Stormwrack: Buying?

Buying Stormwrack?

  • Yes

    Votes: 125 48.3%
  • No

    Votes: 87 33.6%
  • Undecided

    Votes: 47 18.1%

wingsandsword said:
A little over a year ago I stopped buying every new book coming out from WotC.
I think nobody expects you to buy every WotC book ;). Even Merric doesn't do that :D.

As to the original question, I won't buy it at the moment, because I don't have a seafaring campaign at the moment, and I've got Seas of Blood, the Seafarer's Handbook and lots of Freeport material, which should be enough to help me in the case of a short sea journey.
 

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A follow-up: I bought STORMWRACK and it's good! My only gripe is that I wish there were floor plans for all the ship types, rather than just a handful of them.

Jason
 

Of the three books I would rate Sandstorm highest, Frostburn next and Stormwrack last. Given my disposition for Norse flavor and cold climates I would like to rate Frostburn higher, but the book didn't much fuel my imagination while after putting down Sandstorm I felt like running Dark Sun for the first time in, what, ten years? I see the opposite is true for most people, that they prefer Frostburn- perhaps this is because the subject matter is more unexplored for them, I don't know. Either way, Stormwrack has not inspired me very much. It's not because the subject matter is familiar, because I've never run or played an aquatic game. I'd like to want to, in fact I bought Stormwrack thinking "this is it, my first step to an aquatic game", but it wasn't. Instead of the breakdown of how aquatic adventure is different I expected in the beginning of the book, I see information already in the core rules, variant aquatic diseases and poisons, a few pages on naval warfare and from there it goes straight into crunch. The problem with the crunch is that it's piecemeal, not enough for a game but meant to supplement your aquatic game. This is fine for a book about the cold or the desert but I need more to go on for an underwater game for which there's very little support. I kind of need more than some new dinosaurs and a reprint of swim-by attack. I didn't even think it was worth it to read the last 50 pages.

My review, such as it is.
 


The Grumpy Celt said:
Well, its still not available in this area. In any event, I'm am looking for a book that provides a decent combination of useful naval rules, sea monsters, spells, feats - but not so much new races and prestige classes.

Well, it's not all that thick on naval rules, but it has some I will use -- like it has a much more reasonable take on starting fires aboard ship that Seas of Blood does, and I like the skills/skill uses for operating ships. It's bigger on environment rules than it is naval rules; it has weather (and effects) and underwater conditions and obstacles.

It has monsters, spells, and feats. It also has new races and prestige classes. And it has some pretty nifty mini-adventures.
 

Not likely, I haven't bought any WotC books since Unearthed Arcana I believe. It will go on my wishlist though and a family member might get it for me as a christmas present.

Now if they made it a non-DRM pdf at a decent price that would probably change to probably get it.
 


I just picked this up today.

Not sure on it yet - it will take some reading to develop a real feel.

I did see one significant error right off though. Wooden ships simply do not normally sink for a very long time. It would take certainly days and frequently weeks of even *months* for such a vessel to sink to the bottom.

The things dropped down way low to the surface of course and were essentially submerged. But Davey Jones' Locker? No.

Wood floats until such time as it gets so waterlogged that it just won't float anymore.
 

Er, why would you expect that? The only WotC books I've ever seen something like that in were the monster series books.
Because everything is different underwater. What's an underwater city like when everyone and everything can move in three dimensions, and the sun may well be unknown? How does being underwater affect the normal flow of an adventurer's life? What happens when the party "camps" underwater? What replaces potions and scrolls? How does being underwater affect your carrying capacity, weight, dragging ability? How do aquatic elves speak elven and common underwater, and for that matter how does anyone speak underwater? Dozens more questions go unanswered.

Do you see how this book might not have lived up to my expectations?
 

JustKim said:
Because everything is different underwater. What's an underwater city like when everyone and everything can move in three dimensions, and the sun may well be unknown? How does being underwater affect the normal flow of an adventurer's life? What happens when the party "camps" underwater? What replaces potions and scrolls? How does being underwater affect your carrying capacity, weight, dragging ability? How do aquatic elves speak elven and common underwater, and for that matter how does anyone speak underwater? Dozens more questions go unanswered.

Do you see how this book might not have lived up to my expectations?
Yes, because you wanted a book wholly unlike the rest of the environment series.

[OGL]And sound travels better underwater than it does through air. Aquatic elves just have vocal cords that take advantage of that.[/OGL]
 

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