Robin Crossby took the lead on the game and based the new game on designs that he had first written down in the s. The Core Rules were well-suited for a gamist style of play, but many players felt it suffered from some complexities that interfered with play. Some fans appreciated the change as it made play move faster at the expense of realism. Others preferred the realism of the original.
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The maps, details and color heraldry he showed me blew me away. Published as a boxed set in by Columbia Games and originally authored by N. Basically every style of fantasy gaming is well-supported by the setting. But that label is also superficial, since there are also justifications for all of the standard traditional RPG tropes: strange creatures, ancient artifacts, mysterious ruins, clerics with powers that work. Here the God Ilvir dwells, shaping bizarre creatures as is his whim and setting them loose in the world.
There is wilderness populated only by barbarians and worse, sites built by an ancient civilization of planar travelers, chantries of Arcane Lore and Orders of Shek-Pvar, powerful but reclusive wizards dedicated to the study of the magical arts. Almost none of the materials provide any stats. So basically just pick whatever fantasy game system you like and run with that. The regional maps are drawn in a cartographic style and are absolutely packed with information.
The local and structure maps are just as useful. Screenshots do not do them justice — they need to be seen in the flesh to be appreciated. The site articles are especially valuable, as they contain details on specific structures, NPCs, rumors and local legends that are ripe for use as adventure seeds.
The older volumes were bound and intended to be cut apart and punched for insertion into a binder, but more recent products are sold looseleaf, sometimes with binders included — or you can buy them as PDFs and just print them yourself.
Robin Crossby. It has a high level of detail and internal consistency. A large number of individual cities, fortifications, towns, manors and adventure locations have been described down to the names of the peasant families residing there. In its immense detail it rivals other game worlds known for their depth, such as Tekumel. It is also notable for its high level of realism and a concomitant low level of magic. Its societies are, for the most part, modeled quite closely on Earth during the Middle Ages specifically, that of Norman Britain. Nonetheless, it has many of the standard trappings of fantasy, such as elves , dwarves , orcs , wizards , etc.