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Weird Wars: Rome (Savage Worlds, S2P10601)

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Stride forth with the legions of Rome to the corners of the world-the Celtic wilds, the forests of Germania, the deserts of Aegyptus-and into a history few will ever know. Witness a history of the dark things that rise as blood and war mingle with shadows and fear. Fight the darkness in a war that spans centuries. Fight the darkness to your last breath-and beyond! Fight the darkness for Rome! Players in Weird Wars Rome are legionaries battling the enemies of Rome, as well as stranger things they encounter in their bloody travels across the Empire. The book features two Plot Point Campaigns, new rules for creating "Legacies" from era to era, equipment, strange creatures, enemies and allies, expanded rules for naval combat and sieges, the history of Weird Wars in the Roman period, a new Arcane Background, and an Adventure Generator for any war the legionaries of Rome find themselves fighting. Weird Wars Rome is a setting book for Savage Worlds, and requires the Savage Worlds core rules to play.
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Product details
Perfect Paperback: 96 pages
Publisher: Pinnacle Entertainment (February 1, 2014)
Language: English
ISBN-10: 1937013413
ISBN-13: 978-1937013417
Product Dimensions:
6.6 x 0.3 x 10 inches
Shipping Weight: 9.6 ounces (View shipping rates and policies)
Average Customer Review:
3.7 out of 5 stars
9 customer reviews
Amazon Best Sellers Rank:
#886,547 in Books (See Top 100 in Books)
Good stuff for a great system, but not as good as others in the Weird Wars line.
Created in 2013 after a successful kickstarter campaign , Weird Wars: Rome is a slender, strangely sized booklet - it sticks out on the shelf - that's short on page count but chock-full of good stuff.The premise is classic: the horrors of war are real and are feeding on violence and misery, so that supernatural creatures and monsters become very real... in ancient Rome.The basic handbook provides all that we expect from a Savage Worlds setting - characters, new setting rules, a good, quick but solid overview of the gaming world.Just add the SW handbook.A number of military campaigns is outlined in the handbook - ready to play.* the Second Punic War* the Third Macedonian War* the Fall of Carthage* the De Bello Gallico* the Invasion of Britain* the Boudicca Rebellion* the Jewish Rebellion* the Germanic WarsLike other titles in the Weird Wars line (such as **Weird War II**), the game is geared towards miniature tactical action. In this sense, we can imagine scenarios in which our Roman Legionaries will first discover and investigate the horror, and than take it on in combat, on the field.Now, I'm not so hot about using miniatures - after all, I've played Savage Worlds in a car, on the road, and in a number of other situations in which there was barely room for the dice - but Weird Wars: Rome is clearly one of the settings that really shines when the miniatures are on the table.Another great feature of Weird Wars: Rome is the *Legatum* mechanics - a simple system that, while deepening the setting and making characters more connected with it, allows the keeper to run a multi-generational campaign, running through the whole of Roman history, from the Republic to the twilight of the Empire.This is a fascinating opportunity, and it is very much in line with the Roman mindset, with the centrality of family and ancestry.With the Legatum, sons may fight the enemies of their fathers.The artwork is very fine, and there's a wealth of extras and accessories out there - handbooks, maps, paper miniatures, the works.All in all, an excellent addition to my collection.
Although not new to the roleplaying scene (25+ years as either a game-master or player), I am a recent convert to the Savage Worlds rule-set. I’ve tried most systems over my two plus decades of gaming at the table and this particular one works incredibly well, especially for those of us with busy work and family schedules (i.e. not enough time to plan/prep campaigns). As a result of my enthusiasm for Savage Worlds, I own the Deluxe core rules, the Fantasy Companion, The Horror Companion, as well as the Beasts and Barbarians supplements from GRAMEL. I recently took a bit of a chance on the Weird Wars Rome (WWR) supplement and am coming out of this purchase with mixed feelings.As indicated already, the book’s size is non-standard compared to the core line, which means it completely sticks out of the lot. Not a huge deal but worth noting nonetheless.The artwork is decent, although a bit too ‘graphic novel’ like for my taste. But then again, this is in line with the art found in other Savage Worlds supplements. Chalk it up to the ‘pulp’ feel of the rule-set.My biggest disappointment is with the level of content, which is most definitely on the short side.The historical background was nicely written, although one could argue it pales in comparison to what can be freely extracted from even a cursory search on Google.The use of ‘latin’ words to describe equipment, military ranks, and army structure is of course a nice touch (expected, actually) but this is more of an ‘introduction’ to what could have been a grand book on the Roman Empire. We are talking about a roughly 500-year period of history (not counting the Byzantine era); there’s plenty of material to draw from there. Where are the detailed rules on political intrigue? What about mass combat (using tactics specific to the Roman army), with stat blocks for opposing armies (Carthage, Macedonia, Germania, Gaul, etc…)? What about a section on religion, which I was expecting given the angle this book takes?I buy these supplements for mostly one reason: I am too busy to sit down for hours to concoct campaigns, NPCs, monsters, or artifacts. I buy supplements to first and foremost provide me with 1) stat blocks for everything from objects to baddies, 2) adventure/campaign ideas, and 3) setting flavor.The introductory campaigns are interesting, but again, the content is simply too light. The broad strokes are sketched out but you are really left to fill in the gaps; and a lot of gaps there are (especially for the Legacy plot point campaign).On the whole, and as indicated already, I think this book is a missed opportunity to explore a defining time in history and translate that over to the fantastic Savage Worlds system.My bottom-line assessment is that out of all the supplements I currently own for the Savage World rule-set, I would rate this one as the most disappointing (I’m sorry to say).
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