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The Second World Sourcebook
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<blockquote data-quote="Simon Collins" data-source="post: 2010051" data-attributes="member: 9860"><p>This is not a playtest review.</p><p></p><p>The Second World Sourcebook is an unusual campaign setting from Second World Simulations that posits the existence of two connected worlds - a D&D style fantasy world and a d20 Modern-style near-future alternate Earth setting.</p><p></p><p>The Second World Sourcebook is a 288-page mono softcover book costing $29.95. Margins, font size and space usage are all decent. The art runs from average to good, though it is fairly sparse at times - there's a lot of text in the book. The writing style is fairly unique - at times it has the ambience of a Charles De Lint novel, before switching through an academic-style discourse on metaphysics to an informal chat about game mechanics and occasionally into raw creative flow. At times its annoying, sometimes confusing; mostly its damn impressive. Editing seems good.</p><p></p><p>Chapter 1: Campaign</p><p>This begins to explain a little about the relationship between the D&D-style Second World and the d20 Modern-style First World. It talks about how beings travel between the two, and a little about the why and the where of this too. It gives some history on the interaction of the two worlds, and their geography (mainly Canada and the US equivalents). Each city in the Second World has 'warden powers' - concepts that influence their atmosphere and physicality in strange ways. There is some discussion on mixing these concepts to create new, and interesting (or just plain weird) places. We're also introduced to the concept of Influence, reflecting people's connections and authority, and Wardens, prestige classes that can be tailored to suit the player's imaginations.</p><p></p><p>The remainder of the chapter looks at a detailed means of integrating the rules from d20 Modern and D&D, such that characters from both worlds can be played with a unifying system. Classes, defense bonuses, magic item bonuses, natural armour, action points, occupations, reputation, wealth and influence are all discussed. it then goes on to deal with combat rules, supernatural powers/magic, skills, and technology (with a useful tree showing likely technological advances following from a previous one - e.g. aerodynamics + combustion engine = powered aircraft. This rules integration section has implications well outside the Second World campaign setting, and will be of interest to any GM needing to bridge the gap between D&D and d20 Modern.</p><p></p><p>Chapter 2: Characters</p><p>This chapter begins with some background options - small game advantages gained from the character's pre-campaign personal history and background. They include various professions for First World characters and various regions for Second World characters. Next up are a variety of Second World races - raptors (dinosaur-like barbarians), orca (bipedal killer whales), Halcon (werejaguars), Hsuan (standard race imbued with a fey spirit), escidi (serpent folk), and ved qayat (metallic-looking humanoids). Some of these are designed to be NPC races, but there is discussion of playing them as PC races and some rules for adapting certain powerful races to make them playable at 1st level. The standard races are discussed in relation to the Second World - there can be a mix of race and ethnicity enabling players to play "Latino elves and black dwarves".</p><p></p><p>Deities are not as in-your-face as 'normal' campaign worlds - faith is practiced much the same as on Earth, and characters domains tend to be defined by their ideology or alignment, rather than by the deity they worship. The chapter ends with a few new feats (e.g. presence, which gives +1 to Bluff, Diplomacy, Gather Information, Intimidate & Perform), a new combined skill - Craft (Smithing) and 3 new spells (including Sustain Travel, which allows longer travel in the First World before being forced to return to the Second World). </p><p></p><p>Chapter 3: Wardens</p><p>This chapter details the concept of Wardens, which are much like Prestige Classes, except that the player has a variety of powers at each level to choose from, rather than defined powers (there is a 'tree of powers' diagram given for each warden). They bind these powers to Vedas (or chakras) - vital spiritual energy locations on the body, which requires sepnding XP and gold for a magical ritual. Thes powers act much like spell-like abilities, supernatural or extraordinary abilities (the book also adds a new special ability type - In herent Magic - which is a cross between supernatural and spell-like abilities). There is also a discussion of ricochets - botches on magic rolls that cause magical feedback (a little like the dangers of using magic in WW's Mage). The following Wardens are covered:</p><p>* Dream Warden - can access and interact with the Dreaming state, including influencing the dreams of others</p><p>* Feral Warden - wilderness-orientated with several animal-type powers such as 'scent of the wolf'</p><p>* Flesh Warden - focused on control over his own form with transformatory abilities</p><p>* Lightning Warden - power over storms and weather, as well as electricity for electronics</p><p>* Metal Warden - specialises in anything to do with metal such as armour, machines, and weapons</p><p>* Motion Warden - focuses on action and movement powers with improved attacks a speciality</p><p>* Shadow Warden - excellent at hiding and shadow-based powers as well as reflections</p><p>* Vector Warden - able to shift through space and time, as well as across planes</p><p></p><p>Chapter 4: Influence</p><p>"Influence is an abstract measure of a character's ability to control and gain favor with both organizations and individuals". Characters can gain influence points through their actions. They may spend them to influence individuals and organisations by making Influence checks (based on already existing social skills such as Bluff and Diplomacy) and there is an attached cost in terms of either Influence Points, Social Stress (which works a bit like damage and makes it harder to gain favours), or money. Gaining access to equipment, favours, or positions of power is discussed and examples given. In addition, the character needs to make some commitments to a position of power and game rules for this apsect are discussed. Various other benefits are also mentioned such as secrets, loot, and training. The chapter ends with some discussion of how individuals and organisations can interact to make the best of their disparate influence to achieve certain ends.</p><p></p><p>Organizations have a whole section to themselves. The section provides example organisations from Second World New York and each example shows how organisations interact with the Influence rules, and there is a short introductory paragrpah that discusses investing Influence points in organisations and the returns that accrue from this practice. The examples list things like what skill is required to gain Influence in the organisation, important character names with class designation, positions available within the organisation, and the favours that can be gained from joining. Examples include the Appalachian dwarves, the Catholic Church, the City Guard, a powerful trading conglomerate known as BlueCon. as well as criminal gangs, colleges, unions, military organisations, and many others. There is a sidebar covering running a street-urchin campaign, and another separate one regarding mind flayers in the second world. </p><p></p><p>The next section in this chapter gives a wide variety of favours that can be called in using influence points or their equivalent. Each 'Favor' has a relevant skill to call the favour, DC for that skill, use cost in influence points, stress, or both, how long it takes to gain the favour, how long the favour lasts, and the requirements to actually access the favour in the first place. Examples of favours include advanced item analysis, boycott, cell phone, hippogriff stables, psychic analysis, the Hellfire Club mirror, and Vatican Library access, amongst many others.</p><p></p><p>Chapter 5: Equipment</p><p>The section begins with a discussion availability of magic items, before going into more detail regarding the economics of the Second World, particularly in relation to the First World. Aspects such as agriculture and production are covered, shift gates (which allow bulk movement of goods between the first and second world), the First World market for magic items, and the magic material component market. A mixture of First and Second World equipment is covered, with full stats and either monetary or Influence Point cost depending on its availability. There are also some new materials included such as tensile mercury, martial steel, and black iron.</p><p></p><p>Chapter 6: Opponents</p><p>This chapter covers minor NPCs (such as a tough thug, or a dwarven scout), teams such as a Clims Gang Hit Team (with several different roles), and some Second World monsters including the insectoid outsiders Wadkin Roa and steel constructs of animal form.</p><p></p><p>The book ends with an index.</p><p></p><p>Conclusion:</p><p>This is a unique and thought-provoking work, with some really original and diverse ideas. The concept of wardens and Influence can easily be transported outside the setting, and I am almost certainly going to be introducing a version of the Influence system into my own campaign (which is not dual-world). For those who are looking to create or are already running a dual-world campaign, this product is highly recommended, particularly if you are wanting to mix worlds that would avail of d20 Modern and D&D rules respectively. Of course, if the dual-world concept interests you, there will be more provided for the Second World campaign setting itself, where its all done for you.</p><p></p><p>I have to say the Dual World concept is not one that really holds my attention for too long despite its popularity in speculative fiction, but I will definitely take away ideas from the Second World sourcebook nonetheless. Its a shame that the style of writing lacked clarity at times, and the organisation of information on the campaign setting itself could have been better. I felt it got caught halfway between a rulebook and a campaign setting - I liked many of the rules and thought there was a really fresh and exciting feel to some of the concepts, whereas the actual campaign setting itself failed to move me most of the time; the book didn't manage to fully capture the ambience hinted at in the first chapter. However, this has a relatively minimal effect on both the usefulness and overall impressiveness of the work.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2010051, member: 9860"] This is not a playtest review. The Second World Sourcebook is an unusual campaign setting from Second World Simulations that posits the existence of two connected worlds - a D&D style fantasy world and a d20 Modern-style near-future alternate Earth setting. The Second World Sourcebook is a 288-page mono softcover book costing $29.95. Margins, font size and space usage are all decent. The art runs from average to good, though it is fairly sparse at times - there's a lot of text in the book. The writing style is fairly unique - at times it has the ambience of a Charles De Lint novel, before switching through an academic-style discourse on metaphysics to an informal chat about game mechanics and occasionally into raw creative flow. At times its annoying, sometimes confusing; mostly its damn impressive. Editing seems good. Chapter 1: Campaign This begins to explain a little about the relationship between the D&D-style Second World and the d20 Modern-style First World. It talks about how beings travel between the two, and a little about the why and the where of this too. It gives some history on the interaction of the two worlds, and their geography (mainly Canada and the US equivalents). Each city in the Second World has 'warden powers' - concepts that influence their atmosphere and physicality in strange ways. There is some discussion on mixing these concepts to create new, and interesting (or just plain weird) places. We're also introduced to the concept of Influence, reflecting people's connections and authority, and Wardens, prestige classes that can be tailored to suit the player's imaginations. The remainder of the chapter looks at a detailed means of integrating the rules from d20 Modern and D&D, such that characters from both worlds can be played with a unifying system. Classes, defense bonuses, magic item bonuses, natural armour, action points, occupations, reputation, wealth and influence are all discussed. it then goes on to deal with combat rules, supernatural powers/magic, skills, and technology (with a useful tree showing likely technological advances following from a previous one - e.g. aerodynamics + combustion engine = powered aircraft. This rules integration section has implications well outside the Second World campaign setting, and will be of interest to any GM needing to bridge the gap between D&D and d20 Modern. Chapter 2: Characters This chapter begins with some background options - small game advantages gained from the character's pre-campaign personal history and background. They include various professions for First World characters and various regions for Second World characters. Next up are a variety of Second World races - raptors (dinosaur-like barbarians), orca (bipedal killer whales), Halcon (werejaguars), Hsuan (standard race imbued with a fey spirit), escidi (serpent folk), and ved qayat (metallic-looking humanoids). Some of these are designed to be NPC races, but there is discussion of playing them as PC races and some rules for adapting certain powerful races to make them playable at 1st level. The standard races are discussed in relation to the Second World - there can be a mix of race and ethnicity enabling players to play "Latino elves and black dwarves". Deities are not as in-your-face as 'normal' campaign worlds - faith is practiced much the same as on Earth, and characters domains tend to be defined by their ideology or alignment, rather than by the deity they worship. The chapter ends with a few new feats (e.g. presence, which gives +1 to Bluff, Diplomacy, Gather Information, Intimidate & Perform), a new combined skill - Craft (Smithing) and 3 new spells (including Sustain Travel, which allows longer travel in the First World before being forced to return to the Second World). Chapter 3: Wardens This chapter details the concept of Wardens, which are much like Prestige Classes, except that the player has a variety of powers at each level to choose from, rather than defined powers (there is a 'tree of powers' diagram given for each warden). They bind these powers to Vedas (or chakras) - vital spiritual energy locations on the body, which requires sepnding XP and gold for a magical ritual. Thes powers act much like spell-like abilities, supernatural or extraordinary abilities (the book also adds a new special ability type - In herent Magic - which is a cross between supernatural and spell-like abilities). There is also a discussion of ricochets - botches on magic rolls that cause magical feedback (a little like the dangers of using magic in WW's Mage). The following Wardens are covered: * Dream Warden - can access and interact with the Dreaming state, including influencing the dreams of others * Feral Warden - wilderness-orientated with several animal-type powers such as 'scent of the wolf' * Flesh Warden - focused on control over his own form with transformatory abilities * Lightning Warden - power over storms and weather, as well as electricity for electronics * Metal Warden - specialises in anything to do with metal such as armour, machines, and weapons * Motion Warden - focuses on action and movement powers with improved attacks a speciality * Shadow Warden - excellent at hiding and shadow-based powers as well as reflections * Vector Warden - able to shift through space and time, as well as across planes Chapter 4: Influence "Influence is an abstract measure of a character's ability to control and gain favor with both organizations and individuals". Characters can gain influence points through their actions. They may spend them to influence individuals and organisations by making Influence checks (based on already existing social skills such as Bluff and Diplomacy) and there is an attached cost in terms of either Influence Points, Social Stress (which works a bit like damage and makes it harder to gain favours), or money. Gaining access to equipment, favours, or positions of power is discussed and examples given. In addition, the character needs to make some commitments to a position of power and game rules for this apsect are discussed. Various other benefits are also mentioned such as secrets, loot, and training. The chapter ends with some discussion of how individuals and organisations can interact to make the best of their disparate influence to achieve certain ends. Organizations have a whole section to themselves. The section provides example organisations from Second World New York and each example shows how organisations interact with the Influence rules, and there is a short introductory paragrpah that discusses investing Influence points in organisations and the returns that accrue from this practice. The examples list things like what skill is required to gain Influence in the organisation, important character names with class designation, positions available within the organisation, and the favours that can be gained from joining. Examples include the Appalachian dwarves, the Catholic Church, the City Guard, a powerful trading conglomerate known as BlueCon. as well as criminal gangs, colleges, unions, military organisations, and many others. There is a sidebar covering running a street-urchin campaign, and another separate one regarding mind flayers in the second world. The next section in this chapter gives a wide variety of favours that can be called in using influence points or their equivalent. Each 'Favor' has a relevant skill to call the favour, DC for that skill, use cost in influence points, stress, or both, how long it takes to gain the favour, how long the favour lasts, and the requirements to actually access the favour in the first place. Examples of favours include advanced item analysis, boycott, cell phone, hippogriff stables, psychic analysis, the Hellfire Club mirror, and Vatican Library access, amongst many others. Chapter 5: Equipment The section begins with a discussion availability of magic items, before going into more detail regarding the economics of the Second World, particularly in relation to the First World. Aspects such as agriculture and production are covered, shift gates (which allow bulk movement of goods between the first and second world), the First World market for magic items, and the magic material component market. A mixture of First and Second World equipment is covered, with full stats and either monetary or Influence Point cost depending on its availability. There are also some new materials included such as tensile mercury, martial steel, and black iron. Chapter 6: Opponents This chapter covers minor NPCs (such as a tough thug, or a dwarven scout), teams such as a Clims Gang Hit Team (with several different roles), and some Second World monsters including the insectoid outsiders Wadkin Roa and steel constructs of animal form. The book ends with an index. Conclusion: This is a unique and thought-provoking work, with some really original and diverse ideas. The concept of wardens and Influence can easily be transported outside the setting, and I am almost certainly going to be introducing a version of the Influence system into my own campaign (which is not dual-world). For those who are looking to create or are already running a dual-world campaign, this product is highly recommended, particularly if you are wanting to mix worlds that would avail of d20 Modern and D&D rules respectively. Of course, if the dual-world concept interests you, there will be more provided for the Second World campaign setting itself, where its all done for you. I have to say the Dual World concept is not one that really holds my attention for too long despite its popularity in speculative fiction, but I will definitely take away ideas from the Second World sourcebook nonetheless. Its a shame that the style of writing lacked clarity at times, and the organisation of information on the campaign setting itself could have been better. I felt it got caught halfway between a rulebook and a campaign setting - I liked many of the rules and thought there was a really fresh and exciting feel to some of the concepts, whereas the actual campaign setting itself failed to move me most of the time; the book didn't manage to fully capture the ambience hinted at in the first chapter. However, this has a relatively minimal effect on both the usefulness and overall impressiveness of the work. [/QUOTE]
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