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I am not the greatest fan of the D20 system which is used to run this game, but I must admit the conversion from Computer to Table-top RPG has been done well. There are many races and classes to choose from and the book is layed out well and very easy to read. Any RPG fan looking for a change then World of Warcraft is well worth looking at.
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35 of 35 people found the following review helpful
Excellent game, but the text falls down in places...3 Aug. 2005
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I found the new WoW RPG to be very helpful and in many ways better written than the original Warcraft RPG edition. The book itself has a very high set of production values, with a hard cover, full color interior, and a large amount of art. Despite the fact that nearly all of the art is recycled from the MMORPG, it helps to add to the feel of the game, and provides a solid visual reference for players. Unfortunately, the book falls short in a good many areas, such as clear rules for assigning and gaining Hero Points, clear and consistent editing of text styles and content, and the like. The book suffers what I often refer to as "White Wolf Syndrome" - wherein several portions of the book appear to have missed their edits entirely, and are clogged with typographical "don't's" like hanging sentences, improper typographic styles (entire paragraphs bolded or set in a different font, for instance), "widows and orphans," and the like. However, it does not suffer from the ubiquitous "Page XX" problem of previous WW/S&S books.
The classes and races of the new WoW RPG are far more integrated into the game world than the previous edition, and this is a very good thing. They feel like their own independant creations, now, rather than just minor tweakings of standard D&D classes and races. My one gripe with the racial groupings, however, is that not all PC races have the new "Racial Level" option (borrowed from Monte Cook's "Arcana Unearthed" text), and that not all Racial Levels are created equal. Class-wise, I still believe that integrating a Mana-System instead of the Spell Slot system (modified from standard D20 or not) would have been easily done and would fit the feel of the game world more. However, the Spell Slot system is a step up from "standard" D&D, and does take things a step in the right direction.
The book contains a huge amount of information, but, as a previous commentor has stated, it doesn't cover as much in a good many areas as it could, leading to only half-told stories and statements, and essentially necessitating the purchase of other volumes, such as Shadows and Light, to complete a view of the Cosmology of the Warcraft Universe.
3 stars, would have been four but for the recycled art, the editing issues, and the system foibles.
22 of 23 people found the following review helpful
One of My Favorites11 Sept. 2005
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I've always loved Warcraft, and I've always thought it was one of the coolest fantasy worlds ever created. So, as should be expected, I had very high hopes when I found out about this new (and revised!) book that would let me play my D&D games in 100% Warcraft.
Now, I know that was a very cliché paragraph to start the review, and I'm sure you've all heard something like it before. I'm also sure you've all heard the next statement used to follow up said paragraph: Well, I was not let down by this wonderful product! It's very true. World of Warcraft The Roleplaying Game is perhaps my favorite of all the books I've bought to feed my roleplaying addiction. It has a brand new set of races, a brand new set of classes and a brand new set of feats and spells. All of which are very Warcraft in feel and all very playable.
Let me go into more detail about my favorites about the cool new stuff. I think the coolest new thing, which isn't really new at all if you own Monte Cook's Arcana Unearthed or Arcana Evolved, is the use of racial levels instead of level adjustment. I just think that's the coolest darn thing I've ever heard of. Instead of just leveling up slower, your character can take levels in your given race to gain your various high-powered abilities. This makes it very fun to play races such as the Tauren or the Jungle Trolls, and gives you more options when creating your character. I'm also in love with the ability of your character to build and operate all kinds of machinery and technology. I especially like the rules for firearms, where if you roll a 1 on your attack roll it's treated as the gun blowing up, and your character and everyone around takes damage. It makes for some humorous, and very dangerous, encounters. The new feats and spells are interesting too. The spellcasting system is a tad different than normal D&D and uses a spell slot system, which makes your Arcanist similar to an average D&D sorcerer. There are all kinds of spells you can use, and loads of cool feats, including new technological feats for the Tinker in your party.
There are very few bad things about the book. I mean, there are several spelling errors and so forth, but otherwise it's mostly perfect. The main thing that bothered me was simply the lack of any monsters for the setting. It's understandable, however, as World of Warcraft the Roleplaying Game is actually more of a variant Player's Handbook than anything else. And if you want mosters, just get The Manual of Monsters printed for Warcraft. Other than that the only other things that bothered me was not having quite as much information on the world as I would want, and the occasional use of WoW screenshots instead of actual art.
If you can look past a few very minor negatives about the book, World of Warcraft the Roleplaying Game is very worthy of five stars. It's in full color and contains 400 pages of information and rules necessary for running your campaign in the Warcraft setting. I definitely recommend it to any fan of Warcraft and D&D. It's one of my favorites.
7 of 8 people found the following review helpful
Not the Video Game but Worth the Effort!9 Jan. 2007
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Unlike the World of Warcraft on-line MMO, this "pen-and-paper" RPG allows for greater flexibility in role-playing and sheds new light on the serious adventurer in Azeroth. If you enjoy Dungeons & Dragons, Role Master, or any of the other "old-school" RPGs, then you're certain to enjoy this adaptation of the popular video game.
The system is fairly easy to learn and is apparently widely used with other RPGs. It does not mimic the MMO's race / class system but this is a boon, allowing players greater input into the development of their characters. Azeroth is not set in stone (or even in binary and glitchy patches) but becomes a dyamic, living place where anything can happen. (Hey, why not let the Night Elves forge a treaty with the Taurens? Killing off the undead or the gnomes becomes an option, as well-- or the dwarves-- or the humans-- or whomever.)
If you enjoy RPGs and you like the cult-classic MMO of the same name, you're sure to find this book a valuable resource and a pleasure in itself.
10 of 13 people found the following review helpful
Great Source of Information to New Warcraft Fans!3 Aug. 2005
Brandon M. Somerville
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I have every published Warcraft Novel, as well as all the D20 Books, and of course the Warcraft Games. I love that Universe, and know it like the back of my hand- and this new RPG Book has a wealth of information. Whether you are an old fan, or new to the Blizzard Universe, this book has it all- but I did not give it five stars. Why? Well, even though it is full of information- it has a few places where it only tells half the story, so it could actually bring, in these few cases, some confusion to those that play Warcraft games(for example WoW). Other than these few half told stories, it is a great source of Warcraft material!
14 of 19 people found the following review helpful
It could've been awesome...4 May 2007
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I have very mixed feelings about this setting. (Which is definitely more of a setting than a system.) I, personally, would have liked a brand new system that allows for a more precise translation of the MMORPG to a tabletop paper and pencil game. I'll start with the positives:
It's great to have a system that can easily integrate into my existing D&D 3.5 game. The addition of new classes such as tinker, hunter, shaman, and scout are a great addition. Also, you have new variants on existing classes like paladin, warlock, druid, and rogue, just to name a few. I personally enjoy this version of the paladin over D&D's version. It's also nice to have new playable races like tauren and the foresaken. It's not completely compatible. I wouldn't advise mixing feats without some good old PC/DM consulting time. The game itself has a very strong D&D feel with everyone doing more damage. The weapons section feels like a new playground that you visit for the first time. From firearms to tauren totems, it's a nice selection.
However, there's a lot that could have been done differently. When I play the WoW rpg, I feel like I'm playing D&D...mainly because I am. A new system should've been written for a vastly different type of game. There are a bunch of things that I think should have been added.
1) Armor. In the MMO, you get a bunch of different pieces of armor. Chest, shoulder, wrist, hands, legs, feet, head and back. In this game you buy a whole set. It completely thwarts the idea of adding in any tier armor, or armor sets that are found in the game.
2) Level 1 - 20. In D&D, leveling is a big deal. In WoW, leveling should be easy and frequent. That's one of the main elements to the game that gives it its feel. They really should've made it either 1 - 60 or 1 - 70.
3) Class Translations. Some classes are done really well, like warrior, hunter, paladin and tinker. However, shaman, warlock and druid are horribly done. One of the main elements of shaman is totems. Shaman have tons of totems that all have their use and would easily translate to a PnP rpg. In the rpg, they have 3 totems. On top of that, they are a subset of the healer class (a really convoluted system) and shouldn't have been dealt with in the way it was. Almost none of the spells have been done really well. Since I know the D&D system extremely well, I can see them just adjusting certain things to make it kind of resemble the spells from the game. As for warlock, the MMO focus them in damage over time and demon summoning. In the rpg, they have 0 damage over time spells and they do have the demon summoning abilities (poorly might I add) but they don't have the stats for the things you can summon. Also, in the MMO, you have specific demons you can summon, but in this game you can summon anything that falls under general guidelines. I haven't sat down and studied druid, but from what I read, it's not well done either. Also, in the MMO, races have specific classes they can go into. (ex: Human's can be warrior, rogue, mage, warlock, priest and paladin.) In this game, you can have any race be any class. It's nice, but again, not like the game.
4) Talents. This is a major MAJOR factor in the MMO. This is one thing that could be considered the backbone of the MMO. This is not even present in this game.
There's more, but those are the main problems. I also have not been a fan of any of the supplement books. They tend to add more lore than rules and extra options. If you're a huge WoW fan, you're going to get this if you like D&D. If you don't play the MMO, this isn't the place to start. If you like the MMO, but not PnP rgps, try the board game or the trading card game. Those are well done.
Overall, I do have to admit that I enjoy playing this on occation and I am glad that I purchased it.