|
|
11 of 11 people found the following review helpful:
4.0 out of 5 stars
A game of two halves, 19 Feb 2006
This book is slightly strange, and divides very clearly into two sections. The first couple of chapters are very much about how to set up a "horror" campaign. Its emphasis is very much on atmospherics, and how it is important to set up the premise of the campaign early on and ensure that the players are willing to co-operate. It talks about moral relativism, provides a mechanic for developing insanity and moral depravity, an amended Fear mechanic more in keeping with a horror setting, and it examines in detail what "horror" might mean and how to evoke it. It also suggests how a horror campaign might develop, and how to design horrific scenarios (some examples are a bit nasty, so I would give this a PG or 12A rating if it was me, though it's not explicit on the cover). As such, this bit really concentrates on mood, setting and so on, and de-emphasises rules. I thought this section (probably about half or three-fifths of the book) was absolutely excellent.And then, with a loud grinding of gears as we change pace, you get the second part of the book: new character classes, prestige classes, spells, feats, monsters. All the usual stuff you expect from a WotC supplement. It's not that it is bad, but as the first section doesn't even really mention rules that much and concentrates much more on the "art" rather than the "science" of the DM's craft (yep, it's really for DM's this book, like Heroes of Battle) it felt like a bit of a contradiction of the book's ethos to shovel this lot in. I hate to say it, but it looks a bit like filler (very little of it strictly has relevance to a horror setting) and so I was disappointed with this section. Nevertheless, I'm giving this four stars because I thought the first section was excellent. And there's nothing much wrong with the second section - it just feels like it was parachuted in from another volume. Ah well, caveat emptor.
|