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August RPG Book Club: Classic Monsters Revisted
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<blockquote data-quote="DM_Jeff" data-source="post: 4441200" data-attributes="member: 3687"><p>Apparently born out of the sheer fun and great reesponse to the goblins of Pathfinder #1, I found the best part of this book was just its enjoyment-to-read factor.</p><p></p><p>Usually when settling down with a new game book, I keep a few core books nearby to double-check a feat, spell, creature power or whatever. No need for that here! This book was just a load of fun to take in. Add in a hammock and a tall glass of leomonade and I had a great reading session. </p><p></p><p>The goblins worked so well when I ran PF #1 I knew adding more personality to monsters was a key to making 'old battles seem new'. My player's responded, citing the goblins, ogres of PF#3, and even the ghouls of PF#2 just because of the new light cast on them in the story.</p><p></p><p>I have to admit I read Kobolds first. I always beleived they had more meat to 'em than meets the eye, and as expected they took the dragon roots theory and ran with it. They touched on the sterotypes but made them feel more grim-n-gritty in the presentation.</p><p></p><p>The Orc chapter was good. I didn't know what I was looking for going in, they didn't seem all that new but were still plentifully flavorful. It helped when I played an orc NPC at a bar one of my PF players tried talking up, he obviously stood out and raised some eyebrows at the table.</p><p></p><p>The Lizardfolk and minotaur sections were good, but my real eye-openers were for the awesome Bugbears, Gnolls, Goblins and Hobgoblins were spot-on what I needed to breathe new life into them during play.</p><p></p><p>For those of us still using the classic d20 system, small sidebars here and there suggesting new equipment or rules were just icing on the cake.</p><p></p><p>-DM Jeff</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 4441200, member: 3687"] Apparently born out of the sheer fun and great reesponse to the goblins of Pathfinder #1, I found the best part of this book was just its enjoyment-to-read factor. Usually when settling down with a new game book, I keep a few core books nearby to double-check a feat, spell, creature power or whatever. No need for that here! This book was just a load of fun to take in. Add in a hammock and a tall glass of leomonade and I had a great reading session. The goblins worked so well when I ran PF #1 I knew adding more personality to monsters was a key to making 'old battles seem new'. My player's responded, citing the goblins, ogres of PF#3, and even the ghouls of PF#2 just because of the new light cast on them in the story. I have to admit I read Kobolds first. I always beleived they had more meat to 'em than meets the eye, and as expected they took the dragon roots theory and ran with it. They touched on the sterotypes but made them feel more grim-n-gritty in the presentation. The Orc chapter was good. I didn't know what I was looking for going in, they didn't seem all that new but were still plentifully flavorful. It helped when I played an orc NPC at a bar one of my PF players tried talking up, he obviously stood out and raised some eyebrows at the table. The Lizardfolk and minotaur sections were good, but my real eye-openers were for the awesome Bugbears, Gnolls, Goblins and Hobgoblins were spot-on what I needed to breathe new life into them during play. For those of us still using the classic d20 system, small sidebars here and there suggesting new equipment or rules were just icing on the cake. -DM Jeff [/QUOTE]
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