Monday, May 4, 2009

Raiders Guild Player Guide (Axe Initiative Games)

The Raiders Guild Player Guide at first made me think two thoughts. First thought was:MMOPRG raid guild for D&D. The second thought was that this the fantasy version of Mongooses Wraith Recon. Luckily, when reading on, there is noMMORPG -vibe, and while there are definite similarities to Wraith Recon, Robin D. Laws doesn't go on and change the basic premise of the game, which is to kill monsters and take their stuff.RGPG is mostly fluff, explaining the inner workings of the guild, how to become a member, what kind of members there are, etc etc. It also sets up a furious competition with rival guild the Archivists, who due to a (purposely) misunderstood vision do everything in their power for dungeons to stay buried. It's well-written, settings-neutral and thus very easy to fit into any campaign. I love the little boxes with different inspiration for your charactervis-à-vis the guild. Sadly it ends poorly with a new race, the Skreek (bat-man) which is too weird for my tastes and has less than stellar crunch (awesome bonuses like darkvision and tremorsense 10 offset by penalties - becoming dazed when hit with thunder attacks). Just ignore the new race and you will have a great product. I for one am looking forward to the first Raiders Guild adventure.
Rating:* * * *

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