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2nd Edition: Historical Reference Books
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<blockquote data-quote="ColonelHardisson" data-source="post: 3006438" data-attributes="member: 363"><p>I have the whole set also, and I thought Vikings and Celts were the best. The only major quibble I have with the books in general is that the designers seemed to err on the side of being safe. That is, they didn't go into a <em>lot</em> of depth in adapting the game to the setting. Celts and Vikings were the best of them, in my opinion, because they went farther afield in trying to create game rules that fit the setting.</p><p></p><p></p><p></p><p>Yeah, that's the main strength of the HR series. They actually tried to directly deal with using D&D for a historical game. Plus, they provided a decent overview of their era without overwhelming the gamer with historical minutiae.</p><p></p><p></p><p></p><p>Your list of points really describes the strengths of the HR books, as well as the GURPS historical books. Oddly, though, while I love GURPS sourcebooks in general, their historical ones never really interested me. They seemed very dry to me. </p><p></p><p>For d20, I am still very disappointed that Green Ronin discontinued its Mythic Vistas line. The ones that directly dealt with historical/mythical eras - I thought they did an outstanding job of adapting the game to the setting, and really dealt with the implications of many of D&D's/d20's tropes being used to model these eras. They covered most of the usual eras - Testament, Skull & Bones, Medieval Player's Manual, The Trojan War, and Eternal Rome - and did so in a thorough, imaginative way. The HR series seem to make for good complements to their Green Ronin counterparts.</p></blockquote><p></p>
[QUOTE="ColonelHardisson, post: 3006438, member: 363"] I have the whole set also, and I thought Vikings and Celts were the best. The only major quibble I have with the books in general is that the designers seemed to err on the side of being safe. That is, they didn't go into a [i]lot[/i] of depth in adapting the game to the setting. Celts and Vikings were the best of them, in my opinion, because they went farther afield in trying to create game rules that fit the setting. Yeah, that's the main strength of the HR series. They actually tried to directly deal with using D&D for a historical game. Plus, they provided a decent overview of their era without overwhelming the gamer with historical minutiae. Your list of points really describes the strengths of the HR books, as well as the GURPS historical books. Oddly, though, while I love GURPS sourcebooks in general, their historical ones never really interested me. They seemed very dry to me. For d20, I am still very disappointed that Green Ronin discontinued its Mythic Vistas line. The ones that directly dealt with historical/mythical eras - I thought they did an outstanding job of adapting the game to the setting, and really dealt with the implications of many of D&D's/d20's tropes being used to model these eras. They covered most of the usual eras - Testament, Skull & Bones, Medieval Player's Manual, The Trojan War, and Eternal Rome - and did so in a thorough, imaginative way. The HR series seem to make for good complements to their Green Ronin counterparts. [/QUOTE]
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