August 30, 2015, 09:00:14 pm by DriveThruRPG
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Colonial Gothic: The Player CompanionPublisher
: Rogue Games, IncRating
This is the newest book (as of this writing) to the Colonial Gothic line. Mostly though this is related to the cover. As the title suggests this is a set of options for players of the Colonial Gothic game.
We get a list of new skills and some additions to old skills. Normally I prefer it when a game reuses old skills in new ways, esp. point buy games where the budget per skill is not likely to change. After all Character A created with the Core has the same 45 points as Character B created with this book. In this case though it works both thematically and systematically.
Chapter Two covers Advantages and Disadvantages. Characters are given 4 points to buy advantages and can also take disadvantages. Works pretty much like other systems in that respect, save there are not pages and pages of them (like for example GURPS). Most in fact are story related and can be used in conjunction with the character's Background.
Chapter Three covers family and social status. A must have really for playing in this age.
Chapter Four has a bunch of character templates. So if you want to play a Native Shaman or emulate your Assassin's Creed character then this is a great place to start.
Chapter Five details more combat options and how to use them. Think of these as advanced combat skills.
Chapter Six has more magic including Counter-Spelling and more Common and Arcane Spells.
Chapter Seven has more equipment.
All in all worthy, but not really required additions to the game. It is one of the books that if you don't know about it, you won't miss it, but if you do then you will wonder how you got on with out it.
If there is a 3rd Edition of Colonial Gothic then a lot of these rules should be folded into the main core rules.
Source: Colonial Gothic: The Player Companion