It's brilliant; of course it's brilliant. With the other extensive reviews here there's no need to say more than that. It's almost everything you could ever want from a comprehensive set of wraith rules.
Except for one or two things, for which I spitefully drop a star, because it's unforgiveable in my mind.
Where are the merits and flaws?
There are sixty-five pages (including an extra front cover) given over to the most incredibly self-indulgent, look-how-artsy-and-not-dungeons-and-dragons-we-are-circle-jerk of art and words ever committed to a WoD/OP game, and that's saying something. Yes, it's evocative; yes, it sets the scene; yes, it's wonderful and beautiful on it's own terms; but it's sixty-five pages long. Many of the pages only have a few words on them, was there really no more room in the book for another small appendix? Every other game line got one.
The contents is nine pages long on it's own. Mage managed it in five - and it's a 700-page book with tons of rules.
Sigh. It's minor I know, but it's annoying as all hell. I was also really hoping for a condensed Ferryman section from Ends of Empire and the alternate arcanoi from The Great War, but I guess you can't have everything.
Ok, I'll shut up with the self-indulgent winge-fest now. It's pathetic, I know. Wraith 20 is a fabulous labour of deepest love, and I haven't been this joyfully immersed in a book since The Deathly Hallows (or Changeling 20). The additions and edited/expanded rules are well-thought out, especially with regard to arcanoi, and the Orpheus appendix is inspired.
Rating: [4 of 5 Stars!] |