And here’s the epic
conclusion!
2) Ghostwalk Monte Cook and Sean K Reynolds
You probably think I’m crazy.
In fact, half the reason I wrote this list might have been
so I had an excuse to tell you how good Ghostwalk
is.
PS: This book is nearly perfect.
First, it adds a completely original notion to the game:
that you could play your character as a ghost after death. Even better is why
Monte Cook and Sean K Reynolds came up with this notion: to turn the hassle of
character death into an opportunity. Which is mind-blowing: It solves an
out-of-game problem with an in-game, ingenious solution. Simply glorious.
So you get two new ghost classes, new feats and spells, and
some nifty new gear. Already this book is ahead of the game. But on top of
that, it’s a Core +1 book—you get an entire setting to put it all in. (If only,
say, Tome of Magic or Magic of Incarnum had done the same…)
The city of Manifest and the surrounding nations are compelling: ectoplasmic
ghosts mingle with humans, embattled elves fight yuan-ti, dwarves guard the
Paths of the Dead, humans oversee ogre slaves, clerics worship interesting
deities and guard against Orcus, etc. In fact, one of the successes of this
book is that it works just as well without the new rules—take away the ghost
PCs (or even the ghosts full stop) and I still want to play there. Manifest is
as alive to me as Korvosa or Waterdeep.
But what makes this book indispensible is what happened
next: The authors put every other spare great idea they had into the setting as
well. Just because.
There are sidebars, paragraphs, even throwaway sentences in GW that would have rated whole articles
in Dragon Magazine. For example: 1)
Every magic weapon in GW has a name—if it was worth enchanting, it was worth
naming. 2) One of the feats is a result of your PC undergoing sorcerous
manipulation…while in the womb. 3) Because their elements cancel out, the fire
god and the water god literally cannot perceive each other; they have to
infer the other’s presence from
context.
The whole book is like that!!!
It never feels not-D&D—it doesn’t try too hard (like I
felt Cook’s Arcana Unearthed was
somewhat guilty of) nor is it even as extreme Eberron. It’s just D&D
thought out absurdly well.
(And I want to be sure that Reynolds gets as much credit for
that as Cook—Monte Cook is (quite rightly) the splashy name of the 3.0 era, but
every Pathfinder fan knows the outstanding level of work Reynolds brings to the
table.)
The only thing about this book that falls short is its
conception of the afterlife (a vague, underpowered and underpopulated
archipelago that calls to mind old-school fantasy/sci-fi settings à la Philip
José Farmer’s Riverworld or the edges of Ursula K. Le Guin’s Earthsea. I’m sure
that was intentional but I didn’t dig it—treat it as a way station on the way
to Pharasma’s Boneyard or just ignore it create your own. [Edit: Turns out that section and the adventures were requested by
WotC.] Also, they didn’t manage to squeeze in a map for the setting
(thankfully, you can find the misplaced map online). But these are small
quibbles.
Since it’s a Core +1 book, you can start playing Pathfinder
campaigns in Manifest right away with just a little rule-nudging. If you play
in Golarion, Manifest could easily replace or sit alongside Magnimar or
Absalom. Or it might be across the world—perhaps with the Starstone on one side
of the world, a city of the dead provides balance on the other. Or you might
never use Manifest as a setting to itself, but you’ll read and re-read GW over and over for ideas to steal for
your own campaign.
Here’s the kicker. In fact, it almost puts this book at #1.
Thus book is crazy cheap. WotC barely advertised or supported it at all. No one
talks about it. Currently Amazon has it selling used for under eight
bucks—that’s Chipotle burrito money—and I’ve occasionally seen it offered for
as little as $3. Even Reynolds’s own company, Paizo, lists it for only
$9.99—and there are zero reviews.
This. Book. Is. A. Steal. Get. It.
In fact, the only reason this book isn’t #1 is that
one of its authors had already written…
1) Book of Vile Darkness Monte Cook
Every great hero needs great villains. Book of Vile Darkness gives you the tools to make them.
Chapter 1, all by itself, serves up six new evil gods, two
new evil races (one of them the most terrifying halflings outside of Dark Sun),
seven fetishes and addictions, two malign sites, and four evil villains (one of
whom leads children on a chains to power his armor). Oh, and a mediation on the
nature of evil in role-playing game.
Want more? Chapter 2 has delicious variant rules including
curses, possession, hiveminds, and how to suggest the lingering affects of
evil. Need to know how much an iron maiden costs? Look in Chapter 3. The cancer
mage and vermin lord prestige classes? Skip ahead to Chapter 5.
I could go on like this. But I’d be wasting your time. You
already know whether or not this book is for you.
I will add that that this book also happens to be the
perfect mix of crunch and lore. The new vile spells are as evocative as they
are effective, as is the tidy feat list. And while lore GMs will enjoy
devouring the demon lord and archdevil write-ups, crunch GMs will be salivating
over their savagely high CRs and their fully statted-up servitor NPCs.
Pathfinder’s authors have made no secret that they wanted
Golarion to be darker, wilder, and more adult than previous settings had been.
Their answers to the Caves of Chaos and Iuz the Undying were Hook Mountain and
Lamashtu. In a world of bloatmages and Red Mantis assassins, BoVD’s vile feats and spells fit right
in. In terms of rules and atmosphere, BoVD
is essential for your Pathfinder game.
Find a copy. It won’t be cheap. You can probably snag a used
one for $20–$30, depending on how pristine you want to go. But you won’t be
disappointed.
Further reading: Good isn’t nearly as much fun as evil to
read about. But it can be more fun to play. So while Book of Exalted Deeds was never going to delight in the same way as
BoVD, it earns high praise just for
trying. More feats and spells make it a useful player resource, and the wide
range of new monsters and personality-filled NPCs should please GMs. Once you
have your copy of BoVD—particularly
if there’s a paladin or strongly good cleric in your group, or if you’re
planning on a lot of planar play—BoED
is not a bad next choice. [Edit: It also
marries well with Chronicle of the Righteous.]
That’s my list. 18+ books, all with D&D on the cover,
but with plenty of Pathfinder potential inside waiting to be unlocked. I hope
you enjoyed.
Now what books are on yours?
And we’re done!
Again, here’s the original thread if you want to see
redditors’ comments. Once more, thank
you all for the likes, reblogs, and comments.
I know we usually do monsters here, but I love diving back into old
books and trading memories and recommendations, so this is definitely a
conversation we can continue. If you’ve
got a list, definitely let us know.
Meanwhile, here are some thoughts I’ve had in the 10
months since I first submitted this post to Reddit:
As I said in Part 1, there are conspicuous absences here. I’ve
seen too many glowing reviews of Heroes of Battle, Tome of Battle: The Book of Nine Swords, and Weapons of Legacy to
feel like this list is complete until I’ve read them. (That still hasn’t happened yet in the
intervening year. Also, since writing
the original version of this, I’ve seen enough reviews of the Spell Compendium to make me go “Hmmmm…”
on that as well.)
What if we throw away my “...for Pathfinder GMs” part of my
thesis? There might be some shifts in
order— the Forgotten Realms Campaign
Setting, for instance, would climb into the top tier—but I think the list
holds up.
Other books that aren’t particularly useful for Pathfinder
fans but are strong on their own: I’m not a class splatbook guy and don’t even
have most of the Complete
series. But Complete Arcane is too interesting to overlook, and Complete Mage’s reserve feats go a long
way toward solving the “I’m out of spells; we have to sleep” problem in a
fast-paced-combat or story-oriented campaign.
As a subrace junkie, I have a soft space for Races of Faerûn (even if Pathfinder’s Advanced Race Guide is even more awesome). (Other Forgotten Realms books that kept
catching my eye last night as I browsed my collection: I could read Eric Boyd
write about gods in Faiths and Pantheons
all day, and I was actually shocked at how much I enjoyed Lost Empires of Faerûn, especially since I originally bought it
only because there weren’t any more Realms sourcebooks on the shelves.)
Also, I still pick up used 3.0/3.5 books from time to time
when I get lucky in used bookstores or online.
Currently sitting in my half-read pile are City of the Spider Queen, Magic
of Incarnum, Player’s Guide to Faerûn,
Power of Faerûn, and (though
technically not a WotC project) the Rokugan
setting book. It’s a toss-up as to whether
my next move is to finish them off first—half-read books really bug me—or get caught up on my unread-but-anxiously-awaited
stack of Pathfinder softcovers (unread Pathfinder books bug me even more, and Wrath of the Righteous is
calling…). I’ve also got a stack of
unread Dungeon Magazines and third-party
books (Coliseum Morpheuon, for
instance) waiting for me. If they’re good,
I’ll be sure to report back…
One last big thought: I also would really love it if the
books I’ve called Core +1 books became a model for a certain number of
Pathfinder or third-party books in the future.
It’s so, so thrilling to pick up a book and find both a
sensible amount of new rules material and a setting to go with it. To pick up a book like Ghostwalk and get Manifest in the bargain is pure joy…let alone to
get Eberron, the Forgotten Realms, or Rokugan.
To know that you can run a campaign with nothing more than that new
book, the Bestiaries, and the Core Rulebook—bliss.
Don’t get me wrong—I love Golarion. And I hope Paizo keeps adventuring there for
a long time. But even the game world
that billed itself “The Best of All Possible Worlds” can’t be a home for every
concept. I’d love it if a book like Ghostwalk let Paizo stretch their legs a
little bit—perhaps for a niche Golarion setting, like the Dragon Empires,
Vudra, or Arcadia, that deserves more than a softcover but not the full Inner Sea World Guide treatment. Or perhaps for a rules system that would work
in one city: bullfighting, dueling, and an honor system in Taldor, maybe, or
genie-taming in Qadira. Or perhaps
there’s a style of play or a rules concept that doesn’t fit in Golarion but is
still worth exploring. Steampunk…aerial
adventures…Arabian adventures…low-magic…an all-Darklands campaign…aquatic
adventures…Gothic horror…frequent resurrections…a double world involving the
fey or spirits…evil humanoids…all of the above and more might deserve the Core
+1 rules plus setting treatment.
I also know that, for a lot of publishers, hardcovers pay
the bills. (That may not be the case for
Paizo, with its subscription models, but still…) And there are only so many more hardcovers
Paizo can put out before veterans like me start doing the math and worrying
that a new edition is on its way, if only to keep the lights on. New rules/setting combos might be a way to
extend the life of the edition and expand the brand. Certainly it’s one of the reasons 2e AD&D
last so long.
This can go too far—one of the things WotC learned from TSR
was not to cannibalize its audience with too many settings. But by keeping new settings to limited runs
of a single book or two, you avoid that problem. You draw in players with new options, crunch
GMs with new rules, and fluff GMs like me with new setting and story. (I’m slogging through Magic of Incarnum’s new powers and feats as we speak, and I so keep
wishing they’d devoted the back half of the book to a setting that made the
concepts come alive and convinced me to spend time learning the new mechanics.)
There’s another change to the landscape that makes me wonder
if this is a viable idea: the rise of indie RPGs. So many people out there are putting out their
version of slimmed-down 1e D&D or are exploring places fantasy role-playing
doesn’t normally go (names like Dungeon
World, Savage Worlds, Lamentations of the Flame Princess…even Monsterhearts!). I wonder how many of them could be satisfied
by Pathfinder, so long as they knew they only needed the Core Rulebook, the Bestiary,
and one other book?
Finally, the reason I want more Core +1 books is I want to
be surprised and delighted within
Pathfinder. Golarion has managed to do
so, over and over, but it is still a known commodity, with a map that gets more
filled in by the day. Magazines might
fill that role—one of the old joys of picking up Dungeon Magazine (or Dragon
Magazine’s fiction) was getting new sites, towns, cities, and worlds with
every issue, worlds both canon and non-—but magazines are hard to
maintain. (The only candidate I know of,
Gygax, is a quarterly labor of
love.) So a book format is the way to
go.
Give me Golarion, but once a year, give me Ghostwalk. Give me Golarion and Paizo’s Al-Qadim. Give me the Pathfinder version of Tome of Magic’s binders or Magic of Incarnum’s soul magic, but with
a home and gods and a land. Once a year,
give me elemental-powered steampunk.
Give musketeers vs. faeries, or dirigible fights over a fantasy North
America with dinosaurs and a shamanic spirit world. Give me Golarion and that—just once or twice a year—so I have a home and vacation destinations for my
imagination.
Thanks again for
reading and for your patience this week as I focused on life stuff. (I still have more life stuff to tackle, but
regularly Daily Bestiary entries
should resume next week, and I’ll try to play catch-up so my schedule allows. Have a great weekend!
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