Godborn by Paul S. Kemp

The Godborn by Paul S. Kemp | Wizards of the Coast, 2013

I feel like I buck the trend a bit in the world of Forgotten Realms fiction. Paul S. Kemp’s Erevis Cole is by far my favorite character and Kemp’s handle on dialogue is superb. The Godborn continues Wizards of the Coast’s Sundering event following Salvatores The Companions. I wasn’t a huge fan of The Companions as a novel, it felt far too transitory to make for a good stand alone read, and thankfully The Godborn doesn’t follow in that tradition. The Companions hinted and The Godborn confirms that the The Sundering is mostly a background tie-in that doesn’t really get expounded on in the plot. Indeed, in The Godborn the major event felt a bit more tertiary to the proceedings than even the previous novel. This isn’t necessarily a bad thing as Kemp’s handle on characterization really brought to the needs and desires of his characters to the fore; a fact which definitely helped in getting things rolling.

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4e Review: PHB, Part II: The Good, The Bad, and the slightly more Bad

Opening note:  “bad” is a relative term here and likely inappropriate.  “Less good” or “not quite as awesome” might be better.

The Good:

UPDATE:  Forgot about the no penalties thing!  All defenses are modified by 1 of 2 possible stats.  You choose which at character creation.  Have a lumbering fighter with low dex?  No problem, simple add your strength to AC instead of dexterity!  A wizard smarter than she is nimble?  No problem, use intelligence to determine your reflex defense in place of dexterity.  Again this all serves towards the general trend of defining your character by what the CAN do rather than by what he/she CAN’T do.

Save for opening chapter the PHB lacks fluff and is super crunchy.  Not different from previous editions, but reads more like a Manual than other editions.  Essentially this lets the player learn the game before settling into a campaign, and leaves the DM free to craft the environment and atmosphere of the campaign world.  I’ve always felt that established campaign worlds have a lot of baggage for a DM to manage, by sketching only the barest outlines of a game world WotC leaves things wide open from a creative standpoint.  Of course this leaves later, non-essential, supplements to add flavor and fluff to the campaign world.  For those who love their established settings late 3.x saw WotC place emphasis on the Player’s Guide to [insert Campaign Setting]; a trend I like and a trend that will continue with September’s Player’s Guide to the Forgotten Realms.  The separation of Player info and DM info is a good thing and a published guide for Players certainly takes some of the onus off of the DM for conveying the mountain of information often needed to introduce a new campaign setting.

Read on for more…..

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4e Review: The Player’s Handbook, Part I: Overview

With 4th Edition upon us I’ll be taking a close look at the Player’s Handbook with slightly less intense looks at the Dungeon Master’s Guide and the Monster Manual.  My review will be broken into two parts (as if the title wasn’t an indicator) a fairly laborious Overview of the PHB and some of the major changes followed by a somewhate less laborious commentary on what has me crazy excited and what I’m not a huge fan of (Hint: the latter is a tiny list).  So read on for an introduction to 4th Edition.

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