Beware! This review contains major spoilers.
This is not a playtest review.
Price: $29.95
Page Count: 160
Price Per Page: About 19 cents per page
Format: Hardcover.
Front Cover: Three iconic Dark Side characters with lightsabers - of good quality.
Other Page Use: The back page shows three more Dark Side characters - though the quality of the art is good, it looks as though the Emperor has used his Dark Side Feat 'Cause Constipation' on the other two characters. The back page also gives a brief introduction and overview to the sourcebook. The inside covers are, rather aprropriately, black. The first three pages contain credits and contents. The last two pages have an index, and an advert.
Internal Art: The book contains many stills from the films to illustrate various sections. The internal artwork is covered by five different artists, and the quality ranges from average cartoony stuff to good comicbook-style stuff, with one or two pieces that were poor, and one or two that were superb. The number of stills is significantly greater than the actual art.
Text Density: Text density and white space are average. There are significant margins on the side of each page. There are a lot of film stills in the book, some of them quite large, and with a definite feel of padding the book out.
Text Style: The style of writing is engaging and relevant to the theme. The editing is excellent.
Whats Inside:
Chapter One: The Dark Side (5 pages) briefly introduces the Force and the Dark Path, before giving a rather lengthy historical timeline of the Dark Side.
Chapter Two: Playing The Dark Side (27 pages) begins by introducing two Dark Side templates that can be applied to a character after he gains a certain number of Dark Side points. Tainted Characters have Dark Side points equal to half their Wisdom score, whilst Dark Side Characters' Dark Side points are normally equal to or greater than their wisdom, though all Tainted Characters must make a Wisdom check every time they gain a Dark Side point or automatically become Dark Side Characters. Information on reducing Dark Side points for these templates is also given, as is a sidebar dealing with Dark Side points for non-Force Sensitive characters. These characters have access to new skills (Knowledge (Sith Lore), Read/Write Language (Sith), Speak Language (Sith)) and Force-based Skills (Alchemy, Control Mind, Drain Energy, Drain Knowledge, Illusion, and Transfer Essence) as well as more skill points. A revised table showing Force-based Skills for all Force-sensitive character classes is given. A number of new Dark Side Feats are also given (Drain Force, Hatred, Rage, Sith Sorcery, Sith Sword Defense, Sith Sword Expert Defense, Sith Sword Mastery, and Summon Storm). Next up are new Dark Side Prestige Classes - Dark Side Devotee (a Dark Side Force Adept), Dark Side Marauder (mercenary force-abusing warriors), Emperor's Hand (assassin), Dark Force Witch (primitive Dark Side force-users, e.g. Nightsisters of Dathomir), Imperial Inquisitor (converts force-users to the Dark Side), Sith Acolyte (e.g. Darth Maul), Sith Lord (e.g. Palpatine) and Sith Warrior. There are 'Era Notes' sidebars giving advice on how each of the Prestige Classes fits in historically, and a sidebar on 'Corrupted Jedi'. The Sith prestige classes are limited to particular historical periods. Each class has full stats and details of their special abilities.
Chapter Three: Gamemastering The Dark Side (18 pages) discusses Tainted and Dark Side characters in more detail, including the long-term effects of using The Dark Side (mainly physical debilitation) and gaining Dark Side points. The next section deals with Acts of Evil (Fear, Anger, Hatred, Suffering, Pride, Aggression, Vengeance, Greed, Jealousy and (the need for) Love). Each subsection gives an example of the act, which gives rough guidelines for GMs to run characters and judge PC actions. This is further explored in the following sections - Running Dark Side Heroes and Running Dark Side GM Characters. The next section deals with Running Dark Side Campaigns. Much of this information is geared to running PCs that are affected by The Dark Side, including ideas for an Underworld, Imperial and Darksider campaign. It concludes with ways to end the campaign, either in redemption for the characters, or going out in a blaze of glory. The final section deals with the Four Stages of the Dark Side - temptation, imperilment, submission, and atonement/redemption and includes a sidebar on the temptations of Force Feats such as Control, Sense and especially Alter.
Chapter Four: Dark Side Equipment (10 pages) details new weapons and armour (Sith Lanvarok, Double-bladed Lightsaber, Sith Sword, and Dark Armour - which is more of a template), vehicles and starships (sith speeder, sith infiltrator, and sith battleship), droids (interogator droid mark III and sith probe droid), equipment (alchemical apparatus and sith poison), and artifacts (sith holocron, sith amulet, sith talismans, and orbalisk armour).
Chapter Five: Dark Side Traditions (41 pages) has a long listing of NPC Dark Siders from different historical periods including Darth Bane, the Nightsisters of Dathomir, Darth Sidious, Darth Maul, The Emperor, Darth Vader, Mara Jade (as Emperor's Hand), and Kyp Durron (as a fallen Jedi). Each entry has background, history and description (including stats). The section also includes a passage on Dark Side books.
Chapter Six: Creatures and Archetypes (28 pages) includes description and stats for Dark Creatures (Battle Hydra, Dxun Tomb Beast, Dark Side Dragon, Massassi, Orbalisk, Sith Hound), Sith Mutants (Massassi Abomination, Silooth, Chrysalide Rancor, Sith War Droid, Sith Wyrm), and Dark Spirits (Dark Side Spirit, Guardian Spirit). It also has stats and descriptions for GM Archetypes: Dark Jedi, Dark Side Adept, Dark Side Avatar, Dark Side Spirit, Emperor's Hand, Tainted Jedi, Imperial Inquisitor, Jedi Knight, Nightsister, False Prophet of the Dark Side, Shadow Academy Student, Sith Apprentice, Sith Minion, and Sith Lord). Stats for each of these archetypes are given at three different levels for easy integration into a campaign or adventure.
Chapter Seven: Dark Side Campaigns (18 pages) discusses in further detail development of Dark Side campaigns in different eras (including a sidebar on alternative histories) before discussing Dark Side Sites - their effects on Force-using characters followed by some example sites (e.g. the cave on Dagobah) with advice on using them in your campaign. A more detailed idea for a campaign setting in the Sith Empire (5000 years before the Battle of Yavin) is then developed, including some adventure hooks.
The High Points: As promised in the adverts, The Dark Side does enable players to play Dark Side characters, and allows the GM to control that play and develop ideas around corruption and redemption in his campaign. Players and GMs alike are given a variety of new feats, skills, etc. to enhance this opportunity, and new creatures to either use against the PCs or to ally with them (if they play Darksiders) - I particularly liked the idea of the Dark Side Spirits. The book is clearly written and on the whole well presented.
The Low Points: I had a problem with this book even before I bought it - my idea of Star Wars PCs is that they are Heroes with a capital 'H' and that playing 'evil' characters, despite its attraction and the interesting roleplaying possibilities, is just not thematically sound for Star Wars - if I want to play evil characters, there are plenty of other games out there more suited to it. And what we do get is a fairly watered down version of evil - the threat sensed in the films from Vader and the huge destructive power under the Emperor's will, seems not to truly come to fruition in the text, despite it covering the right bases. I bought the book in the hope of getting some really evil ideas as a GM for running Dark Side villains, but the theme throughout the book is focused on players becoming Darksiders. Much of the information (e.g. equipment, prestige classes) is orientated towards the Sith, who are actually not playable as PCs during the era that the films cover.
Conclusion: The book ended up falling between two stools as far as I was concerned - it focused on players as Dark Siders but did not have enough depth to make it work, and did not have enough focus on Dark Side villainy for GMs to truly make full use of it (I found the NPCs in Chapter 5 too powerful for use face to face with PCs and a bit of a waste of space). Despite these faults, there is plenty of useable information in here that can be robbed to enhance a Dark Side-orientated adventure or campaign - the creatures and archetypes section and the skills and feats (if applied to GM characters) are the most pertinent sections in this regard. On balance, the book fails as a whole but provides some useful information for me as a GM and provides the basic ideas for running a campaign with player characters becoming corrupted and possibly redeemed. But theres a lot left for the GM and the player to do to put some meat on these bones, and I question its thematic content in relation to the basic Star Wars theme of Good Vs Evil.