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<blockquote data-quote="S'mon" data-source="post: 404407" data-attributes="member: 463"><p><strong>Worst things I've bought</strong></p><p></p><p>Worst: 'Ragnarok: Tales of the Norse Gods' (Avalanche): worthless, contains almost nothing of any interest. Nice cover though.</p><p></p><p>2nd worst: The 'D&D Gazetteer': again, totally inadequate, flavourless, contains almost no useful info.</p><p></p><p>3rd worst: Star Wars d20: bad enough I sold it online for £9.</p><p></p><p>I have the Slayer's Guides to Hobgoblins & Gnolls & they're ok but nothing to write home about.</p><p></p><p>Manual of the Planes: Didn't think much of this. Bland.</p><p>Psionics Handbook: Haven't read it all, but similar impression.</p><p>These two are enough to dissuade me from buying more WotC hardbacks without very good reason.</p><p></p><p>Creature Collection 2: pretty useless on its own, but once I got CC1 it's a lot more useful. I mostly prefer the CC1 monsters though. The art in both varies from great to appalling.</p><p></p><p>Good stuff: The PHB (natch), the DMG is pretty fine too. </p><p>d20 Call of Cthulu is great. </p><p>'Greenland Saga' from Avalanche looks like it'll be a lot of fun to run. </p><p>'The Quintessential Fighter': after many hours of work (by me) editing out the crap, it's now a very nice book I enjoy using as a toolkit.</p><p></p><p>Intermediate: </p><p>Slaine d20: great art, not enough info (NPC stats etc are entirely absent, no scenarios either). </p><p>Black Flag: Pirates of the Caribbean - nice cover, lots of interesting info, unlikely ever to be used. Also, no scenarios or detailed NPCs. </p><p>The Monster Manual: Skip's work is a letdown after Tweet's brillliance in the PHB. CRs seem almost random. Too many classic monsters are missing, and weird silly things present. No encounter tables.</p><p>Lost City of Gaxmoor: nice '1e' atmosphere, fits well in my campaign, & nice glossy city map. But editing is appalling, the floorplans have no keys AT ALL - requires a lot of work for the GM. More of a campaign pack than a scenario, really. Good once you work out how to approach it - I settled on PCs as commando team running hit & run missions into the ruins. As a standard 'dungeon crawl' it doesn't logically work - the angry hordes will squelch any party that tries to camp out in the city for any length of time.</p></blockquote><p></p>
[QUOTE="S'mon, post: 404407, member: 463"] [b]Worst things I've bought[/b] Worst: 'Ragnarok: Tales of the Norse Gods' (Avalanche): worthless, contains almost nothing of any interest. Nice cover though. 2nd worst: The 'D&D Gazetteer': again, totally inadequate, flavourless, contains almost no useful info. 3rd worst: Star Wars d20: bad enough I sold it online for £9. I have the Slayer's Guides to Hobgoblins & Gnolls & they're ok but nothing to write home about. Manual of the Planes: Didn't think much of this. Bland. Psionics Handbook: Haven't read it all, but similar impression. These two are enough to dissuade me from buying more WotC hardbacks without very good reason. Creature Collection 2: pretty useless on its own, but once I got CC1 it's a lot more useful. I mostly prefer the CC1 monsters though. The art in both varies from great to appalling. Good stuff: The PHB (natch), the DMG is pretty fine too. d20 Call of Cthulu is great. 'Greenland Saga' from Avalanche looks like it'll be a lot of fun to run. 'The Quintessential Fighter': after many hours of work (by me) editing out the crap, it's now a very nice book I enjoy using as a toolkit. Intermediate: Slaine d20: great art, not enough info (NPC stats etc are entirely absent, no scenarios either). Black Flag: Pirates of the Caribbean - nice cover, lots of interesting info, unlikely ever to be used. Also, no scenarios or detailed NPCs. The Monster Manual: Skip's work is a letdown after Tweet's brillliance in the PHB. CRs seem almost random. Too many classic monsters are missing, and weird silly things present. No encounter tables. Lost City of Gaxmoor: nice '1e' atmosphere, fits well in my campaign, & nice glossy city map. But editing is appalling, the floorplans have no keys AT ALL - requires a lot of work for the GM. More of a campaign pack than a scenario, really. Good once you work out how to approach it - I settled on PCs as commando team running hit & run missions into the ruins. As a standard 'dungeon crawl' it doesn't logically work - the angry hordes will squelch any party that tries to camp out in the city for any length of time. [/QUOTE]
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