Apparently it's not for sale yet, so the link 404s. |
Overview
Ten Pages! |
In terms of publishing quality, Christopher Rice and Sean Punch are well known good qualities, and the art is definitely a few magnitudes better than it has been for a while. There's even coloring and some asides have a gradient! La dee da. It almost goes without saying, but in case it isn't obvious, the book absolutely depends on having a copy of Thaumatology - Ritual Path Magic. Whether or not you should get this one depends on the following:
- Are you a big fan of Ritual Path Magic? Then go ahead.
- Do you ask yourself questions about balance, or what is the difference between lesser and greater? Then go ahead.
- Can you think of anything you'd rather spend a couple of bucks on? Probably do that instead then.
Tips, Tricks, and More
The first chapter, and the great majority of the text walks one through a handful of stumbling blocks. A lot of the mentioned issues are definitely familiar if you've ever played with newer players trying to get a grip on things. The Tricks section has a couple of neat ideas for spell design that is more interesting than just "make the bigger numbers faster and better," so is helpful for even veterans. The Pitfalls section does touch on a few of the issues I have with flexible magic systems (press any key to make the problem go away.) Some of the content seems to be restating of stuff mentioned in Pyramid #3/66 or in Dungeon Fantasy 19, but there is a lot of unique material as well.
Ritual Path Magic Ultra-Lite
A one page guide on how to eyeball spells instead of doing all the algebra to get things exact. I am not sure what to think about it though; on the one hand, it sounds really helpful if your table has a lotta holdups while the magician is counting beans; on the other, mechanically speaking, at normal power levels, even a difference of a few energy points can often have a big impact on magic success rates. For example, an RPM user with skill 14 trying to cast a 30 energy spell has approximately an 80% chance of success with an average of 2 quirks and taking around 50 minutes; trying to cast a 40 energy spell has a 75% chance of success with an average of 5 quirks, and taking around 80 minutes. This kinda thing is upsetting to the little statistics obsessed piece of my brain that screams that eyeballing the numbers has a 1/20 chance of creating a drastically different results. Maybe that's on me, and I just need to let go.
Examples
Nothing particularly outstanding here. The spells are purposefully pedagogical and illuminating, and to that end, are completely effective. Usefulness in an actual game is neither here nor there though; with a little clever thinking, there's probably more efficient ways to do anything here, if not as mechanically interesting.
Other Thoughts and Conclusion
It's fine. I just wanted to write something, you know, to kinda put my money where my mouth is. Make myself commit at least a little bit to the goal of writing one or two times a month. This book was extremely short, and very recently read, so it was no problem to review it. I hope I can keep up the writing.
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