Review Editing
Review of Wraith: The Great War
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There was an entire chapter dedicated to the new rules for mass combat, heavy artillery, tanks, combat on the seas of the Shadowlands and the Tempest, and combat in the air. It really added to the feel of the time. The Great War wouldn't have seemed right without these rules, and I feel that the people at White Wolf did a wonderful job with them. Also, there were new Arcanoi arts that are more suited to war.
At the end of the section dealing with the Arcanoi, a totally new system is brought to the game, Tempered Arcanoi. They are a mixing of the Arcanoi that already exist, and in my opinion, they only add to the flexiblity of the Arcanoi. Also, there were rules on the creation of new Tempered Arcanoi that give the needed resources, time, and rolls. I also enjoyed that the wraiths of the other dark kingdoms were fleshed out, and their Arcanoi were given.
Still, there are some things that I wasn't as happy about. The way that Argos is now shown gives me the impression that it can now be used in the Skinlands, which counters previous suppliment. Also, relics seem to have become more like artifacts. They have powers stemming from their former Skinlands existance. But, overall, these are minor to the rest of the book.
Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

