We've
already covered the entire first edition of the warcraft RPG. It had
some good ideas, but it was mostly dominated by bad research, stupid
retcons and sloppy editing. However, the last books that came out
were surprisingly good. Which is why I am actually looking forward to
reading the 2nd edition. Let's start with the core book.
Introduction
General
The
book starts of with an introduction, explaining the contents of the
book, a breakdown of new concepts and some basic lore. Of note is
that the game imports a few new mechanics from Arcana Unearthed, so
the gameplay is a bit different from what DnD players are used to.
And
right off, the RPG starts with something that pleases me. In the
sidebar that explains why they started making a second edition, this
line is included:
“The
end result is a game that faithfully honors the core concepts
presented in the original Warcraft RPG and comes a bit closer to the
vision of the Warcraft universe as developed by Blizzard.”
This
line gives me hope that this edition will actually be faithful to the
warcraft games, and will ignore the dumb retcons from the previous
edition.
This
book is absolutely huge, at nearly 400 pages. This is mostly so it
can stand on its own (unlike the first edition, you don't need to
also own the dungeons and dragons core rules). In the introduction,
we are given the ten steps to creating a character. The explanations
actually tie really well into the warcraft universe. Of special note
is that a character's background must include a bit on what they did
in the third war.
History
and peoples
BAM!
Right in the first paragraph of the first lore-oriented part of the
book, it clears up one of my critiques of both the first edition and
world of warcraft, explaining that demons are still spread around the
world, though not in any great numbers. This is grea... *reads
ahead* And then it mentions that this book takes place after
lands of conflict, putting it in continuity with the first edition.
Damn.
Next
comes a timeline. While it does contain some mistakes (most
significant being that it says the horde allied with the jungle
trolls during the second war, rather than the forest trolls), its
overall very decent. There's also a retcon that's actually good,
explaining that the campaigns of the frozen throne took place over
several years, which explains why Orgrimmar and Theramore were
already so well established in the last campaign.
Next,
it goes on to explain the relations between the factions. It explains
that the alliance has essentially split into two factions now, one on
kalimdor, one in the eastern kingdoms. The conflict between the night
elves and the high elves has escalated even further, with the high
elves actively plotting to take control of night elf lands. It also
implies that the eastern kingdoms are in a much worse state than seen
in world of warcraft, with the remains of the old horde posing a
major threat to Khaz Modan and Azeroth. Because of this, Jaina
Proudmoore is considered the de-facto leader of the alliance. Since
this is actually a logical continuation from warcraft III (and
because Jaina is my favourite character), I really like these
changes.
I
do have to bring up the editing again though, as the book contains a
lot of minor errors. Mulgore is said to be south of Durotar (rather
than south-west), the trolls are said to have not settled a land of
their own (rather than living in the echo isles until they were
driven out) and of course the mistakes in the timeline mentioned
earlier. There's even some spelling errors scattered around. It's not
quite as bad as in the first edition, just really distracting.
World
of warcraft
This
part explains the basics of the world of azeroth. One of the first
things brought up is the city of stormwind, a section which still
includes the ridiculously high population count from lands of
conflict. It also claims that stormwind is 'the last of the great
human cities', which is utterly false, as both Gilneas City and
Boralus still stand.
The
chapter also has some of the same issues as lands of conflict,
including using world of warcraft in-game maps. Those maps are built
to the scale of the game, not the scale of the world in the
backstory. It's highly unlikely that Teldrassil is actually the same
size as Durotar. There's also a lot of regions without an
explanation. Winterspring, Feralas, Un'goro, the Arathi Highlands and
Silithus aren't named on the map. Oddly enough, Grim Batol and Mount
Hyjal do have entries, despite not being accessible in world of
warcraft.
One
positive thing I do have to say is about Ratchet, as it is again
portrayed as a massive metropolis, rather than the lacklustre
representation it got in world of warcraft. Though it also claims
that the venture company is in charge of ratchet, which is patently
false (the venture company are actually enemies of ratchet). However,
the city listings in general are still lacking, as a ton of notable
cities have been omitted. Thunder Bluff, Nighthaven and Darnassus are
left out entirely, despite the latter two probably being the biggest
cities on the continent.
The
maps are also really confusing. In some cases (Quel'thalas, Kul Tiras
and Mount Hyjal), the section describes a region that isn't named or
shown on the map. In the case of Lordamere lake, both the description
and the map are patently wrong, actually describing Darrowmere lake.
Cosmology
The
first entry in this chapter is regarding the elemental plane, where
it claims that the old gods are imprisoned in the elemental realm,
which contradicts world of warcraft, where the old gods are
imprisoned beneath Azeroth and the elemental lords were banished to
the elemental realm. The descriptions also go into a lot of detail,
much more than is necessary for an introduction. There are even
explanations of how the different planes affect the rules of the
game, despite the actual rules not having been explained yet. I can
only imagine how confusing this must be to people who have no
experience with RPGs.
Part
One: Heroes
This
chapter gives us the various races, classes and feats to make our
character with. The races included in this book are: Ironforge Dwarf,
High Elf, Night Elf, Gnome, Goblin, Human, Orc, Tauren, Jungle Troll
and Forsaken undead. It's certainly a better selection of races than
the warcraft RPG had, giving us all of the World of Warcraft races,
as well as high elves and goblins. I'd personally have included ogres
as well, but that's a minor complaint.
What's
not a minor complaint is the issue of balance. In order to maintain a
bit of balance, the playable races must be about equally strong. In
the first edition, this was done by giving level adjustments, which
would have races with stronger traits level like they were a much
higher level character. Here, however, all the races are balanced
without level adjustments, which can get sort of silly, as a Tauren
is now just as strong as a forsaken. Instead, some races can take
levels in their own race (don't ask me how that is supposed to work)
to use their natural advantages. At least, that's what it says in the
first paragraph. In the second paragraph, racial levels are suddenly
all about cultural heritage and becoming in-tune with your natural
spirit. Which makes a bit more sense from a story progression
standpoint, but doesn't really make a lot of sense from any other
standpoint. Do Tauren not realise that they are humongous and strong
if they haven't studied their cultural heritage? Don't they notice
their own muscles? It gets especially weird when creatures that have
been transformed into other creatures cannot take racial levels in
their new race, because members of the race are infused with this
knowledge at birth, thus it cannot be learned by new members. If they
are infused with the knowledge from birth, why do they have to take
levels in it?
Dwarf,
Ironforge: And right away we
run into a big problem with the RPG. The ability adjustments make no
damn sense. Dwarves get the same ability adjustments they did in
dungeons and dragons and the first edition: +2 stamina and -2
charisma. The stamina makes sense, as dwarves are tough little
buggers. But the charisma really doesn't. Warcraft dwarves are hearty
fellows, always up for a good laugh. Many of them travel the world,
interacting with all sorts of people. Wouldn't -2 agility make a lot
more sense?
On
a more positive note, someone on the writing staff noticed that
archaeology was not a religion, and the dwarves are back to
worshipping the light.
Remember
back in the first edition, when I said it made no sense for the
dwarves to get bonuses against giants? Well, they get them again,
this time in the form of their racial levels. In addition, they get
the ability to turn to stone, resistance against magic and some
strength bonuses, as well as bonus weapon skills.
Elf,
high: Why does the high elf
entry have the picture of a blood elf? Also, this entire entry pretty
much consists of dissing the high elves for their use of arcane
magic. It also mentions that the naga are the sworn enemies of
elvenkind, which is stupid considering elves have only known about
them for four years, and the naga have allied with all elven races on
at least one occasion since then. There's also a line that I just
can't figure out:
“Most
of the high elves have placed themselves under a self-imposed
exile, ashamed of the damage that they have wrought upon the world of
Lordaeron with their abuse of arcane magic.”
First
of all, the planet is called Azeroth. Lordaeron is a continent.
Second of all; what damage? I honestly don't have any clue what
they're talking about here. Third of all; what abuse? The high elves
used their magic mostly to improve the quality of their lives and
defend themselves.
The
entry also mentions that the philosophy of the holy light doesn't
penetrate far into elven society, which is weird, considering that
the priest unit in warcraft III was a high elf.
The
high elves get +2 intellect and -2 stamina. The former makes sense,
but the latter doesn't. Why not use -2 charisma? You made the entire
rest of the article about the elves being dicks, so that would make
sense.
The
racial levels for High elves make a bit more sense, gaining agility
and some abilities to enhance their spells.
Elf,
Night: The article keeps using
the words 'honorable and just' to describe the night elves. This is
the same race, mind you, that attacked the orcs without warning
because they weren't aware someone laid claim to the forest and put a
man in solitary confinement for 10000 years, before banishing him for
doing exactly what he was told to do.
The
homeland of the night elves is also mentioned as Teldrassil, with no
mention of Nighthaven at all. Even in world of warcraft, the night
elves still had a significant population in ashenvale, darkshore and
moonglade, but this section speaks as if Teldrassil was their only
home.
Night
elves get +2 spirit, -2 intelligence. The spirit makes sense, but the
intelligence doesn't. In every other medium, night elves appear to be
about as intelligent as humans.
Night
elf racial levels give them the ability to blend into the shadows,
give greater agility and give them resistance against the elements
and arcane magic. The first one is a natural ability, so it doesn't
really make sense that they have to learn how to do that. The second
one does make sense. However, the third one outright contradicts
lore, where the night elves gave up their resistance to the elements
at the end of warcraft III.
Gnome:
The gnome entry is actually pretty decent, though I think they should
have gotten a larger strength penalty than a mere -2.
Goblin:
Again, a decent entry, though
with the same problem as the gnomes.
Human:
The article claims that stormwind is the only powerful human nation
left standing. Considering Kul Tiras is still intact, that's a
utterly false. Then again, everyone apparently loves ignoring Kul
Tiras.
Orc:
Wait, sometimes women can be as tall as men? Truly, this is a
remarkable fact not true for any other race. I mean, what an alien
concept. Can you even imagine what would happen if human women could
be as tall as men? Okay, it's a small line, but it's really weird
that they felt the need to point it out.
Also,
the article claims that Thrall “destroyed the legacy of Grom
Hellscream”. I'd like to point out that Thrall lives in a palace
called Grommash Hold, with a large statue dedicated to Grom's
greatest victory right in front of it. He also declared a national
'Yay, Grom!' holiday. He must be really, really bad at destroying
legacies.
Tauren:
The entry claims joining the horde has led to more conflict for the
tauren, which has led to a greater need for warriors and healers.
Last I checked, the tauren were constantly raided by the centaur
before joining the horde. In fact, the reason they joined the horde
is because Thrall gave them a safe haven. Or has that been ignored as
well? The article states that the Tauren joined the horde because
they shared a similar spiritual vision. It also states that the
tauren have changed attitudes to become much more contemplating and
silent because of all the killing they had to do because of their
alliance with the horde. Considering that the horde hasn't really
started any major military offensives since the third war, and the
fact that the centaur were constantly raiding the tauren before they
joined the horde, I can't really imagine that the amount of killing
they had to do has gone up.
Tauren
get +2 strength, -2 agility. The attributes they chose make a lot of
sense, but the size of the bonus really doesn't. +2 strength means
that the average tauren is as strong as the average forsaken. Also,
they're medium-sized creatures, despite being pretty damn big in
artwork.
The
racial levels for the tauren give them additional strength, spirit, a
charging ability and greater resistance against scary stuff. With the
exception of the strength, those do kind of make sense as racial
levels.
Troll:
Aside from the racial levels, I'm actually fine with the troll
article. The racial levels have the usual oddness of having to learn
natural abilities, like their enhanced healing. I was fine with that
in Warcraft III because it was needed for balance reasons (plus, any
RTS game already requires a few dozen other suspensions of
disbelief), but in a more story-oriented environment like an RPG, it
seems incredibly weird, because there is no real way to roleplay it.
Undead,
Forsaken: Why are the forsaken
their own species anyway? They're a bunch of random undead that
rebelled from the scourge, so shouldn't they have the same species?
In that case, this entry should probably be called Undead,
Zombie.
The
article brings up that Sylvanas allied herself with ogres (it was
more like mind control, but I'll let that slide), however, like world
of warcraft, it completely ignores any of the other groups that were
used by Sylvanas.
The
normal abilities of the forsaken are pretty decent. However, what the
hell is going in with their racial levels? In the beginning, it was
explained that racial levels were gained by a deep understanding of
your race's history and culture. The entirety of forsaken society is
only three years old! How the hell is it that the forsaken have
racial levels, but the humans don't? Even if we use the other
explanation (racial levels just representing natural advantages that
got left out due to balance), it doesn't really make sense due to the
nature of the abilities. The forsaken get natural armor (because
undead flesh is more resistant to swords, I guess), further increased
strength (a forsaken with all racial levels is stronger than a tauren
with all racial levels. Must be all that muscle that... erm... has
rotted away), gain a slam attack (Yes, undeath gives you the ability
slam people. Normal humans can't do that!) and increased HP (okay,
that actually makes sense).
Classes
The
world of warcraft RPG presents us with 8 core classes: The arcanist,
the barbarian, the healer, the paladin, the rogue, the scout, the
tinker and the warrior. While these are pretty good choices for core
classes, I do have issues with the paladin as a core class. Lorewise,
they are knights who received additional priest training, so they
should really be a prestige class.
Arcanist:
Thank god they got rid of the nonsensical distinction between wizards
and sorcerers. The arcanist is basically a catch-all term for users
of arcane magic. Within this class, players can choose one of three
paths: mage, necromancer and warlock (I assume more paths are added
in later books). There are still a few weird remnants from dungeons
and dragons, like all arcanists needing spellbooks and mages having
familiars, but overall, its a pretty big improvement over the first
edition.
Barbarian:
Barbarian class Smash! The statistics of the barbarian class are just
copied from the Dungeons and Dragons class, but it fits the setting.
Healer:
The return of the dumb class idea! Wait, did they actually have this
class make sense? Holy hell, they did. Like the arcanist, the healer
is a catch-all term, compromising three paths: druid, priest and
shaman.
I
do still have some minor quibbles though, mostly in the way it
handles alignment. To be more specific: An evil druid cannot cast the
same spells as a good druid, which doesn't make any sense lore-wise.
They also made all shamans non-lawful and most priests good, neither
of which makes much sense in-universe (orc shamans act as community
leaders, while troll priests practice human sacrifice). I'd have
preferred if your powers were dependent on the entity from which you
draw them (turning the three paths into Ancient guardians, Holy Light
and Spirits). Also, the name is still silly.
Paladi...
Erm... Hunter? The hell? These
guys didn't get mentioned as a new class in the introduction.
Seriously, who was the editor for this? Let's see... Ellen P. Kiley.
She also did the editing for Lands of Conflict, alliance&horde
compendium, magic&mayhem and Shadows&light. The editing in
those books wasn't exactly spot-on either, but this is just terrible.
Though,
while we're talking about the paladin, I have a similar complaint
about hunters: They should not be a core class. They're really just
scouts who have specialised in animals (and scouts are already
nature-oriented). Having both scouts and hunters as core classes is
extremely redundant. It's also unclear where exactly a hunter's power
comes from. They clearly possess magical abilities, like summoning
poisons out of thin air. My guess would be that the powers are
druidic in nature, but that explanation doesn't fit with forsaken and
high elf hunters (those two races aren't allowed to enter night elf
territory, where the cenarion circle resides).
Paladin:
Aside from paladin being a core class, the paladin code of conduct
really doesn't translate well from Dungeons and dragons to warcraft.
Since paladins gain their powers in the same way that priests do, it
seems weird for the paladins to have a code of conduct, but not
priests.
Rogue:
The statistics of the rogue class are just copied from the Dungeons
and Dragons class, but it fits the setting.
Scout:
No real complaints.
Tinker:
As always, the use of technology in the RPG is quite good, and this
class is no exception.
Warrior:
Exactly the same as the fighter from dungeons and dragons, though
that does fit the setting.
Prestige
Classes
Eight
prestige classes are included in this book: Archmage of the Kirin
Tor, Assassin, Beastmaster, Berserker, Duelist, Elven Ranger,
Fel-sworn, Gladiator, Infiltrator and Mounted Warrior. Most of these
classes were already seen in the first edition, and little has
changed about them. The berserker and archmage are both from dungeons
and dragons and fit the setting well. However, there is one new
prestige class: The fel-sworn. These are people who have absorbed
significant amounts of fel energy, even giving them a demon-like
appearance. They actually fit lore pretty well.
Description
We're
skipping the feat and skill chapters, since those are fine. The
description chapter gives instructions how to set up the backstory of
your character. It also gives us updated information on the factions
The
alliance:
The
alliance in this RPG book is a really odd and self-contradicting
mixture of the alliance from the first edition and the alliance of
world of warcraft. It acknowledges world of warcraft's idea of the
lands of Stormwind mostly being intact and thriving, but it still has
Theramore City as its capital and Jaina Proudmoore as the leader of
the alliance. It does uphold the grand tradition of ignoring Kul
Tiras though, which gets mentioned all of once in the entire book.
The
horde:While the tauren lore
is actually handled well here, the trolls were not so lucky. Their
homeland is now a small group of islands south-east of Kalimdor,
which makes their backstory in warcraft III (where Thrall stumbled
across them while travelling from Lordaeron to Durotar) pretty much
impossible.
Independent:
This
line:
“Although
the Alliance and Horde encompass most of Azeroth’s sentient races”
No,
they don't. There are dozens of sentient species outside either the
horde or alliance. And, even for some races that are in the horde and
alliance, there are large portions of that race outside the factions.
Faiths
The
RPG flat-out says that the dwarves are just studying the titans, not
worshipping them. So why does it still count as a faith? Also,
druidism is no longer listed separately, instead being grouped
together under shamanism, which is something I have to disagree with.
Shamans work with elements and the spirits of dead mortals. Druids
work with the spirit of nature, the emerald dream and the ancient
guardians. The two are close, but definitely distinct. However, I am
really glad the RPG got rid of the stupid, stupid idea that the gods
of azeroth never interfere.
Holy
Light:
Are
you freaking kidding me? The RPG again states that the dwarves have
abandoned the light to pursue the study of their creators. How are
these two incompatible? However, I do like the description of the
holy light.
Shamanism
and Nature Worship:
This
quote about Elune:
“It
is her power that sheltered the world in the early days
and her guidance that kept the night elves from falling into magic
addiction like the high elves.”
High
elves are descendants of the highborne, ancient night elves who were
addicted to arcane magic. So yes, night elves did get addicted to
arcane magic.
Mystery
of the makers
Wait,
the dwarves of Kalimdor want to move their entire race to Kalimdor to
study Bael Modan? Isn't Uldaman, which is located in the eastern
kingdoms, a much larger and more important titan facility? Aside from
that, *insert usual complaints regarding archaeology being a religion
here*.
Burning
legion
This
quote:
“Once
the Third War began, however, everyone saw the demons’
true nature”
Weren't
there daemons assisting the horde in the first war? You'd think that
the slaughter of thousands of innocents would be a good hint to the
demons' true nature.
Scourge
The
lich king has Lordaeron under his command? Dude, I read Lands of
Conflict. The lich king controls all of two regions.
Equipment
I
honestly really like this entire chapter. It contains all of the
items that I would associate with the warcraft universe, as well as
most weapons from dungeons and dragons (though it could have used a
few more illustrations). The uses of coinage are pretty clever
(alliance only accepts officially minted coins, while the horde and
goblins accept gold or silver in any form) and the use of technology,
as always, is a lot of fun.
Playing
the game
Just
the basic rules of dungeons and dragons.
Magic
This
chapter contains tons of errors (the well of eternity being
responsible for all three wars, modern use of magic still being as
dangerous as that of the higborne, Xavius being an ancient guardian,
etc.), but it still isn't nearly as bad as the original magic
chapter. Arcane magic is presented as corrupting, but not as
quasi-demonic, while divine magic is portrayed as gentle, but there
are still some evil sources. It's not a good chapter, certainly, but
it's still miles better than anything seen in the first edition.
The
spell list is also pretty good, fitting both the Warcraft RTS games
and World of Warcraft. There's still a couple of issues (avatar being
a general war domain spell when it was suggested that only dwarves
could do it), but all of these are minor.
Campaigns
This
chapter includes some instructions for game masters, as well as some
new playing elements. Most of this was already covered in the first
book, so I'll just talk about some of the new rules. Oh, and some of
the sillier mistakes: Arthas fell to the addiction of arcane magic
(even though he was a paladin), Mulgore borders Durotar on the south
(It's to the south-west, and there is a pretty big region separating
them) and the alliance is opposed to cremation (King Terenas in
warcraft III was cremated).
Hero
Points: Specially awarded
points that you get for doing heroic stuff and allow you to perform
the impossible. They're a pretty interesting concept, though I'm not
sure I'd like playing with them.
Community
Rules: Rules for building
communities and playing with them. It honestly looks really cool to
me, though it might require some house rules (as the resource system
is a bit lacking).
Conclusion
This
book kind of disappointed me. It was still a massive improvement over
the first edition core rules, but there were still a ton of major
errors. What was weirdest to me was the number of problems that were
almost fixed (archeology being a religion and arcane magic being pure
evil), but where the later chapters went back to the incredibly
stupid explanation. However, there was still an attempt, which is
something I can appreciate, and there was a lot of good stuff in the
book as well, though there were a lot of minor errors that an editor
should have spotted. Still it was a big improvement over the first
core rules and I give the book a 5.5 out of 10.
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