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本書には、多次元宇宙をD&Dのゲーム内で扱うために有益な各種のガイドライン、ルール、追加データなどが含まれている。 地水火風、正負のエネルギーに満ちた内方次元界、世界を繋ぐアストラル、エーテル、影の三種類の中継界、そして神々や悪魔達が住まう外方次元界などについて、世界の特徴、住人、遭遇、シナリオフックについての記述が為されている。
これによって、冒険の舞台としてこれらの多元宇宙を利用するばかりでなく、多元宇宙からの来訪者の行動理念や目的をよりよく理解でき、既存の世界でこれらの来訪者達をさらに魅力的に演出することが可能である。
このように、DM(ダンジョンマスター)にとって本書は非常に魅力的なサプリメントであるが、追加呪文や次元に関係の深い上級クラスの追加、そして各次元に関わりの深い呪文をよりよく理解できるという点から、プレイヤーにとっても魅力的な資料だと言える。 なにより、これまで邦訳されてこなかったD&Dの宇宙観が日本語で読めるというのは、本書の何よりの魅力であると考えられる。
D&D日本語版の今後のさらなる展開のためにも、そしてなによりD&D世界を十二分に楽しむために、本書の購入を心からお勧めしたい。
First of all, WotC has not thrown the old cosmology in the trash bin. Quite the contrary, the updated core cosmology makes much more sense than the older versions, is crammed with nice new ideas, and is presented in such way that even Planescape old fans like me get a refreshing new look at the planes.
Second, the planes now are manageable. Before this MotP incarnation, the magic rules were really impossible to use. Now the planes are defined in easy, rational terms, with physical, spacial and magical traits that quickly and efortlessly sum up the main characteristics of any given plane. You can better convey the otherworldly nature of the planes to your players, but with much less effort and less book-keeping. Better yet, the planar traits mechanics is intuitive, allowing you to wing it easily if needed, with little or no preparation time.
The Prestige Classes and spells are good too, but I think the best touch of all are the tools for building new cosmologies. Total freedom at least, without throwing away the good old Great Wheel! A dream come true, really!
Overall, I was absolutely impressed by the new Manual of the Planes. All DMs should purchase it, even those who do not use the planes, because the amount of goodness in this book can bring new blood to any campaign.
What I like about the MotP is that it basically says 'Heres how we've always done it, and here are a half dozen other ways it could be done too'. Rather than giving a DM a supplement on THE PLANES, chiseled in stone, it grants a structured and easy way to 'dial-in' a unique cosmology.
It pretty much assumes that if you are reading it thinking 'where is Planescape in here?' you probably already have a fair amount of the Planescape material. This doesnt prevent you from using the setting laid out in those out of print products, nor does it expect that other readers have them.
It does an exceptional job of presenting a modular approach to describing and defining the expanse of reality beyond the Material world.
Unlike every other WoTC product I can think of, it is totally open to interpretation and individual implementation. The book is scattered with interesting variants, and indicators of what can be changed, a few examples of how, and coverage of important game mechanic concerns if you do change things from the 'default' cosmology.
All that aside, however, the single most compelling feature of this book is that upon reading it, dozen of new ideas occured to me. Basically, it got the wheels in my head spinning in a way that only some Mage the Ascension supplements have previously. This alone is enough to Transcend the product from a good, solid, professional book to a SUPERB and crucial addition to my collection of RPGs. New ideas are priceless, and this book kick started several in my head at least.
I have the original Manual of Planes (well cared for and treasured), which I have reffered to over the years, as well as the basic box set for Planescape and the Chaos boxed set, and the Monstrous Compendium appendix for the planes so much of the 'default' info was not new to me. What was new was the modular tool-box approach to Reality.
Highly recommended to any DM designing thier own game setting for its Cosmology-building rules, and to any DM that is ready to take thier players beyond the Material plane, whichever plane that may be.
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