REVIEWS
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A
Magical Medieval Society: Western Europe
By
Suzi Yee and Joseph Browning
(Expeditious
Retreat Press)
Rating: 10
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MONTE'S
RATING SCALE
10.Perfect.
Absolute genius!
9
..Wonderful!
I wish I'd done it.
8
..Well
done. A real standard for things
to come.
7
..Great.
I'm happy to use it in my game.
6..
Good.
I will use this product.
5
..Worth
having.
4
..Okay,
but not great.
3
..Not
so good. Needs work.
2
..How
did this get published?
1..
Abysmal.
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Man,
I like this book. If you're a DM and running
a D&D game, you should have this book. Period.
When considering a rating, I knew it was going
to get at least a 9, which means "I wish
I'd done it," which is true. As a student
of history (literally), this book is right up
my alley. I wish I'd done it, and I wish I'd
had it when I started DMing. A rating of 10
means absolutely perfect, which might be pushing
it for this book, but I wanted to stress how
good it was -- I've never given a 10 before.
Truthfully, it's probably more like 9 and a
half. So I rounded up.
This
book, in a nutshell, is a guide for creating
a medieval-style roleplaying game campaign --
not the world, or the monsters, or the magic
system, but the society and the culture. This
is particularly interesting because it's all
the stuff that so many game designers assume
everyone knows (but they don't -- and lots of
game designers don't either, myself included).
Feudalism, the position of peasants in society,
arable land compared to population growth, taxes,
laws, cities, guilds, citizenship, religion,
economics, and so much more. Don't know how
to go about creating a realistic fantasy city?
Don't know how many nobles there should be in
your kingdom? Players want to build their own
castle? This book handles all those situations
in great detail and does a lot more as well.
But
the best part is, this isn't just an encyclopedia
entry about the Middle Ages. It's presented
from the point of view of a DM creating a campaign.
Even better, it's really a D&D campaign,
not just a historical one. You're not reading
about medieval France, you're reading about
kingdoms where there are magic weapons, what
the role of the druid in society is, and how
society looks at raise dead spells. This
book allows you to create a campaign (or just
a village, or a city, or whatever you need)
that feels "authentic" without being
"depressingly realistic" -- and thus
uninteresting. The writers understand the fine
line between what's cool about the authenticity
of the Middle Ages and what's too drab or boring
for a role playing game to a degree that I've
never seen in an RPG product except perhaps
Nyambe.
I
could go on, but it seems almost silly to. This
book really is as good as it sounds. It's got
everything you need to create your own cool
campaign. Architectural styles in various types
of cities? Check. Magical taxes? Check. Banking
systems? Check. Ways of dealing with plague?
Check.
There
are even some plot hooks, some sample medieval-style
documents, demographics worksheets, rules for
bargaining, some nice detailed examples, and
even a quiz at the end. (Seriously.)
Just
get the book, already. If you can't find it
in stores, you can get it through the Expeditious
Retreat Press website. It's also available
as a PDF (which I do not have, but I assume
it has the same content as the print book).
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