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Escapist article on SCAG is Brutal.
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<blockquote data-quote="I'm A Banana" data-source="post: 6755907" data-attributes="member: 2067"><p>It could be much better as a player's guide. It's main flaw there is that its structure is outside-in, not inside-out: it talks about the setting in broad sweeps before it digs down to what individual characters know.</p><p></p><p>From pages 9-43, it's not even very concerned with the Sword Coast itself, the putative origin of any character you'd be wanting to use with the guide for Sword Coast adventurers. It's not long before the book starts hurling Random Noun Salad at the reader (what's a Chosen? Where's Cult on these maps? The Great Sea? The Sea of Fallen Stars? Why are you talking about them before you talk about Neverwinter and Baldur's Gate if they're not really things my character is concerned about?), and that's right before the Wall of Gods, which is going to produce about 2-3 useful paragraphs for any individual character (and mostly just clerics).</p><p></p><p>In the Races chapter, we start getting some boots-on-the-ground character perspective, but the mechanics section isn't really well-connected to the previous sections. Like, say I want to be a Deep Gnome - why no reference to deep gnome cities or civilzations? Potential backgrounds? Classes I might want to consider for a good Deep Gnome experience? </p><p></p><p>Again, IMO, this doesn't make the book <strong>bad</strong>, and I'm not really comparing it to previous guides, it just could be much better at inspiring me to play a Sword Coast Adventurer and giving that Adventurer a reason to exist and care about the Sword Coast. That's kind of why I agree with the review: this book is OK. It's not GREAT, but it's OK. It's got some awesome bits and some bits that aren't so strong. As a player's guide, it could be significantly better.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6755907, member: 2067"] It could be much better as a player's guide. It's main flaw there is that its structure is outside-in, not inside-out: it talks about the setting in broad sweeps before it digs down to what individual characters know. From pages 9-43, it's not even very concerned with the Sword Coast itself, the putative origin of any character you'd be wanting to use with the guide for Sword Coast adventurers. It's not long before the book starts hurling Random Noun Salad at the reader (what's a Chosen? Where's Cult on these maps? The Great Sea? The Sea of Fallen Stars? Why are you talking about them before you talk about Neverwinter and Baldur's Gate if they're not really things my character is concerned about?), and that's right before the Wall of Gods, which is going to produce about 2-3 useful paragraphs for any individual character (and mostly just clerics). In the Races chapter, we start getting some boots-on-the-ground character perspective, but the mechanics section isn't really well-connected to the previous sections. Like, say I want to be a Deep Gnome - why no reference to deep gnome cities or civilzations? Potential backgrounds? Classes I might want to consider for a good Deep Gnome experience? Again, IMO, this doesn't make the book [B]bad[/B], and I'm not really comparing it to previous guides, it just could be much better at inspiring me to play a Sword Coast Adventurer and giving that Adventurer a reason to exist and care about the Sword Coast. That's kind of why I agree with the review: this book is OK. It's not GREAT, but it's OK. It's got some awesome bits and some bits that aren't so strong. As a player's guide, it could be significantly better. [/QUOTE]
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