So what do people think of R&PL? Since it seemed to place well in the Ennies list, I thought that I'd give a few quick thoughts from my reading of it.
SPOILERS!!!!!!!!!!!!!
The GOOD
The customs and culture of the world. It is amazing and captures the feeling of fairy tale logic exceedingly well. For example, croquet (page 18) is a nice twist on a familiar game and will drive players crazy trying to figure out the rules (which really are rules, so it is a possible thing to puzzle out). Or duels, where the decision to wear a glove is crucial to being able to challenge people. It's good a thousand little details that give the atmosphere of being in a truly foreign and unique culture. This is the best thing a gaming book can do -- provide the thousand little details that let the GM make the world and unique and wonderful.
The BAD
Vampires. Okay, they don't sparkle and I have done an entire campaign based around fighting vampires. But why couldn't we have had wraiths or mummies or amazons or devils. That said, the vampires are at least the strange and flavorful kind. And it might end up as a terrible twist for players who think they have it all figured out (it's just Alice in Wonderland, right?).
The INTERESTING
The Alice class is a complete mind bender. It is the opposite of the whole modern trend in gaming towards making classes things you design like planning a campaign. Instead of planning the class out, you roll at every level to see what you get. These things are accompanied by quotes.
[for example: a roll of 88 gives an extra language and is accompanied by a flavorful quote]
What I don't understand is how well this would work with more typical classes. Could good rules lead to a character who is too strong or too weak, relative to an OD&D Fighter or Cleric? On the other hand, the table looks like a great deal of fun to roll on and adds an element of interest to leveling up.
It's be cool to see the same thing for a Fighter or Wizard to compare.
Overall: This is definitely worth reading for inspiration of how to make an alien and interesting world. Like a lot of high profile products, the players may know all of the twists. But it might be fun, anyway, and knowing the rules doesn't necessarily mean that you will be able to exploit them. How hard might it be to find a glove, anyway?
This review was from the PDF
GRADE A
SPOILERS!!!!!!!!!!!!!
The GOOD
The customs and culture of the world. It is amazing and captures the feeling of fairy tale logic exceedingly well. For example, croquet (page 18) is a nice twist on a familiar game and will drive players crazy trying to figure out the rules (which really are rules, so it is a possible thing to puzzle out). Or duels, where the decision to wear a glove is crucial to being able to challenge people. It's good a thousand little details that give the atmosphere of being in a truly foreign and unique culture. This is the best thing a gaming book can do -- provide the thousand little details that let the GM make the world and unique and wonderful.
The BAD
Vampires. Okay, they don't sparkle and I have done an entire campaign based around fighting vampires. But why couldn't we have had wraiths or mummies or amazons or devils. That said, the vampires are at least the strange and flavorful kind. And it might end up as a terrible twist for players who think they have it all figured out (it's just Alice in Wonderland, right?).
The INTERESTING
The Alice class is a complete mind bender. It is the opposite of the whole modern trend in gaming towards making classes things you design like planning a campaign. Instead of planning the class out, you roll at every level to see what you get. These things are accompanied by quotes.
[for example: a roll of 88 gives an extra language and is accompanied by a flavorful quote]
What I don't understand is how well this would work with more typical classes. Could good rules lead to a character who is too strong or too weak, relative to an OD&D Fighter or Cleric? On the other hand, the table looks like a great deal of fun to roll on and adds an element of interest to leveling up.
It's be cool to see the same thing for a Fighter or Wizard to compare.
Overall: This is definitely worth reading for inspiration of how to make an alien and interesting world. Like a lot of high profile products, the players may know all of the twists. But it might be fun, anyway, and knowing the rules doesn't necessarily mean that you will be able to exploit them. How hard might it be to find a glove, anyway?
This review was from the PDF
GRADE A