapters, the enormous amount of background information is divided by topic and listed alphabetically.

The entries in this book are well organized and well written. Any topic you may want to investigate, from warforged or shifters to Xendric or the Mournlands, can be found with ease using the helpful index in the back of the book. The table of contents is clearly delineated, which makes a quick study on dragonmarks a breeze.

In addition to a considerable amount of relevant information, each entry has a gray sidebar that contains knowledge check DCs and the information a character might know. This is especially handy for the DM, who may mention Valenar in passing and then have players asking about it.

Many of the entries include magic items. There are dragonshard weapons, artificer's tools, potions and wines. They are listed not only as useful additions to the DM's arsenal, but also as examples of the kinds of things associated with their entries. There are new spells and psionic powers, too, all easily referenced through the index and adding plenty to an Eberron game.

Player's Guide to Eberron includes a few new prestige classes in some of the entries. For instance, the entry on magical traditions includes the high elemental binder, a fighter/mage crossover who can sheath his blade in flame and command a water elemental as a companion. A few other sections also include prestige classes, not just to add to the game, but to help the reader understand the entry being read.

For those that like maps, there are no less than a dozen. It only makes sense, if you are reading about Frostfell, to be able to see a map. The maps of Morgrave University or a sample lizard encampment might not be quite as obviously necessary, but they do provide more information about the setting.

I do have a few reservations about the book. For one thing, useful information seems to be scattered throughout the book, almost willy-nilly. I will be the first to admit that it makes sense to include Talenta dino-rider feats with the entry on halflings, but it would be nicer if all the feats were in one place. When I'm trying to pick a new feat from those provided in this book, it would be easier if I did not have to flip between Child of the Swamps on page 119 and Touch of Captivation on page 35.

Also, some of the entries are dryer than chewing a mattress. Oddly enough, parts of this book were written by Stan!, my personal favorite D&D writer, but I can only assume those are the parts I liked. Individual entries are not credited, so I don't know who wrote what. Most of the book, happily, is a decent read, and even better, you don't really need to read the whole thing.

The art, on the other hand, is impeccable. It is definitely up to the usual high standards set by Wizards of the Coast. The layout, with handy page tags and bright, bold headlines, makes finding the right page very easy. The design allows the book to be read with a nice, casual flow, though it tends to get broken up now and then by sidebars.

All things considered, if you play Eberron, the Player's Guide to Eberron is almost a must-have. Much of this material was covered in the Eberron core book, but much of it was not, and this book is perfect for educating players without handing them a 300 page tome and saying, 'look it up.' Better yet, it's better than having a player ask, 'so who lives in the Eldeen Reaches?' and having the DM say, 'give me a minute. It must be in here somewhere.'

Style: 5 - A beautiful book, with good writing for the most part, and acceptable for the rest.

Substance: 4 - A great resource that will make educating players quick and easy.


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Player's Guide to Eberron

PRODUCT SUMMARY

Name: Player's Guide to Eberron
Publisher: Wizards of the Coast
Line: Eberron
Author: James Wyatt, Keith Baker, Luke Johnson, Steven Stan! Brown
Category: RPG

Cost: $29.95
Pages: 158

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REVIEW SUMMARY

Comped Capsule Review
Matt Drake
May 19, 2006

Style: 5 (Excellent!)
Substance: 4 (Meaty)

An easy-to-use reference book that does a great job of summing up Eberron.

Matt Drake has written 73 reviews (including 26 rpg reviews), with average style of 4.26 and average substance of 3.82. The reviewer's previous review was of Races of the Dragon.

This review has been read 2940 times.


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3/06: by Christopher W. Richeson (5/5)

In 2 reviews, average style rating is 5.00 and average substance rating is 4.50.


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