ColonelHardisson
What? Me Worry?
Felon said:
*grimaces a bit*
Sorry, gents, involuntary reaction there. When I hear someone asking a crunchy question about a product like "how does this monster book avoid the common habit of its ilk by simply repeating minor variants on the same roles that are already by filled by creatures in a dozen monster books that proceeded them?", and they get a somewhat vague response like "by being so darn cool!", I just have to grimace a little. Sometimes people get excited over a book's "flavour" and give it rave reviews without scratching beneath the surface.
Case in point: my first and only purchase to date in the Privateer Press line was The Longest Night. It soon wound up on my pile unusable gaming material. I found it to be a highly-scripted railroad of an adventure that violated many of the basic tenets that they teach in "DMing 101". Then about a month later another DM actually whipped it out one night and start running it, thinking it was a pretty cool read. Sure enough, the story that looked so friggin' cool on paper made the players alternatively bored and infuriated. Monte Cook's review covers some of TLN’s weak aspects, although his comments are really just the tip of the lameberg.
The really disappointing thing about TLN is that I purchased it based on the landslide of 5-star rave reviews here at ENWorld. IMO, it seems like everyone got so fixated on praising the "storyteller" elements--creepy ambience and deep character motivations--that they ignored some pretty obvious design flaws, namely that the book places little value on both game mechanics and the importance of player choices. There are some pretty ready warning signs too, such as a sidebar where the author shares his secret to good DM-ing, which boils down to something like this: "Events should always proceed as planned. It is the true Art of the DM to trick players into thinking that their foresight and ingenuity can influence the outcome of an encounter, while tactfully and subtly quashing any and all attempts to disrupt the flow of your story".
Well, fool me once, shame on PP....
Now once again I'm reading a whole lotta gushing posts about a Privateer Press book that contain relatively few specific details. Anyone care to go a little beyond adding to the number of times the word "cool" has been used?
Why does the book inspire awe? What exactly about the monsters are original? Up to this point here are the details I've been able to gather about the Monsternomicon's major strengths:
1) Idea-mining: Each monster is given a lot of individual attention as to how they can be inserted.
2) Superlative artwork
3) Guns and other steampunk elements that provide a new twist.
So far that sounds fairly cool. What else?
Since you decided to single me out for ridicule, I guess I'll respond.
First, check the first post in this thread. I didn't see any question in it that even remotely resembles the question you say was posed. All I saw was a post saying, in essence, "I thought this was cool, anyone else?" I replied in kind - yep, it's cool alright.
Second, you make the HUGE assumption that I haven't "scratch[ed] beneath the surface" - sorry, I have. I have all the IK stuff produced so far. By your own admission, you have experience with only one of those books. Perhaps the failure to look deeper into the product line is yours, not mine.
Third, your beef is with how the adventure you played is written. That's subjective; I still think it's well done. As to specifics, you complain I didn't give any, then fail to provide any concerning why you disliked it beyond, and I paraphrase, "the plot is railroaded, and I disliked that." OK, then, I'll counter that with - "I think it's simply highly structured, and I liked it."
Fourth, you mention rules problems. OK. Since you were critical of my lack of specifics, name them. I didn't see any more than any other given d20 product I've read - and I've read a helluva lot - and a lot less than quite a few.