With
the release of the first instalment of each adventure path, Paizo has
also released a short player’s guide. These guides provide players
with some initial background, selections of campaign traits, and a
variety of other things appropriate to the particular adventure path.
The idea is to help players design characters that are suited to the
adventure to come. With the early adventure paths, including Rise
of the Runelords, the guides
were printed books. Starting with Council of Thieves,
the guides became pdf-only releases. The attractive part, however,
was that they were free downloads. The new Rise of theRunelords Anniversary Edition Player’s Guide
is in the style of these later guides, a free pdf download.
The
original guide for Rise of the Runelords was
somewhat different than all the guides that followed it. It was less
a guide to Rise of the Runelords
(indeed, it was called simply Pathfinder Player’s Guide
on the cover, only mentioning
Rise of the Runelords on
the inside title page) than it was an introduction to Varisia and
Golarion. Golarion was a brand new campaign setting at the time, and
so this book needed to cover things like the gods and the domains
offered, and race and class information. Obviously for the new
Player’s Guide,
details such as these are no longer necessary, so the book is free to
deal a little more with the campaign itself. It includes
long-sought-after campaign traits (traits had not yet been created
when Rise of the Runelords first
came out) and tips on the most useful skills to select. These are
followed by a more extensive gazetteer of Varisia than the original
Player’s Guide had.
Of
the various guides published for the different adventure paths, some
have been better at preparing players for the campaign than others.
Unfortunately, I’d have to say that the new Rise of the
Runelords Player’s Guide falls
into the camp of those that don’t succeed very well. Don’t get me
wrong; there’s still useful stuff in here. However, a large amount
of the Varisia gazetteer is not particularly useful to the players
from the start. Most of this information is also available in
Pathfinder Player Companion: Varisia, Birthplace of
Legends. True, the Player’s
Guide is free while Varisia
is not, so some
information on Varisia is good for those who don’t have the other
source. However, much of the information isn’t all that useful for
creating a Runelords character,
especially as the PCs may never end up visiting many of the locations
mentioned. This information could easily be seeded into the game, if
needed, by the GM over the course of the campaign, and thus could be
excised from this book in favour of information on Sandpoint, which
is, quite shockingly, completely missing from the book. Sandpoint is
the base for the whole campaign. Much of the first adventure takes
place there and the other adventures frequently return to it. There
is a map of Sandpoint, but nothing else. The town doesn’t even have
an entry in the Varisia gazetteer. Even the old Player’s
Guide, with limited space,
managed to fit in two pages of information on Sandpoint. I’m not
sure why it’s been ignored here. Information on Sandpoint is vital
to new characters, especially ones that grew up in Sandpoint.
On
top of that, the book doesn’t really do much to give players an
idea of what is to come. Of course, there’s always a debate about
how much advance warning to give for any campaign. I know there are
some GMs out there who feel that giving any sort of clue of what the
campaign may be about is tantamount to metagaming, but GMs who feel
that way can always choose not to use the Player’s Guide.
For many people, myself included (and I feel this way as a GM, too,
as I do far more GMing than I do playing), a little idea of the theme
and style is useful for creating characters that will fit that theme
and style. When the characters are a good fit for the campaign, the
overall play experience is enhanced considerably. For the most part,
people just have more fun. Beyond some appropriate campaign traits,
the Rise of the Runelords Player’s Guide
just doesn’t contain any clue as to theme and style of the
campaign. And while the campaign traits are thematically appropriate,
some of them will take awhile before their usefulness becomes
apparent. For example, the Giant Slayer trait provides bonuses
against giants, something very appropriate to the adventure path as a
whole. There are lots of giants in the latter half. Unfortunately,
it’s not until the third instalment that the giants actually start
to show up (in the form of ogres and ogrekin). A player who selects
Giant Slayer will have to make it through two whole adventures before
seeing any real use out of the trait. By that time, the player may be
starting to think that the trait is useless, especially as there’s
nothing else in the Player’s Guide
to indicate that giants are a major force in Rise of the
Runelords. Even the cover picture fails to give any indication of the theme as it is just a collection of portraits of three fairly minor NPCs.
Overall,
the various player’s guides for the different adventure paths make
up one area where Paizo still seems to be figuring out what works,
given the vastly varying levels of usefulness from one to the next.
Unfortunately, the Rise of the Runelords Anniversary
Edition Player’s Guide is one
of the less successful. Apart from some campaign traits to choose
from during character creation, players will get very little use out
of this book. It’s a shame since the Rise of the
Runelords Anniversary Edition
itself is such a phenomenal achievement (see my glowing review). A
great Player’s Guide
to go with it would have been icing on the cake. At least the guide
is free.
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