By John Grigsby, Staff Reviewer d20 Magazine Rack
Sizing Up the Target
The Second World Sourcebook from Second World Simulations is a hefty tome at 288 pages. It is written by Steven Palmer Petersen, with artwork contributed by Craig R. Brasco, Jeremy Dale, Jeff Doten, Dominic Hamer, Avi Katz, Philip Kearny, Owen Kuhn, and Socar Myles. This good-sized softcover retails for $29.95 and is designed to be compatible with both D20 MODERN and D&D.
First Blood
The Second World Sourcebook bills itself as “a complete guide to multi-genre role-playing in the d20 universe,” and I have to admit, it does come pretty close. Following a brief introduction to the Second World, the book dives right in to the mechanics of the system, giving GMs not only a wealth of new material to utilize, but also providing some very useful and well-thought notes on converting D20 MODERN to D&D and vice versa. Not only that, as a treat for D20 MODERN GMs, it also provides some new career options, expanding on those in the D20 MODERN Rulebook.
Of course, that isn’t why you bought the book. So, just what is the Second World? The simple answer is—an alternate reality. It’s a world very similar to our own, but where magic exists due to certain events that occurred in the past that didn’t occur in our own world. The long answer is just a wee bit more complex. To be honest, I’ve read through the introductory chapter at least 10 times and I’m still not certain I fully understand it.
In a nutshell, sometimes someone from the First World (that’s the one we inhabit) gets involved in something they shouldn’t. It’s usually an accident, like being in the wrong place at the wrong time, but in any case, they know too much and present a risk to the veil. The First World doesn’t permit too much strangeness, see. You’ll find some, but things like dragons and fiery pits to Hell opening up get scarred over and covered up and no one is the wiser. But sometimes, someone does manage to retain this knowledge. That’s when the world decides to get rid of them.
These people don’t die, they just disappear. They notice something strange or out of the ordinary and when they go to investigate it, that’s it, they’re gone. Some resist it for a short time, but in the end, it’s futile. Sooner or later, everyone who knows too much gets shunted (also known as Exiling) into the Second World.
The Second World looks vaguely familiar. In fact, it resembles our own world in many ways. There are plants, and trees, and grass, and birds. And there are people, just like you and me. But this is where the similarities end. The histories of the two worlds are vastly different, and this has had a major effect on the way things work in the Second World. Dragons and ogres and trolls exist here. Montreal is a major population center, the very seat of power for the Empire. As you go further south, the land becomes wilder, more untamed, and the technology level diminishes. Did I mention that magic works here?
The Second World is infused with the power of a group of beings known as the Wardens. The Wardens and their powers are represented in the game by prestige classes, but it goes a lot deeper than that. The powers of the twelve wardens infuse the twelve Great Cities; each city embodying the power of a given Warden. The power than invests a city shapes the world around that city; even the dynamic principles upon which the world operates. For example, the city of Lightning, Tokyo, is a place of swords and science-fantasy, an odd combination of complex electronics, but no gunpowder or chemistry. By comparison, Berlin, the city of Steel, powers the early industrial technology of the European continent.
Getting to the Second World is easy, almost too easy. Getting back is a little more difficult and even if you do, you can’t expect to stay for long. There are ways to get back and means to extend your stay, but you’ll always return to the Second World once you’ve been there. The First World doesn’t want you anymore. This sets the stage for the crux of the Second World Sourcebook—role-playing across worlds.
As I noted earlier, the book provides a lot of options for adjusting (because no real ‘conversions’ are necessary) characters between D20 MODERN and D&D. Besides this, the Second World offers many new opportunities in the form of races, feats, and prestige classes. It also introduces the concept of Favors. Favors are offered by organizations or individuals to those with the right resources. And of course, there are some new monsters to pester your players and new equipment for them to use in their journeys.
Critical Hits
The Second World Sourcebook is a fine work, filled with plenty of great material. It offers expansion for several D20 MODERN concepts, making firearms a little more dangerous (and realistic), by adding modifiers for penetration value, for example. D20 MODERN players will also likely delight in the new career options that are offered herein (I know I can’t wait to play a soccer mom!).
The prestige classes in the Second World Sourcebook are uniquely original and compellingly interesting. The wardens connect to primal forces in the Second World, energies or principles that guide development and structure of the world as a whole. This grants them substantial personal power but, as with all things, that power comes at a price. Each warden class offers a host of different abilities, based on the binding of the warden.
I also want to applaud the amount of work that has gone into the book. Though the background material is scattered throughout the book, there is a lot of it, making the Second World a richly detailed place. Steven has even included a treatise on the way technology advances, but has provided plenty of alternate paths, so that it is possible to, for example, have thermodynamics, even though your world lacks an understanding of chemistry (by developing iron working and harnessing elemental fire).
Critical Misses
Though the book is a great work and provides a foundry of ideas, it does make for very difficult reading. As I said earlier, I’ve read through it about ten times and I’m still not quite sure I understand everything. There is a lot of background material here, but it is scattered throughout the book (though a good portion of it is lumped into one chapter) and just seems… disjointed somehow. Reading through the Campaign chapter raises as many questions as it answers, especially since the only portion of the Second World which is given any real detail (other than snippets of information) is the Northeast.
I understand that you can’t pack everything into a single work, of course, but I feel like there’s so much more that could have been at least touched on. The general impression I get is that, while I’m learning all kinds of things, I’m still missing a crucial key that ties the lesson together.
Coup de Grace
Overall, the Second World Sourcebook is a fine work describing a fascinating setting. There is a lot of potential to be found here and I hope that Second World Simulations carries through with their pledge to continue supporting the setting. The only real complaint I have is the difficulty in wading through the book to piece together a coherent picture of the campaign.
In a fantastic display of the meaning behind the OGL, every bit of text in the book, including character names, has been designated as Open Gaming Content. This means that anything except the artwork is open to use in your own works, whether game material or original fiction. This is a fine example of how the OGL works best; when people share their efforts for others to build on! D20 Compliance is good, though I did note that the Second World uses a standard wealth system instead of the D20 MODERN method of abstraction. This isn’t a bad thing, but in some places, wealth DCs are provided, while in others, they aren’t. I think some consistency would have been nice in this department.
The Second World Sourcebook provides a look into a very interesting and very original world that offers some exciting opportunities through it’s connection to our own. Of course, the setting is optional and a lot of what is given here could easily be dropped into an existing campaign with some effort (the wardens would make very interesting villains in a D20 MODERN campaign). If you are interested in a cross-worlds campaign with D&D, you’d do well to look at this investment.
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