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Castlemourn Campaign Setting
 

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Promedio de evaluaciones:4.0 / 5
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Castlemourn Campaign Setting
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Castlemourn Campaign Setting
Editorial: Margaret Weis Productions
por Zachary H. [Comprador verificado]
Fecha en que fue añadido: 02/04/13 20:24:24

I respect a lot of what Ed Greenwood has done, but unfortunately I couldn't get into this product. A good campaign setting has to really grab you, and despite a few unique ideas around this relatively small land that's recovering from a magical apocalypse, the whole business never really feels authentic or put-together the way early Forgotten Realms did.

Of course, not being the Realms is no crime in campaign setting, but this product simply fails to grab the imagination or excite. Despite the different premise, it all feels terribly average. In a RPG market flooded with potential settings, this one just doesn't quite meet the standards to be memorable.



Puntuación:
[2 de 5 estrellas!]
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Castlemourn Campaign Setting
Editorial: Margaret Weis Productions
por Adrian S. [Crítico destacado]
Fecha en que fue añadido: 04/14/12 07:01:08

You know that anything written by Ed Greenwood is going be a lavishly detailed immersion into high fantasy, and Castlemourn showcases his abilities (through the excellent MWP) admirably.

Castlemourn marries fantasy with one of my other favourite genres - the post-apocalyptic setting. Three hundred years ago, there was a cataclysm which destroyed the previous shining age, causing the gods to cordon off the realm. As such, none are permitted to leave, although some brave (or foolish) souls still try; and are never seen again. Don't let the idea of a contained setting fool you though; there is more than enough to keep players interested and enough political intrigue, open warfare, exploration and adventure to engage even the most experienced group.

There are all the mainstays of D&D in terms of character races, including two new ones - the Godaunt and the Thaele who do add a certain 'flavour' to the game by their presence and all the classes are present and accounted for. The only new class is the Buccaneer, and this is interesting enough (and balanced enough) to make it an attractive option (and who doesn't want to play a pirate).

There is also a host of new mechanically-flavoured items (including the ubiquitous Prestige Classes), but it is all very well written and presented.

With Ed Greenwood at the helm, you know the book will include the practicalities of daily life, and he doesn't disappoint. Calendars and crops, foods and festivals are all covered in varying degrees of detail and give GM and player alike a real insight into daily life - something I've always admired from his Forgotten Realms work.

Given that this has been reduced to $4.99, I cannot think of a single reason why this shouldn't be on every fantasy gamers' shopping list. Even if you are a 4e player, the narrative content alone will be useful. If you are looking for a new setting for your next campaign, give this a chance. You'll not regret doing so.



Puntuación:
[4 de 5 estrellas!]
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Castlemourn Campaign Setting
Editorial: Margaret Weis Productions
por Thomas B. [Comprador verificado]
Fecha en que fue añadido: 02/08/10 16:45:28

I picked up the player's guide for this at GenCon a few years back. It's great to finally get the full campaign setting.

Putting the minds of Margaret Weis' production company with Ed Greenwood (Forgotten Realms) is a pretty cool combo.



Puntuación:
[5 de 5 estrellas!]
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Castlemourn Campaign Setting
Editorial: Margaret Weis Productions
por Brett G. [Comprador verificado]
Fecha en que fue añadido: 09/05/08 07:08:12

Noted author and co-creator of the Forgotten Realms setting has crafted a new world for D&D/D20 players to experience. Although not as geographically expansive as FR, Castlemourn is every bit as ambitious and somewhat easier to digest. The setting is semi-closed using a land roughly 1200 miles wide and 300 miles deep isolated by mountains, seas, and remnant magicks left over from when the land itself revolted gainst the ills mankind and their peers had inflicted upon it some three hundred years before. No passes or sea lanes exist to allow transit to and from Castlemourn but some may enter the lands through "estemal" - planar or dimensional portals from other worlds that can be used to introduce subject matter from outside Castlemourn. Questors seek out artifacts and knowledge about life before the cataclysm giving players an unusual stamp of legitimacy in their activities. New classes, magic, and races are introduced including the mysterious Thaele. Astrological signs also impact on the game in a unique twist that adds to character flavor. Castlemourn is also replete with setting calendars, directions, measurements, coinage names, dietary details and other information designed to enhance immersion.

I really enjoyed the setting. It is quite detailed without being overly burdensome and the relatively limited land mass makes it somewhat easier to do justice to the whole product. The “estemal” give DMs considerable latitude to use external material without undermining the basic foundation of the setting. If there is a problem to the setting, it is because it was released so close to the debut of the D20 4th edition rules that one has to wonder about any future material for the setting being released.



Puntuación:
[4 de 5 estrellas!]
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