This chapter includes fairly standard, but good, GM advice. Chapter 2 of the book can be downloaded for free from the Paragon Games website, so try it out. Here's a chapter by chapter breakdown of what you're getting. The core book didn't have enough precreated badguys for my taste, and the Hand of Fate Book really helps with that. The real gems of this book, however, are the bits on Conspiracies and Antagonists. This book expands on just about everything in the SoZ corebook. There are lots of new rules, powers, and other add ons here and it is often the case that the reader will move from one group of things to another that isn't all that logically related to what they were reading. I'd say my biggest complaint about the book is that the layout makes it feel cluttered at times. This book contains a good index, which is unusual for a book of its size and cost. The interior is black and white with art pieces ranging from average to great. Paper quality is above average and the book is bound well. 110 pages of material can be found between its covers. SoZ: Hand of Fate Book is a softcover book retailing for $21.99. Those who don't like additional crunch probably wont take a lot away from here, though Chapter 3 is useful for everyone. If you want a book that adds on to just about everything in the SoZ core book then you'll be very happy with this product. While it's focused on the Hand of Fate, or GM, the book includes plenty of information that is useful to players are folk who just want to read more about the Zir'an world. Equipment, spells, factions, monsters, this book has a little bit of everything. This book could best be described as a hodge podge of material that didn't make it into the core book.
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