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go goffy on you and you end up in The Second World<br />
where things just keep bending your mind. The Second<br />
World is closer to a modern Dungeons and Dragons<br />
game or a way high fantasy D20 Modern setting. Either<br />
way you look at it, Elvis has left the building. Or maybe<br />
he just strode back through the front door, but now he’s<br />
a Hobgoblin.<br />
You’ll also notice that a large portion of the text is<br />
written from a 1 st -person (the author’s) perspective.<br />
This took just a little getting used to, but really made<br />
the whole book feel like the author was talking directly<br />
to you and explaining things as he went along. Kind of<br />
like you sitting down with him as he describes this new<br />
game setting.<br />
The chapter on Characters presents a handful of new<br />
races, that I really wish there had been pictures of but<br />
the text descriptions are passable, and a host of<br />
background options of who your character was before<br />
making the jump to The Second World.<br />
BASICS<br />
The Second World Sourcebook (TSWS) is the newest<br />
d20 supplement from Second World Simulations and is<br />
quite interesting indeed, but more on that later. TSWS<br />
is a hefty 288-page softcover book with a color cover<br />
and a very sparse amount of black and white interior<br />
artwork. It provides players with an alternate, but more<br />
than slightly skewed, version of Earth to play in. It has<br />
a retail price of $29.95 USD and the back cover indicates<br />
that it requires the use of both d20 Modern and<br />
Dungeons and Dragons.<br />
BETWEEN THE COVERS<br />
The first section of TSWS sets up the campaign setting<br />
of this ‘alternate’ Earth and does so in a really fun to<br />
read ‘in-your-face’ kind of way. I found this section,<br />
which takes up about a fifth of the book, to be just plain<br />
great. What is ‘The Second World’? How did it come<br />
into being? Well, that’s not 100% clear except that it’s a<br />
less than exact high-fantasy with a modern twist version<br />
of Earth, but not totally. It’s hard to explain what it is.<br />
What it isn’t is boring and predictable. Ok, the First<br />
World, our world, would be akin to a d20 Modern world<br />
where things are mostly right, but sometimes things just<br />
Wardens, the third chapter, are kind of like Prestige<br />
Classes that are a new type of spellcaster of which there<br />
are multiple (Dream, Feral, Flesh, Lightning, Metal,<br />
Motion, Shadow, and Vector) varieties and a new system<br />
for using magic with lots of Bindings (sort of like spells).<br />
The Equipment and Opponents section are the smallest<br />
in the book, but they give you a good enough sense of<br />
how things work in The Second World. Here’s where<br />
you’ll notice The Second World having a greater<br />
influence from D&D, but I really think you could get by<br />
with either set of rules.<br />
VALUE<br />
While billed as a supplement for both Dungeons and<br />
Dragons and d20 Modern I found that you could<br />
probably get by with either set of rules and my greatest<br />
use of this book would be in the d20 Modern system.<br />
This is not to say that it would not be useful in a<br />
Dungeons and Dragons game, because it certainly could<br />
be, but I just found the concept of an alternate world<br />
more practical to a d20 Modern setting.<br />
For about thirty buck this is an excellent supplement for<br />
DM’s that are looking for a campaign universe that’s just<br />
a bit more than a little different.<br />
WWW.SECOND-WORLD-SIMULATIONS.COM