Books : A Game of Thrones: D20-Based Open Gaming RPG

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from: White Wolf Publishing

 : A Game of Thrones: D20-Based Open Gaming RPG
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Used Price: $54.99
Third Party New Price: $142.88






Type of bind: Hardcover
Dewey Decimal Number: 793
EAN num: 9781588469427
ISBN number: 1588469425
Label: White Wolf Publishing
Manufacturer: White Wolf Publishing
Quantity: 1
Page Count: 495
Printing Date: November 07, 2005
Publishing house: White Wolf Publishing
Sale Popularity Level: 629692
Studio: White Wolf Publishing




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Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 5 out of 5 stars - Execellent Document of Martin's World
Very detailed, artwork is solid, if not outstanding. Gives a fine format for exploring Martin's world.



Rated by buyers 5 out of 5 stars - Roleplaying, schmoeplaying
There is only one thing you have to know: no Spellcraft skill because magic is a legend or it is a dead.

I redesign the character sheet (the one it came with sucked which is the only complaint I have about it) and it brought a tear to my eye not having to worry about spell slots or any of that sort of mess.

No magic, magic items, Power Word: Kills or some god coming down to smite you. It is just you, the enemy and the ground in-between. You make your own in this world, you forge your way through either might or wisdom, sword or diplomacy.

Like a great man, a Giant of a man some might say, once said, "It is not so much what we do as why we do it." When you could run away in fear for your life but you chose to stand and regain your honour, right your wrongs and possible make your world a better place to be even it it meant losing your own life, then you know you have struck gold when it comes to a roleplaying campaign.

Sure it has all the levels, skills points and the like but to be honest, I never cared about the levels in this game. I think whatever age or level we start off with is fine by me.

If you are a D20 vet and wanting to try this, take time to learn how Reputation and Influence works. It is a little different but it adds a lot to the world.

If for nothing else, my brother, "Mister Casual About All Things Gaming", can't stop talking about the game. That is for the very first time in 15 years. That is the greatness of A Song of Ice and Fire.




Rated by buyers 5 out of 5 stars - Great purchase - even for non-gamers.
I haven't gamed in more than 10 years, and don't really plan on starting again - but this book is worth buying for ANY fan of Song of Ice & Fire series.

Gorgeous artwork & fascinating bios of the characters of George R.R. Martin's books are the main highlights of the book for non-gamers - but the more you delve into the mechanics of the game, the more insights into the world it reveals.

And another pleasant surprise - an introduction including a very detailed & impressive overview of the history of fanstasy writing. Given me lots of new (to me) writers to check out.



Rated by buyers 5 out of 5 stars - A review by a gamer for gamers
This book is a remarkable achievement in d20. It offers several innovations, and also pares away some of the more ridiculous aspects of the system as we have known it. But even more impressively, this publication is distinguished in its tastefulness, outclassing any other d20 game with its maturity of style and imagination. This is gaming for grownups.
This 495 full-colour hardback is a comprehensive rulebook and campaign setting. If you didn't already own the core rulebooks, you wouldn't need to get them, because it's all here--handbook, DMG, and bestiary rolled into one. The bestiary, of course, is very small, because this is a low-fantasy (almost historical) setting. You won't find a catalog of abberations, walking funguses and extraplanar half-whosywhatsits. You won't find dozens of ridiculous, superheroic, micro-niche prestige classes. And you won't find elves, or gnomes ... or any such breeds. Who needs them? Magic and mosters are gone . . . except for a few surprises here and there, which are really special.
What do you find? The heart of the game is human drama. You have Realpolitik, war, alliances and betrayals, intrigue, spying and struggle. In order to cultivate this kind of gaming experience, they draw on the work of one of the greatest living writers of science fiction and fantasy, George R. R. Martin. (Read the novels, if you haven't already.) But the game also contributes a promising innovation with the rules for Reputation and Influence. These mechanics are to the social and political what the Base Attack Bonus is to combat. Influence points are a way of measuring a character's power in the social sphere, and of adjudicating a character's efforts to get others to do what he wants.
In standard d20 games, a character with a high Diplomacy skill may be effective in getting people to have a friendly disposition towards him, but how do you determine what a friendly disposition actually gets you. Now there is a mechanic for determining that. An Influence check is used to call in a debt, command, persuade or otherwise coerce someone to actually do what you want (whether they like you or not).
Reputation is a way of defining how you are perceived by others, in terms of specific characteristics. For example, a character may get several reputation points as a Ruthless Brute, which will come in handy when he wants to Intimidate and hinder him when he wants to gain trust.
There will be combat, of course, though perhaps not as frequently. (Wounds take time to heal when you don't have potions and spells ready at hand.) In place of lightning bolts and acid arrows, they have added more options and possibilities in hand-to-hand combat. First of all, armour gives you DR rather than an AC bonus. (Shields are different). Armour classes will tend to be not quite as high as we are used to, but on the other hand damage will be smaller too. However, if you want to deal more damage, you can opt for one of several types of called shots, which allow you to customize your attack strategy based on your opponents defences. There are also some good rules for becoming fatigued due to the encumbrance of armor. Only playtesting can tell, but it seems to me that combat strategy may be more interesting in this game. More deadly? You'll have fewer hitpoints. On the other hand, there's the Shock Value feature, which makes it a lot more likely that you'll be temporarily incapacitated long before your hitpoints are gone. Characters at very first level will have about the same number of hitpoints as comparable D&D characters, but as your character advances, you'll gain fewer hitpoints. I think the reason for this is that average damage dealt by a hit will not increase as much either. It might turn out that first-level is more survivable and higher levels are more dangerous than in D&D.
Perhaps my only complaint about this game is that it may be more difficult for the Gamemaster. The setting is not nearly as static as something like the Forgotten Realms. Things change in this world, and fast! So, if the GM has any intention of staying true to the novels, he will have to think carefully about the timeline and know what's going on in the story. And Martin hasn't finished writing novels yet! If the future is being determined in the imagination of George R. R. Martin, then there are some limitations on how much the players (or the GM) can change).
Another challenge for the GM will be that without monsters and abundant treasure, he will have to keep things interesting in the story arc, or the game will fall flat.
On the up side, players should be able to plug into the drama of politics and war fairly easily. There should be less of a problem coming up with motivations for your character to "go adventuring" (Ugh!) You won't need artificial motivations, because by the nature of the game your character will have loyalties ... Read More



Rated by buyers 5 out of 5 stars - Awesome!
Absolutely awesome. Very true to the setting.

Some of the rules are a bit clunky and take a bit of effort to switch over from standard D20, but overall makes for a MUCH better experience.



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