4 of 4 people found the following review helpful
on 7 July 2012
Together with the Paizo Adventure Paths this book is what wins me over to Pathfinder rather than any other iteration of D&D. Yes there are cliches here, but there is also wonderful depth and originality. The format and presentation are excellent. The world is coherent and much more information is given than in the D&D 4th Edition Forgotten Realms or Neverwinter books. Highly immersive and very enjoyable.
9 of 10 people found the following review helpful
on 5 June 2011
For those looking to run a campaign in Paizo's Golarian setting this is an indispensable book, it is well presented and laid out with full colour art through out. It is a font of useful information including setting specific prestige classes, magic items, details on religion philosophy and history as well as entries on all the regions and nations of the inner sea. Its utility is more limited for those using pathfinder to run there own campaign worlds but there is still a plethora of useful material for a gm to consider borrowing. It also comes with a nice wall map of the inner sea.
2 of 2 people found the following review helpful
on 12 January 2013
The Inner Sea World Guide is 320 pages of gloriously written overview and background info. With great colour illustrations and beautiful maps of each kingdom, along with a fold out poster map of the Inner Sea region.
It's very light on additional rules (which is a good thing). Containing mostly background and location details with just a small section at the rear of the book devoted to additional game mechanics. This book is a great source of adventure ideas, and really helps to flesh out the main adventuring region of Golarion.
Recommended for all Golarion GM's.
7 of 8 people found the following review helpful
on 8 January 2012
With Pathfinder, there are two major reasons for buying a book like this: One is to find background information and in-depth detail to add to existing adventure paths or design your own adventures as either side-shows or main events for your pathfinders. The other is to help you provide background information on your characters in the Pathfinder world. This book does admirably well in both functions: there is a wealth of information on each race, nation and culture, and a gazetteer overview of the points of interest in a geographical area.
In addition, the last third of the book goes beyond the 'current era' and examines - albeit briefly - the area outside the Inner Sea, the pre-history of the area (I mean, what fantasy world is complete without ancient ruins and relics of lost civilisations?), deities, religions, philosophies, cosmology, calenders, celebrations, organisations and ecology. This is less important to character development but great for DMs wanting extra information on the world to work it in.
As with most D&D based supplements there are extra rules - but in line with Paizo's philosophy, this section is actually very small: a few items of equipment not included in the core rulebook, a few prestige classes specific to the setting, rules on firearms, a couple of items and a few monsters making maybe 25 pages out of nearly 320 pages, much of it updated material from earlier adventure paths - in short, very little rules bloat. The index is adequate and the writing is good quality throughout. Like most of Paizo's books, I suspect some buyers will get it just for a good read.
Overall, if you have some of Paizo's pre-Pathfinder RPG modules, this book will help you update them to the Pathfinder RPG standard. It's not an 'invaluable' book, you can do without it, but if you get it you won't regret it.