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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 />
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