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Ghostwalk Campaign Option (Dungeons & Dragons)
 
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Ghostwalk Campaign Option (Dungeons & Dragons) [ハードカバー]

Monte Cook , Sean K. Reynolds


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Book Description

This new setting for the Dungeons & Dragons game is an undead city which allows players to interact with and play ghosts as tangible characters, an option which has never before been available to players. Included are rules on how to play ghosts, new prestige classes specific to the setting, and many new monsters and spells, all of which are portable into any D&D campaign. There are extensive descriptions of the city and its environs, as well as the surrounding kingdom. This product may function as a stand-alone adventure or may be easily integrated into an ongoing campaign. Three distinct adventure options give Dungeon Masters a variety of choices on how to introduce their players to the setting.

About the Author

Monte Cook has worked in the game industry for more than 12 years. His most recent credits include authoring the Book of Vile Darkness and Return to the Temple of Elemental Evil and the Dark Matter novel Of Aged Angels. He also contributed to the Call of Cthulhu Roleplaying Game and the D&D Monster Manual.

Sean K Reynolds has worked on most current RPG product lines at Wizards of the Coast, Inc. His most recent credits include contributing to Lords of Darkness, Magic of Faerun and the Forgotten Realms Campaign Setting.


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Amazon.com:  6件のカスタマーレビュー
23 人中、20人の方が、「このレビューが参考になった」と投票しています。
Ghostwalk, role-palying in the afterlife 2003/6/6
By カスタマー - (Amazon.com)
形式:ハードカバー
Okay, you have that 20th level character you been playing for over 5 years, and although it would seem impossible, you flub a saving throw and something completely unexpected happens... your character gets killed! Now I never seen it happen in all my years of gaming, but I heard stories of gamers actually starting to cry because their greatest character gets knocked off. But cry no more... your character can now live on as a ghost and be more of a badass than he ever was. Ghostwalk is a new "campaign option" rulebook, that runs as a stand alone campaign setting, or a new realm that is easily integrated into an existing campaign. Ghostwalk takes your players and their characters past the Veil of Souls into the city of the dead where they continue on as champions of the afterlife. The book features over 70 new feats, a bunch of new monster templates, bizarre magic items, and tons of new spells like "Charm Undead" and is a must of any campaign.
26 人中、22人の方が、「このレビューが参考になった」と投票しています。
Ghostwalk as a Meta-setting 2003/10/21
By Robert Blank - (Amazon.com)
形式:ハードカバー
Like a lot of newer D&D stuff, Ghostwalk's application in games is up to the player. As a standalone game it is fair, though its ties into the D&D cosmology poses more questions than it answers.

It is best used as a meta-setting the same way that Planescape or Spelljammer are used. Making a few assumptions helps this game truly shine and answer some of the great unanswered questions of the D&D Cosmology:

Assumption 1-
Each prime has a "ghostwalk" leading to a distinct True Afterlife maintained by the gods of their world.

Assumption 2-
Souls that "willingly discorporate" in the True Afterlife are lead into the Well of Souls and out into the Planes.

Assumption 3-
Demihumans everywhere go through the Etherial voyage mentioned in the book, however in most primes the etherial boundary is too thick for ghosts to manifest through sheer will--so they either remain stranded or embrace the seductive power of the Negative Energy Plane into themselves, becoming corrupted into undead forever, even in the True Afterlife.

This resolves a lot of questions. What's the difference between the dead and undead and why do the undead have a connection to the Negative Energy Plane?

With infinite Prime planes, why isn't the flood of souls to the Outer planes neverending?

How do dead folks get to the planes?

If Ghostwalk is it's own cosmology, why does it mention the planes and intrinsically D&D characters like Orcus?

But yeah, Ghostwalk is a lot of fun. The entries on the various cultures are awesome, the listing on the city of Manifest is great. It contains the origins of the Yuan-Ti, which by itself is reason enough to get the book. The authors really put did put some quality effort into this--the writing is very polished and the artwork is very impressive on the whole. The absence of a name for the game world is very strange, as I would like at least a suggestion of what to call the world where this all happens, but otherwise an excellent setting.

2 人中、2人の方が、「このレビューが参考になった」と投票しています。
Ghostwalk Campaign Option: Alternative Afterlife 2007/4/5
By RavenGraygem - (Amazon.com)
形式:ハードカバー
It's happened to nearly every D&D player at some point; they run into something nasty, and it kills them. It used to be that the standard procedure was to either roll up a new character or hoof it to the nearest source of resurrection magic.

But now, a third possibility exists: having the ghost of the slain character return to finish the fight.

Ghostwalk offers players and DMs alike rules for continuing the fight after death, and a new setting where it all takes place. Included are new magic items (along with suggestions for using named items), spells, and monsters. There are also numerous new feats, many of which are meant for ghosts and allow them to focus their abilities along one of six different "haunting" paths.

There are even a few adventures and adventure ideas that incorporate the new material, right in the book.

I liked:

1) Originality. This setting is definitely interesting in terms of concept.

2) The setting itself. It offers some interesting new lands and cultures to incorporate into your world.

I didn't like:

1) The lack of an included map showing the lands featured in the book. While there is such a map included in the web enhancement that updates the Ghostwalk material for the 3.5 rules, not having it handy in the book itself is a problem.

2) The lack of a "ghost" class that allows psionic characters to advance after death. While the eidoloncer could be modified for this, there isn't even a suggested means of making the alterations needed.

3) The vagueness of how Ghostwalk's afterlife fits into the existing cosmology. While there are clues throughout the book that suggest the state of affairs presented in Ghostwalk are the result of an accident, even these aren't expanded upon in any meaningful way.

Overall, I would recommend this book as being worth at least a once-over to the curious.

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