Post originally by Scorpio Rising at 2003-09-05 09:01:11
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Thanks for the review, Shannon. Mmmmmm... informative.
Just a quick correction, though: Robin D. Laws is NOT the designer of 'Over The Edge'. That would be Jonathan Tweet (who also designed Ars Magica, Everway and D&D 3rd Ed).
Robin Laws wrote an essay about sharing character knowledge and breaking the "fourth wall" for the GM'ing chapter and IS given a writing credit for the book, but I don't think you can really credit him with the game's design.
Post originally by Loudmouth at 2003-09-05 12:46:32
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You allude them in your review several times but don't actually define them.
In order of "Find" Function:
"The second lack is a space to list "trumps" for those same main abilities."
"Notably missing from the book is a set of gamemaster's aids to, for example, list all of the skill trumps, "
"I decided to ignore trumps "
"At least the list of trumps can be found in an appendix also downloadable. "
"However, each offensive style also "trumps" one other defensive style, and vice-versa. A character trying to use a style against its trump suffers a levy of 1. "
Some skills seem to be other skills, but I'm not sure why and it seems to be a core mechanic. Maybe I've missed it in the review...
Post originally by rotack at 2003-09-05 13:24:19
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The irony ...
We get years of people telling us on (second hand opinion) that DnD's Spell Slot system is a homage to Dying Earth.
Then a rpg comes along and the "issue" isn't even addressed. Funny enough, I never got the whole "fire and forget" impression from the series either. It might be infered, heck it might even be a lie. Not that any Jack Vance character would lie, mind you
Post originally by Shannon Appelcline at 2003-09-05 13:34:07
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This is pretty much it:
<i>"However, each offensive style also "trumps" one other defensive style, and vice-versa. A character trying to use a style against its trump suffers a levy of 1. " </i>
Each of the six styles of persuade trumps one style of rebuff; each of the six styles of combat trumps one style of defense.
And, conversely, each of the six styles of rebuff trumps one style of persuade and each of the six styles of defense trumps one style of attack.
If you're contesting against someone and there's a trump involved, the trumped individual is at a fairly serious disadvantage.
Post originally by John Fiala at 2003-09-06 16:18:14
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Yes, 'The Dying Earth' is a marvelous game. If you can find issues of the magazine for it, 'The Excellent Prismatic Spray', that too is a fine feast for the inner ear.
Seeing a letter column done up entirely in Vancian language - both in the letters to and the responses - is lovely. Plus, there's a fair number of adventures presented as well.
I managed to find issue #2 and the double-issue #4/5, and it's making me think seriously at running the game at an upcoming convention.
Post originally by Michael Gentry at 2003-09-06 18:26:57
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The game does use spell slots. You memorize a spell, then you cast it, then you have to memorize it again. Just like in D&D.
If you didn't get the "fire & forget" system from the series, then you probably didn't read "Mazirian the Magician," in which the title character memorizes five spells in preparation for pursuing his prey, and then proceeds to cast them, one by one, during the course of the chase, with each spell becoming unavailable to him once he casts it. Or the next-to-last chapter of "Eyes of the Overworld," in which Cugel memorizes the spell "Inside Out and Under" before casting it, at which point the spell leaves his mind. Or the chapter after that, where he memorizes both the Spell of Forlorn Encystment and the Agency of Far Despatch, and then fumbles casting each in turn.