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Swords and Wizardry Complete Rulebook 2012

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  • 144pages
  • 6 heures de lecture

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This book expands the Swords and Wizardry Core Rules to encompass early phase supplements from the 1970s, creating a single resource for players and game masters to craft enduring adventures and campaigns. Supported by a wealth of adventures and resources from Frog God Games, it captures the essence of the game played two decades ago, adhering to the original style and philosophy that defined its greatness. With no "Spot Checks," it offers simple, flexible rules that facilitate both roll play and roleplay. This stand-alone tome contains all the necessary rules for gameplay and can be easily adapted for other retro-clone games and classic modules. Originating in 1974, Gary Gygax and Dave Arneson created the first fantasy role-playing game, establishing a new genre with a straightforward, flexible rule set. In 2000, Wizards of the Coast released the "Open Game License," allowing third parties to utilize various intellectual properties linked to Dungeons & Dragons, albeit with specific terms. The Swords & Wizardry rules are notably concise compared to the extensive rulebooks of modern RPGs, yet they encapsulate the essence of mythic fantasy, providing the foundational elements for complex storytelling and imaginative play. "Edition Zero" is a powerful framework, akin to a genie within a humble lamp, waiting to be unleashed.

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Swords and Wizardry Complete Rulebook 2012, Matthew J. Finch, Erol Otus

Langue
Année de publication
2012
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(rigide),
État du livre
Très bon
Prix
59,99 €

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