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Playtest Review
February 25, 1999 Edited: August 28, 2017 by: Jeb Boyt
Jeb Boyt has written 56 reviews, with average style of 3.71 and average substance of 4.00 The reviewer's previous review was of A Guide to the Star Wars Universe (2nd edition).The reviewer's next review is of Star Wars Roleplaying Game. This review has been read 2001 times. |
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Okay. So it doesn't deliver on what you expect, but what it does, it does well. It provides a thorough portrait of the lands and people that produced the Arabian Nights. 27 character types are presented for playing an Arabian campaign, along with distinctive advantages, disadvantages, and skills. Descriptions and rules are provided for including magic in a campaign consistent with the tales, with four examples of magic-using character types and new and modified spells. Campaign information is provided for Arabian animals, magic items, djinn, and other fantastic creatures. The campaign chapter offers suggestions for running a variety of Arabian campaigns. The GURPS Arabian Nights finishes with a detailed adventure, glossary, and index.
The only major failing of GURPS Arabian Nights is that it just doesn't deliver on the genre. In part, because it assumes too much familiarity with the actual tales. Including brief descriptions of some of the lesser known tales would have helped to communicate the atmosphere of the Arabian Nights.
Style: 2 (Needs Work)
Substance: 4 (Meaty)
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