An excellent addition to your collection.
Highlights:
- How to play Ogres, 3 new classes, including the Butcher who casts magic from the Lore of the Maw.
- Star Signs, reminiscent of 2nd edition, and adds optional, mechanical benefits/detriments for being born a certain time of year in Character Creation.
- Massive-scale warfare, that lists the process and battle rounds where PCs engage in 'scenes' that affect power levels on both sides of the fight, and how much it costs for army upkeep. This section also leans on gaining psychological traits after a massive fight as well, and the potential to recover from them.
- How to create magical items, which is very expensive and takes a great deal of time if you craft it yourself (and how much it would be to hire someone else to do it).
- Throughout the book are adventure hook ideas that are very good, very inspirational, utilizing the lore, NPCs, and mechanics in the book.
Extra Stuff
- The Great Hospice, which is interesting if you want to use it, or inspiration from it, for asylum-type adventures and NPCs. Personally my mind is going to Arkham-esque fun for my players with this.
Considerations
- Though not mandatory, trappings for the Ogre Butcher, and making magic items, require rare monstrous guts and items, which this Archive states you can get from the Imperial Zoo supplement.
Overall
An excellent book. Frankly, I'd get it just for playing Ogres, but the other stuff in here is exceptional, useful, and entertaining. It's all great, not just for the Ogres and their lore, but especially for those whose players have gotten so rich and powerful and the GM needs PCs to spend all their money and risk psychological horror in warfare.
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