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Issue 4, March 2003
Issue 4, March 2003
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Volume 4, March 2003
Credits:
Executive Chairman and Publisher: Steven
Creech
Contributing Authors: SD Anderson, Ramon
Arjona, Bret Boyd, Bruce Boughner, Andy
Christian, Tom Gafkjen, John Grigsby,
David Jones, Cindy Moore, Scott Moore,
Duane Nutley, Benjamin D. Richards, Chris
Sims, and John Wommer
Cover Art: Michael Loh
Editor-In-Chief: Anna Dobritt
Editors: Andrew Garbade, Rich Miller and
Wade Nudson
Graphic Layout: Todd Schumacher
Contents
3 Random Rolls and Off Tangent Thoughts
4 From The Fast Lane
7 Imperial Advisors
10 Collectable Card Game d20
33 Reviews From The Critic’s Corner
44 Computers and Gaming
46 Gobie’s Magical Emporium
49 Sorcerous Blood: Bloodlines
54 Computer Tools and Mapping
58 Broadsides! vs. Seas of Blood: A Comparison
59 Getting the Most Out of Your Minor Foes
61 Fantasy World Proposals
62 “They Make The Strangest Couple…”
71 Give Us Your Best Hero
75 Superheroes and Role-Playing
78 Star Trek: The Roleplaying Game
80 Star Trek: The CCG (2nd Edition)
81 Roleplaying in the World ofThe Lord of the Rings
83 Short Stories
93 OPEN GAME LICENSE
“Requires the use of the Dungeons &
Dragons® Player’s Handbook, Third Edition,
and the Psionics Handbook, published by
Wizards of the Coast®
“Dungeons & Dragons® and Wizards of the
Coast® are Registered Trademarks of Wizards
of the Coast, and are used with Permission.”
‘d20 System’ and the ‘d20 System’ logo are
Trademarks owned by Wizards of the Coast
and are used according to the terms of the
d20 System License version 3.0. A copy of this
License can be found at www.wizards.com
d20Zine, Issue 4
2
Spring, 2003
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Random Rolls and Off Tangent Thoughts
which is the irst issue of this new year.
With the year being only three months old,
there have been enough current world events
to normally ill an entire year, let alone the
little time that has passed. We’ve seen our
nation on the brink of war, Mother Nature sent
those of us who live in areas prone to snow a
little wake-up call, and regrettably, we lost the
space shuttle Columbia for unknown reasons.
One can’t help but think about the ancient
Chinese curse, “May you live in interesting
times.”
On a more positive note, what do you think
about our cool cover? Michael Loh is the
force behind that picture and I have to say that
he is one talented individual. You can see more
of his work at Renderosity.com under the screen
name of “ Mwkloh ”. Michael does computer
graphics work with the programs Vue d’Esprit
and Poser along with Photoshop. Michael
has graciously agreed to do the covers for
d20Zine! from now on, so be on the watch for
new and really awesome artwork by him.
This issue is illed with great material. John
Wommer has written an article on converting
almost any collectible card game into a d20
character class. This article has been several
months in the making and long hours were
spent writing it and rewriting it in order to
make it compliant with d20 system rules and
not infringe on anybody’s product identity.
Anna Dobritt edited the article and she
deserves a big thank you for that monumental
task. We also have an article featuring prestige
classes for the Three Kingdoms campaign
setting and short iction by writer Bret Boyd.
Besides a slew of product reviews, I also give
my take on computers in gaming and the use
of computer mapping tools like Campaign
Cartographer 2 Pro and Fractal Mapper.
The business side of the role-playing
industry continues to be good to my writing
partner, Kevin Ruesch, and myself. Sales of
Pale Designs: A Poisoner’s Handbook by
Bastion Press have been very good and continue
to be steady. Kevin and I are on the verge of
wrapping up our latest project for Bastion
Press called Torn Asunder: Critical Hits . The
book’s title says it all, but I will say that there
will be a large section of the book devoted
to healing also. Recently, I was in Grand
Haven, Michigan for a weekend for a book
signing session at West Michigan Sportscard
Connection . I also got the privilege of
meeting fellow Bastion Press freelance writer,
Ken Marable. Ken has contributed to several
Bastion Press products including Danger in
Deadwood and Oathbound: Domains of the
Forge. The two owners of the store went out
of their way to make me feel welcome and I
can truly say that it was one very enjoyable
weekend. The number of enthusiastic gamers
was impressive and good to see. If you live
near the Grand Haven area, I encourage you to
stop by their store and check it out.
Finally, I have assumed the mantle of
Playtesting Coordinator for Bastion Press.
Anyone interested in participating in the
playtesting process should email me at
creech@bastionpress.com with the “Playtesting”
in the subject header. If you are serious about
providing constructive feedback to future
Bastion Press products, we would like to
hear from you. All playtesters who follow the
instructions will have their names included
in the playtest credits of the relevant Bastion
Press product or products.
Be sure to drop us a line and let us know
what you liked or didn’t like about this
issue. When we get a letter, we’ll post it in
the following issue under our “ Raves and
Rants ” section (which you will notice is
absent this issue. No mail means no column).
So get off your duffs and let us know what
you think of the magazine by emailing us
at ghost.wind@verizon.net or by leaving your
comments in the d20Zine! section of the d20
Magazine Rack forums.
-Steve Creech, Executive Chairman
d20Zine, Issue 4
3
Spring, 2003
W elcome to the Spring issue of d20Zine! ,
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From The Fast Lane
By Steven Creech
capsule reviews of smaller-sized RPG
products. You won’t ind in-depths reviews
here, but rather, my quick assessments and
impressions of the products themselves. At
the end of each capsule review is a scoring
assessment that mirrors the same format we
use for the Critic’s Corner and Fast Tracks
review columns on the d20 Magazine Rack
site.
Lock & Load: Iron Kingdoms™
Character Primer
Written by Douglas Seacat and J. Michael
Kilmartin
Published by Privateer Press
64 pages, $12.99
Privateer Press irst stormed on the scene
with the highly acclaimed Witchire adventure
trilogy that introduced the gaming world to the
Iron Kingdoms . Late last year, they followed
up with the very impressive monster book,
Monsternomicon . Now those who have been
diligently waiting for the irst of the campaign
books have another resource to add to their
collection. Lock & Load is essentially a
player’s handbook for the Iron Kingdoms
setting. The book contains descriptions
regarding the different regions, their relations,
and the men who inhabit them. Demihuman
races are present including dwarves, elves,
half-elves, winter elves, and new races like
goblins, bogrin, ogrun, and trollkin. The
standard character classes are represented
although the IK twist has been added to them.
One of the things that separate the IK setting
from typical fantasy settings is that irearms
exist along with a form of steampunk, or
mechanized machines. This makes for a
more tough and gritty setting but also one
that doesn’t appeal to everyone. This is a
setting where racial prejudices run strong and
the monsters that exist are formidable. Even
the dragons that live in this setting are not to
be triled with. Privateer has really showed
considerable imagination in the development
of this campaign world with each release
being exceptionally sound in terms of game
mechanics, balance, lavor, and even artwork.
I like the style of the world and want to
convince my gaming group to give it a try (if
we can ever get together again). Lock & Load
is not for everyone but it is certainly worthy
of taking a serious look at. I recommend it
and feel it is one of the best offerings on the
market today.
Fast Tracks Score (Maximum 5 pts. per
category)
Open Game Content: 3.5 (Game related
material and rules are open content.)
d20 Compliance: 5.0
Originality: 5.0
Playability: 4.5
Value for the Dollar: 5.0
Overall Score: 4.60
Final Grade: A+
Nyambe: Dire
Spirits
Written by Chris Dolunt
Published by Atlas Games
48 pages, $12.95
Dire Spirits is the irst
published adventure for
the Nyambe campaign
setting. It is designed for 1 st level characters
and would make a good introduction for
players making their irst start in Nyambe.
Without giving away the plot, I will say that
the characters must stop an ancient evil spirit
from reclaiming what was once his. The
storyline is both interesting and challenging
but can quickly lead to the demise of the
entire party if they do not plan carefully. The
treasure acquired during this adventure will
likely see a lot of it used during the course
of the adventure in order to help the group
survive. In short, if you loved Nyambe and are
looking for a way to bring your players into
this world, this adventure its the bill nicely.
The Complete
Guide to
Doppelgangers
Written by Keith
Baker
Published by Goodman
32 pages, $11.00
The Complete Guide
to Doppelgangers takes a more in-depth
look at the world of shapeshifters. Their
society, culture, myths and subraces are all
covered, as are rules for doppel characters.
The strong points to this book lie in the
wealth of ideas that are presented, especially
under the section on urban doppelgangers
and the turf wars that may result between
shapeshifting and non-shapeshifting factions
or gangs. Keith does a good job getting into
the psychology of doppelgangers and even
gives us a couple of sub-species, a new
prestige class and doppelganger-centered
feats and skills. The book is well written and
interesting but does have limited application.
Not only is it primarily a GM-only book, but
its narrow focus means there must be a need
for the book. If you are a GM who loves using
shapechangers in your campaign, this book is
certainly worth a serious look.
Fast Tracks Score (Maximum 5 pts. per
category)
Open Game Content: 4.0
d20 Compliance: 5.0
Originality: 5.0
Playability: 4.0 (Nyambe only.)
Value for the Dollar: 4.0
Overall Score: 4.40
Final Grade: A-
Splintered Peace
Written by David Chart
Published by Atlas Games
110 pages, $26.95
Splintered Peace is a
campaign sourcebook that
combines the material you
would ind in a supplement
with an adventure. Centered around the city
of Marchion, this book focuses on politics,
intrigue and racial hatred between orcs,
demihumans and humans. It is deinitely a
role-play heavy book that GMs can build an
entire campaign around. Besides details of
the city, there are 31 NPCs that make up key
players. While they lack full d20 stats, they do
have colorful backgrounds.
The concept of Splintered Peace is
interesting, but GMs should be prepared to
put in some real work to make it a more luid
storyline. This is not a typically formatted
adventure that has boxed text, but neither is it
Fast Tracks Score (Maximum 5 pts. per
category)
Open Game Content: 1.5 (Only the
introduction and physiology sections on
pages 2-5.)
d20 Compliance: 5.0
Originality: 5.0
Playability: 3.5 (GM only tool)
Value for the Dollar: 4.5
Overall Score: 3.90
Final Grade: B+
d20Zine, Issue 4
4
Spring, 2003
A uthor’s Note: From the Fast Lane presents
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a regular supplement. I like the product and its
intent but whether it is successful relies on the
players being willing to make the investment
to become members of Marchion and use it as
an ongoing base of operations. In short, they
must develop a vested interest in the town or
nearly everything in this book is for naught.
If your group is primarily a transient hack-
n-slash group, then Splintered Peace isn’t a
book for them.
Fast Tracks Score (Maximum 5 pts. per
category)
Open Game Content: 3.0
d20 Compliance: 5.0
Originality: 5.0
Playability: 3.0 (GM only.)
Value for the Dollar: 4.0
Overall Score: 4.00
Final Grade: B+
Spell Decks: Mysteries of the
Arcane
Published by Paradigm Concepts
$24.99
Spell Decks are Paradigm Concepts’ answer
to carrying around several books i lled with
your favorite spells. This box of 350+ cards
lets your create a spellbook for your character.
Just select the spells your sorcerer or wizard
knows and you’re all set. Besides the Player’s
Handbook , sources include Arcana: Societies
of Magic, Broadsides!, Codex Arcanis, Forged
in Magic, Gar’Udok’s Necromantic Artes, and
Twin Crowns.
Each card has a particular graphic icon for
the spell school, the stats, a description of
the spell, and a reference back to the original
source. Physically, the card is a little longer
than a typical trading card but fairly close in
overall size. With other spell collections like
Green Ronin’s Pocket Grimoire series, Spell
Decks isn’t a product for everyone. However,
they can certainly add some unique l avor
by having your character carry his very own
personal deck of spells.
The Complete
Guide to Treants
Written by Joe Crow
Published by Goodman
Games
48 pages, $13.00
The Complete Guide to
Treants does one thing
exceptionally well; it capitalizes upon the
popularity of the Ents from the movie The
Lord of the Rings: The Two Towers. That
movie really shows audiences how formidable
walking trees can be. This book takes that
same l avor and vein of belief and runs with it.
Treants are so much deeper (no pun intended)
with the information in this book. The social
structure and cultural habits show why a treant
is usually so wise and insightful. After all,
they have hundreds of years to ponder things
and i nally come to a decision.
When the need to act arrives, treant combat
strategies, character classes (NPC only
– I can’t really imagine a player as a treant),
new magic and even evil variations are all
covered. The treant classes are good as are the
templates, but the spells really stand out. Very
cool. Suggestions and tips for working treants
into your campaign are also presented. All in
all, if you liked Treebeard, you will love this
book. I recommend it.
Fast Tracks Score (Maximum 5 pts. per
category)
Open Game Content: 2.5 (Only a few
highlighted areas that cover game
mechanics.)
d20 Compliance: 5.0
Originality: 5.0 (Very original.)
Playability: 3.5 (GM book for role-play
heavy groups.)
Value for the Dollar: 4.0
Overall Score: 4.00
Final Grade: B+
The Complete
Guide to Wererats
Written by Keith Baker
Published by Goodman
Games
32 pages, $11.00
The Complete Guide to
Wererats is a sourcebook
completely devoted to wererats. Keith Baker
does a fantastic job presenting an underworld
society that is i lled with as much political
intrigue and backstabbing as a typical day in
Congress. Wererat society tends to be made
up of broods, which are further subdivided
into warrens. This makes for a surprisingly
structures existence with the majority being
logical and pragmatic about their lives and
standing within the warren and brood.
New rules for wererat characters classes
are presented. These rules are interesting, as
are the new skills and feats. However, they
are best used for NPCs rather than players.
There is a fair amount of open content with
much of it game-related. Overall, this is a
very interesting book and GMs looking for
something to weave a long-term subplot
into their campaign would do well to look at
this book. It’s one of the better books in the
Complete Guide series.
Fast Tracks Score (Maximum 5 pts. per
category)
Open Game Content: 5.0
d20 Compliance: 5.0
Originality: 4.0 (Was originally done back
in 2 nd edition D&D.)
Playability: 3.5 (Wizards and sorcerers
only.)
Value for the Dollar: 4.0
Overall Score: 4.30
Final Grade: A-
Fast Tracks Score (Maximum 5 pts. per
category)
Open Game Content: 3.5 (Essentially, game
mechanics only.)
d20 Compliance: 5.0
Originality: 5.0
Playability: 3.5 (Mostly GM only.)
Value for the Dollar: 4.5
Overall Score: 4.30
Final Grade: A-
School of Illusion
Written by Kevin Wilson
Published by Fantasy
Flight Games
64 pages, $14.95
School of Illusion is the
latest in Fantasy Flight
Games’ softcover Legends
& Lairs series. As the title suggests, the
focus of the book is on the magical school
of illusion itself and sets out to really dei ne
d20Zine, Issue 4
5
Spring, 2003
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