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Medieval Player's Manual - Anyone Got It?
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<blockquote data-quote="Turanil" data-source="post: 1474318" data-attributes="member: 9646"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Okay, I am back after having delved into the book. I must say that I am very pleased with MEDIEVAL PLAYER MANUAL by GREEN RONIN. </p><p></p><p>This book is about playing DnD in a near historical setting of medieval Europe (12th century). In fact, I don't plan to run a campaign in the 12th century England; however I have for a long time considered a campaign setting much reminiscing of David Eddings' The Elenium series, with the Church and Church Knights. This medieval manual can greatly help me do it easily (that is, if I ever do it, because right now I am on other projects).</p><p></p><p>My problem with fantasy d20 rpg, is that I really don't like how religions are handled in basic DnD; I wanted something monotheistic close to Christianity, or close to the Elenium Church (which is strongly inspired from Christianity anyway). After all, all of this heroic fantasy stuff about knights, paladins, dragons, clerics, etc. descend from European medieval legends and history. But then, the Church of Pelor or Wee-Jas, detracts me from this flavor. Just compare the Dungeon & Dragon movie with A Knight's Tale, or Excalibur, or the Messenger, or other films like that with a strong medieval ambiance. </p><p></p><p>Anyway, for me the main point of interest of Medieval Player Manual is to provide divine feats ("charms" which are somewhat similar in spirit to Exalted Feats) and priest classes and prestige classes. Thus you have a spellcasting priest (the Priest), a non-spellcasting churchman (the Canonist), and a special class (the Saint), all of them also having two prestige classes each, that are also easily available to other classes. Then, a few guidelines to use the Cleric and Paladin in addition to these classes. There is of course a great deal of explanation about the religion and Church (with gaming in mind, while being coherent with history), and interesting chapters such as the one on holy relics (not usual magical artifacts, but religious saints' relics). </p><p></p><p>There is otherwise rules (and classes) to play medieval types of wizards who rely on astrology, create amulets, conjure spirits, etc. There is also of course a chapter about culture, way of life, society, etc. of the middle ages, some European historical background, and a few NPCs as examples.</p><p></p><p>Otherwise the book is 126 pages, entirely black and white except for cover, and with nice layout and illustrations. Text is well and professionally written, and it's really pleasant to read. </p><p></p><p>So my opinion is: if you plan to run a European Medieval historical campaign, this book is a must; really. If you plan to add more European Medieval flavor to a heroic fantasy game (as I do), this book is worth the money and good useful addition. On the other hand, if you prefer to run a fantasy setting like FR or Dragonlance, this book is probably useless.</p><p></p><p>Note to end, that aside the three core rulebooks, I have two dozens d20 supplements on heroic fantasy (I do not count all the pdf collected over the internet, only printed books). Comparing them all, I value this book within the top 3, along Arcana Unearthed (of Monte Cook), and Relic & Ritual: Excalibur.</p></blockquote><p></p>
[QUOTE="Turanil, post: 1474318, member: 9646"] :) Okay, I am back after having delved into the book. I must say that I am very pleased with MEDIEVAL PLAYER MANUAL by GREEN RONIN. This book is about playing DnD in a near historical setting of medieval Europe (12th century). In fact, I don't plan to run a campaign in the 12th century England; however I have for a long time considered a campaign setting much reminiscing of David Eddings' The Elenium series, with the Church and Church Knights. This medieval manual can greatly help me do it easily (that is, if I ever do it, because right now I am on other projects). My problem with fantasy d20 rpg, is that I really don't like how religions are handled in basic DnD; I wanted something monotheistic close to Christianity, or close to the Elenium Church (which is strongly inspired from Christianity anyway). After all, all of this heroic fantasy stuff about knights, paladins, dragons, clerics, etc. descend from European medieval legends and history. But then, the Church of Pelor or Wee-Jas, detracts me from this flavor. Just compare the Dungeon & Dragon movie with A Knight's Tale, or Excalibur, or the Messenger, or other films like that with a strong medieval ambiance. Anyway, for me the main point of interest of Medieval Player Manual is to provide divine feats ("charms" which are somewhat similar in spirit to Exalted Feats) and priest classes and prestige classes. Thus you have a spellcasting priest (the Priest), a non-spellcasting churchman (the Canonist), and a special class (the Saint), all of them also having two prestige classes each, that are also easily available to other classes. Then, a few guidelines to use the Cleric and Paladin in addition to these classes. There is of course a great deal of explanation about the religion and Church (with gaming in mind, while being coherent with history), and interesting chapters such as the one on holy relics (not usual magical artifacts, but religious saints' relics). There is otherwise rules (and classes) to play medieval types of wizards who rely on astrology, create amulets, conjure spirits, etc. There is also of course a chapter about culture, way of life, society, etc. of the middle ages, some European historical background, and a few NPCs as examples. Otherwise the book is 126 pages, entirely black and white except for cover, and with nice layout and illustrations. Text is well and professionally written, and it's really pleasant to read. So my opinion is: if you plan to run a European Medieval historical campaign, this book is a must; really. If you plan to add more European Medieval flavor to a heroic fantasy game (as I do), this book is worth the money and good useful addition. On the other hand, if you prefer to run a fantasy setting like FR or Dragonlance, this book is probably useless. Note to end, that aside the three core rulebooks, I have two dozens d20 supplements on heroic fantasy (I do not count all the pdf collected over the internet, only printed books). Comparing them all, I value this book within the top 3, along Arcana Unearthed (of Monte Cook), and Relic & Ritual: Excalibur. [/QUOTE]
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