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The main focus of the book is, as you’d guess,<br />

Coruscant, but many other planets are given much<br />

more than just lip service. I’m certainly not the<br />

‘stand-in-line-for-days’ kind of Star Wars fan, but I’d<br />

consider myself at least moderately informed on the<br />

universe, but I found myself learning a lot more about<br />

it and was really interested the whole time. NPC’s<br />

(GM Characters) abound and the only thing that<br />

would have made their sections better would be<br />

illustrations of all of them, but then we’d have a much<br />

higher page count and cost. Many of the new species<br />

presented could serve as interesting PC’s but an<br />

illustration of each is not provided, which would have<br />

been nice but a text description serves pretty well.<br />

There are also many new creatures to spring on your<br />

party of adventurers, 29 in fact and several new<br />

droids, starships and vehicles are also included.<br />

BASICS<br />

Coruscant and the Core Worlds (CatCW) is a hardback<br />

supplement for the Star Wars role-playing game by<br />

Wizards of the Coast. It has a full color cover that<br />

you should be able to recognize from Episode II:<br />

Attack of the Clones, a full color interior on slick<br />

paper, and a page count that clocks in at 160 with a<br />

retail price of $29.95 USD.<br />

BETWEEN THE COVERS<br />

Inside (CatCW) you’ll find a great amount of<br />

information on what is likely to be the center of your<br />

Star Wars campaign. As is pretty standard, and<br />

thankfully so, for all of the Star Wars products that<br />

I’ve taken a look at the interior is just wonderful.<br />

There are very few movie stills, but the rest of the<br />

artwork is very nice and the only thing I could have<br />

asked for is more of it. The maps in the book are<br />

also nicely drawn and easy to read. It all ads up,<br />

especially with the slightly pale green base page<br />

color, to a very aesthetically pleasing tome.<br />

The list of new Feats is not huge (six) but I didn’t<br />

mind this much at all because what I found to be the<br />

real focus of the book was as a supplement for the<br />

GM to use to enrich his games and in this aspect it<br />

hits on all cylinders. Each planet has a section for the<br />

GM with adventure seeds, each planet having at least<br />

a couple that run a paragraph or more in length and<br />

guarantee that you’ll have something to do no matter<br />

where your players journey’s take them.<br />

VALUE<br />

I found CatCW to be a highly valuable book for any<br />

Star Wars GM. The amount of information presented<br />

here will help any campaign era and with the amount<br />

of travel that is possible in a space-faring game and<br />

it’s all usable and is presented in a very easy to digest<br />

manner. I’m not saying to stay away from the book<br />

if you’re not a GM. Not at all. In fact, there is a good<br />

deal of information that players will find interesting<br />

including a new Prestige Class the Seyugi Dervish,<br />

which is really suitable for players/characters with<br />

flexible morals, but looks like it could spice things up<br />

nicely especially if levels are given to a major<br />

antagonist. All told, Coruscant and the Core Worlds is<br />

a beautiful addition the Star Wars role-playing game<br />

and any GM would benefit from it being in their<br />

collection.<br />

WWW.WIZARDS.COM

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