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The Dark Side Sourcebook
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008398" data-attributes="member: 18387"><p>Short review: This book rocks.</p><p></p><p>Slightly longer review: I'm no expert on Star Wars history; other than the movies, my experience is limited to 'Shadows of the Empire' and the core rulebooks for the WotC and WEG systems. </p><p></p><p>With that being said, I found a lot of interesting info in the Dark Side Sourcebook.</p><p></p><p>The book starts with a five page abbreviated timeline of the rise and fall (and rise again... and fall again...) of the Sith Empire. Some have complained that this chapter is too brief, but i found it just about right for my attention span. Besides, this is a retread for many readers.</p><p></p><p>The next chapter has the crunchy goodies: 8 darkside prestige classes, several new feats and some dark force skills. Of the prestige classes, only 5 will be available in the movie timeline, since the remaining three are Sith classes, and 'there may only be two'. The classes all seem fairly balanced, and give a wider view of the dark side than presented in the films.</p><p></p><p>'Playing the Dark Side' is an excellent chapter on DM advice. This is probably the most adaptable piece of non-mechanics information in the book. Really, these ideas can be imported into any 'evil' campaign, regardless of setting.</p><p></p><p>The 'Dark Side Equipment' chapter is fairly short. I've never been a fan of long listings of gear, so this suits me fine. What's there is cool, though: double-sided lightsabers, sith swords, poisons, symbiotic armor, and so on. Nothing new to someone familar with the EU, but lots of cool bits for initiates like myself.</p><p></p><p>Chapter 5, ostensibly a NPC chapter, is where the history really begins. Each NPC description is followed by a lengthy description of their life, how they fell from grace, and their eventual fate. In addition to many characters from the novels and computer games, the darksiders from the main rulebook (the three Darths, the Emperor) have all been redone with the new rules, replacing some or all of their Jedi levels with Sith prestige classes.</p><p></p><p>The final chapters give creatures, generic stats, and ideas for campaigns predating Episode I by thousands of years, when the Sith held sway.</p><p></p><p>Final Analysis: If you're playing by the canon, this book may be of limited use. Certainly, the Sith are off limits for much of the timeline. But if you're willing to play with history, or you want to play in the Tales of the Jedi time period, this book is just what you wanted.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008398, member: 18387"] Short review: This book rocks. Slightly longer review: I'm no expert on Star Wars history; other than the movies, my experience is limited to 'Shadows of the Empire' and the core rulebooks for the WotC and WEG systems. With that being said, I found a lot of interesting info in the Dark Side Sourcebook. The book starts with a five page abbreviated timeline of the rise and fall (and rise again... and fall again...) of the Sith Empire. Some have complained that this chapter is too brief, but i found it just about right for my attention span. Besides, this is a retread for many readers. The next chapter has the crunchy goodies: 8 darkside prestige classes, several new feats and some dark force skills. Of the prestige classes, only 5 will be available in the movie timeline, since the remaining three are Sith classes, and 'there may only be two'. The classes all seem fairly balanced, and give a wider view of the dark side than presented in the films. 'Playing the Dark Side' is an excellent chapter on DM advice. This is probably the most adaptable piece of non-mechanics information in the book. Really, these ideas can be imported into any 'evil' campaign, regardless of setting. The 'Dark Side Equipment' chapter is fairly short. I've never been a fan of long listings of gear, so this suits me fine. What's there is cool, though: double-sided lightsabers, sith swords, poisons, symbiotic armor, and so on. Nothing new to someone familar with the EU, but lots of cool bits for initiates like myself. Chapter 5, ostensibly a NPC chapter, is where the history really begins. Each NPC description is followed by a lengthy description of their life, how they fell from grace, and their eventual fate. In addition to many characters from the novels and computer games, the darksiders from the main rulebook (the three Darths, the Emperor) have all been redone with the new rules, replacing some or all of their Jedi levels with Sith prestige classes. The final chapters give creatures, generic stats, and ideas for campaigns predating Episode I by thousands of years, when the Sith held sway. Final Analysis: If you're playing by the canon, this book may be of limited use. Certainly, the Sith are off limits for much of the timeline. But if you're willing to play with history, or you want to play in the Tales of the Jedi time period, this book is just what you wanted. [/QUOTE]
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