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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

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