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Month Index: November, 1996
From: Toby Mekelburg <toby@????.net> Date: Sat, 02 Nov 1996 12:37:29 -1000 Subject: Re: Review of World-Builder's Guidebook (fwd)
>---------- Forwarded message ---------- >Date: Fri, 1 Nov 1996 09:10:33 -1000 >From: WhtKnt@???.com >To: ADND-L@????????.???.edu >Subject: Review of World-Builder's Guidebook > >WORLD-BUILDER'S GUIDEBOOK > >WHAT YOU GET: _The World Builder's Guidebook_, a 96-page softcover book. > A "pad" (actually a stack) of 32 sheet (several >copies of nine > different forms) that will aid you in designing >your world. > >THE GOOD: What can I say? This needed to be done! The book is done in a >free-form design that allows you to create a world entirely from random die >rolls, or to assist you in putting your own ideas to paper. You can follow >the chapters in order, or jump around to design as you wish. The forms >include a polyhedral world display, a polar display, kingdom forms, area >forms, site forms, and more! Brief overviews of plate placement and movement, >prevailing wind flow, and other real-world data are included, so that you can >make your world as realistic as you desire! Do you use Spelljammer? No >problem! The WBG covers both real-world and fantasy aspects of world-design. > >THE BAD: The only bad points that I can find about this product are: 1) it is >too small. Even with all the information they've packed into it, I could >still see room for more detail; and 2) unless you design worlds on a regular >basis, you may use the book only once and then never crack it again. > >THE UGLY: Nada. > >SUMMARY: With the WBG, you can sit down and, within a few hours, sculpt a >beautiful, fantastic (or realistic) campaign world in which to set your >adventures. The free-form approach allows you to build from a single village >outward or from a global view inward. Random tables are provided as aides, >but the overriding rule is, "If you don't like it, don't use it!" > And this book has applications beyond AD&D, too. Even though the focus is >on AD&D, I could see uses for it in space games, time/dimension-travel games, >and world-spanning games, to name a few. The system is flexible enough to >allow you to create anything from the fantastic to the starkly realistic. > If you're stuck for ideas, drop a handful of dice and consult the random >tables. You'll be surprised at what you get! And if you know what you want, >but need to fill in some unfinished areas, this book will help you! And the >use of the forms are fully explained with (in most cases) illustrations and >highlighted text. > No matter how you choose to go about it, the book uses the consistent >example of a designer utilizing the forms and the WBG to build her campaign >world. Everything is explained in detail and gives you a good idea of how >things should be done. But the book also stresses that in a fantasy >environment, you should never let yourself be led by real-world physics! > >CONCLUSION: Even in the short time that I've had to work with this piece >(three days), I've found it invaluable. Of course, it also happens to have >hit the shelves two weeks after I began work on a new campaign world! But by >thumbing through the tables and charts, I found myself wanting to create a >completely random world as well! I give this product a very good 7 out of 10. >My major complaints are the fact that it could have been bigger, and it's >relatively limited use for DMs who do not enjoy creating multiple worlds. But >for a Spelljammer DM, it gets a 9 out of 10. > >
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Month Index: November, 1996