Thursday, August 18, 2011

Cat

Cat (Wicked Dead Brewing Company) is an entertaining game about, naturally, cats.  The book is a fun, quick read.  The art is rather simple but fitting for the game.  The premise is simply that cats have been tasked with protecting humans from invisible little creatures called boggins.  Of course cats also have to contend with all sorts of other challenges from dogs to evil humans so their job is not an easy one.  They also must foray into the realm of dreams to protect humans there.  Due to its size the system is fairly simple.  Cat's design leans stronger towards pick-up games rather then a long term campaign.  The only issue that I ran across when reading was the challenge (as a cat owner) of getting a group of cats to work together.  They are generally solitary creatures and the book does not cover terribly well why they would cooperate.  As an interesting tie in at the end of the book there is a section on cat facts which is rather informative (and very amusingly written).  Due to it's somewhat limited scope but amusing read I'd rate this a 7 out of 10.

Sadly this book is out of print* and not available for pdf.  I'd recommend checking Noble Knight as they would have the greatest chance of picking up a used copy.

Up Next: Ravenloft Gazetteer Volume 1.

Saturday, August 13, 2011

The Inner Sea World Guide

The Inner Sea World Guide acts as the campaign setting companion to Paizo's Pathfinder game line.  This book is an update to the Pathfinder Chronicles Campaign Setting (which was released before the official Pathfinder rules had been released).  Pathfinder if you aren't familiar is Paizo's updated take on the D&D 3.5 rules.  The primary world on the material plane where the action takes place is named Golarion and Paizo packs a lot onto this planet to cover many different themes and moods.

The first chapter covers races in Golarion.  These are your standard core races although there are several variations on humanity (mechanically all identical).  The racial backgrounds are a bit different especially for gnomes.  The authors don't shy away from doing things to make Golarion a little different then just a run of the mill campaign setting.  The second chapter covers the Inner Sea and this is the meat and potatoes of the book.  Here we get 4 page blurb on all the countries and regions that surround the Inner Sea.  Each section covers history, government, and has a gazetteer of key places.  All in all this gives you a decent high level view of an area that gives some places to see/investigate/avoid and enough information that a DM can extrapolate further upon with ease.  The sheer diversity of places should support nearly any type of game style/desired setting.  There are everything from communist military run nations to a nation in the midst of a French style revolution (with resurrection blocking guillotines), to a crusader kingdom, and a caliphate.  It's almost a guarantee that one of example of any common setting trope is found somewhere in the Inner Sea.  The only possible drawback is that at times this seems almost too obvious and neighbors who may share the same geography can have very different cultures.  For whatever reason this struck as a bit hard to believe.  Yes, I realize this is odd to say when it doesn't bother me that their are dragons, wizards, and magic in general everywhere!  It may also feel this way due to my initial lack of familiarity with the setting compared to say, the Forgotten Realms or Exalted's Creation.  This chapter also discusses the world beyond the Inner Sea and some previous civilizations that have long since slipped in the domain of history.

Chapter three cover major religions/gods in Golarion.  I'd argue this is the default Pathfinder pantheon.  It also covers some of the major non-deity based philosphies that dominate the land.  I found these to be pretty standard but I've seen a lot of deity write-ups so in that way I may be jaded.  I liked that there were just philosophies that are followed in Golarion though.  So many campaigns are completely dominated by gods that nothing else shows up.  This breaks that mold.  In fact there is even a completely atheist country that has banned any god based religion outright.  I don't think I had ever encountered that in fantasy campaign world before!  The religion chapter also does a brief purview of the planes and what beings live on them.  This felt quite unfamiliar to me (see also my review on the book covering that in more detail) but that owes mostly to many new planar beings that replace ones that are probably solely licensed by Wizards of the Coast.  I miss my slaads...

Chapter four tackles life on Golarion.  Not too exciting other then the technology section which is interesting because in some countries firearms and printing presses are starting to become common.  The fire arm rules are interesting.  The other technology is intriguing as it changes some of the dynamics of the otherwise bog standard fantasy world.  It's a change from that standard and I'll take it!  Chapter five introduces some major factions that are players in the politics of Golarion both good and evil.  Nothing too exciting here again.

The last two chapters cover the mechanical bits of the game including prestige classes, equipment, spells,  magic items, and monsters.  Nothing too exciting here as far as I'm concerned.

Overall I liked this book.  Artwork and production value are the standard top rate quality that you'd expect from Paizo.  The map is beautiful.  The setting is diverse if a maybe a little too obviously so.  I'd rather have too much differentiation though then not enough so it's not a huge issue for me.  Even the parts that seem fairly standard are still well written and thought out.  I'd rate this a 8 out of 10.

Available in: physical* and PDF.

Links: AmazonPaizoNoble Knight

Up next: Cat