I've had the PDF of Legend's Spider God's Bride for a while now (thanks to Matt's generous offer!), and I've had the opportunity to take a good long look at it, and I'd like to share some of my thoughts on this long awaited book. This may seem a little late, but I've been using the book a lot lately and I have noticed some things.
It's important to mention that I already own the D20 version of the SGB (of which I am a big fan) so this is as much a comparison to the original as a review.
I will say now that some of my comments below may seem negative, but they are intended as constructive criticism. I do not wish to disparage anyone's hard work nor offend anyone.
For the sake of clarity, my expectations for SGB for Legend were:
1) Improvement in the presentation compared to the D20 version (especially maps). The original product uses hand drawn maps and I knew Mongoose was going to use professional artists.
2) Conversion of all mechanical 'system' aspects from D20 to Legend rules so I would not have to do so myself.
3) General tips for running a world of Xoth game with Legend (especially regarding magic). The D20 version has a great section on giving bog-standard D20 a sword-and-sorcery feel and I was looking forward to the Legend version.
So how does the Legend version do?
1) Maps and Art. Great!
The new maps are really good, and add a lot of character. There are also some new art pieces that replace the public domain art in the D20 version. I find the book looks great.
2) Conversion of Mechanics. Mixed.
All NPCs and other mechanical aspects of the adventures have been converted as far as I can tell. That must have been a huge project, and goes a very long way towards making SGB playable in Legend out of the book.
Having said that, there are some issues. For magic-user NPCs especially, some of the conversions are odd, and lead me to wonder if the person who did the conversions was fully familiar with the Legend system.
For example, take a potential villain NPC - High Priestess Erishti (on p. 144).
In the D20 version, she is a lvl 9 sorceress, who knows 2 dozen spells up to 5th level. For those unfamiliar with D20, this is a powerful opponent who can ruin any PCs day.
In the Legend version, she appears to know 3 spells, at a casting skill level of between 30% - 44%. Her Manipulation skill does not exceed 30%.
These are novice levels of magical power, and even a starting PC sorcerer (if allowed) is likely significantly more powerful than High Priestess Irishti.
What's more, her Manipulation skill has been divided into "Manipulation (Magnitude) 21%, Manipulation (Range) 28%, Manipulation (Targets) 23%" This is not actually how the Sorcery skill Manipulation works in Legend.
Dar-Tiglat, Priest of Yammosh (p. 157) has a similar problem, with novice skill levels and only 3 spells, whereas he's a lvl 11 sorcerer (read: powerful) in the D20 version.
I would recommend anyone planning to use the adventures with sorcerer NPCs to re-do their magical skills and abilities before the game.
One random nitpick is that all poisons seem to ignore the normal Legend rules for poisons (Potency, Onset Times, Conditions, etc.) and instead rely on a flat Resilience check (with or without penalties).
Again, I wonder if familiary with Legend rules is an issue.
One final unfortunate annoyance is that when deleting the D20 stat-blocks and replacing them with Legend stat-blocks, the 'Description' entries for NPCs (physical appearance, typical clothing, etc.) were also deleted and not replaced elsewhere.
3) Using Legend for Xoth and/or Sword and Sorcery. Mixed.
The notes for playing Xoth with Legend are generally good. The first chapter on themes and notes on player races are mostly copied from the D20 version or sensibly converted, and are good advice for any GM of a Sword & Sorcery adventure.
It's the sections on magic and the gods however where I was a little disappointed.
The various different types of magic have always been one of RQ/Legend's strongest selling points, and I was most looking forward to Legend versions of S&S Divine Magic, S&S Sorcery, S&S Spirit Magic, and so on.
In my mind's eye I expected POW pacts with demons, restoring MPs through sacrifice, savage shamanistic traditions, spirit magic voodoo zombies. Especially considering the original's colorful list of gods/demons as a guideline.
This was an opportunity to flex some creative muscles and deviate from the core D20 mechanics that chained the original product while staying true to the spirit of the original.
Instead this section is largely the same advice as in the original D20 version, even referring obliquely to certain d&d spells, and I feel that it is a missed opportunity.
This is admittedly a rather subjective point, but it is here where I felt that the ambitions for this book should have been higher.
FINAL THOUGHTS
I know I sound negative, but I do believe that at its core, The Spider God's Bride for Legend is a really good product, with 10 great adventures in a strong S&S style.
I expect it will bring many sessions of fun to Legend players, and I would recommend it to anyone. I do not regret my purchase for a second.
I am grateful to Mongoose for putting in the effort on converting the book from D20 and to the various authors who worked on this "cursed" product.
I am especially grateful to Morten Braten the author of the original and I hope that if Mongoose ever decides to pick up his other products for conversion they will consider some of the above issues.
What do others think?
All the best,
Dan
It's important to mention that I already own the D20 version of the SGB (of which I am a big fan) so this is as much a comparison to the original as a review.
I will say now that some of my comments below may seem negative, but they are intended as constructive criticism. I do not wish to disparage anyone's hard work nor offend anyone.
For the sake of clarity, my expectations for SGB for Legend were:
1) Improvement in the presentation compared to the D20 version (especially maps). The original product uses hand drawn maps and I knew Mongoose was going to use professional artists.
2) Conversion of all mechanical 'system' aspects from D20 to Legend rules so I would not have to do so myself.
3) General tips for running a world of Xoth game with Legend (especially regarding magic). The D20 version has a great section on giving bog-standard D20 a sword-and-sorcery feel and I was looking forward to the Legend version.
So how does the Legend version do?
1) Maps and Art. Great!
The new maps are really good, and add a lot of character. There are also some new art pieces that replace the public domain art in the D20 version. I find the book looks great.
2) Conversion of Mechanics. Mixed.
All NPCs and other mechanical aspects of the adventures have been converted as far as I can tell. That must have been a huge project, and goes a very long way towards making SGB playable in Legend out of the book.
Having said that, there are some issues. For magic-user NPCs especially, some of the conversions are odd, and lead me to wonder if the person who did the conversions was fully familiar with the Legend system.
For example, take a potential villain NPC - High Priestess Erishti (on p. 144).
In the D20 version, she is a lvl 9 sorceress, who knows 2 dozen spells up to 5th level. For those unfamiliar with D20, this is a powerful opponent who can ruin any PCs day.
In the Legend version, she appears to know 3 spells, at a casting skill level of between 30% - 44%. Her Manipulation skill does not exceed 30%.
These are novice levels of magical power, and even a starting PC sorcerer (if allowed) is likely significantly more powerful than High Priestess Irishti.
What's more, her Manipulation skill has been divided into "Manipulation (Magnitude) 21%, Manipulation (Range) 28%, Manipulation (Targets) 23%" This is not actually how the Sorcery skill Manipulation works in Legend.
Dar-Tiglat, Priest of Yammosh (p. 157) has a similar problem, with novice skill levels and only 3 spells, whereas he's a lvl 11 sorcerer (read: powerful) in the D20 version.
I would recommend anyone planning to use the adventures with sorcerer NPCs to re-do their magical skills and abilities before the game.
One random nitpick is that all poisons seem to ignore the normal Legend rules for poisons (Potency, Onset Times, Conditions, etc.) and instead rely on a flat Resilience check (with or without penalties).
Again, I wonder if familiary with Legend rules is an issue.
One final unfortunate annoyance is that when deleting the D20 stat-blocks and replacing them with Legend stat-blocks, the 'Description' entries for NPCs (physical appearance, typical clothing, etc.) were also deleted and not replaced elsewhere.
3) Using Legend for Xoth and/or Sword and Sorcery. Mixed.
The notes for playing Xoth with Legend are generally good. The first chapter on themes and notes on player races are mostly copied from the D20 version or sensibly converted, and are good advice for any GM of a Sword & Sorcery adventure.
It's the sections on magic and the gods however where I was a little disappointed.
The various different types of magic have always been one of RQ/Legend's strongest selling points, and I was most looking forward to Legend versions of S&S Divine Magic, S&S Sorcery, S&S Spirit Magic, and so on.
In my mind's eye I expected POW pacts with demons, restoring MPs through sacrifice, savage shamanistic traditions, spirit magic voodoo zombies. Especially considering the original's colorful list of gods/demons as a guideline.
This was an opportunity to flex some creative muscles and deviate from the core D20 mechanics that chained the original product while staying true to the spirit of the original.
Instead this section is largely the same advice as in the original D20 version, even referring obliquely to certain d&d spells, and I feel that it is a missed opportunity.
This is admittedly a rather subjective point, but it is here where I felt that the ambitions for this book should have been higher.
FINAL THOUGHTS
I know I sound negative, but I do believe that at its core, The Spider God's Bride for Legend is a really good product, with 10 great adventures in a strong S&S style.
I expect it will bring many sessions of fun to Legend players, and I would recommend it to anyone. I do not regret my purchase for a second.
I am grateful to Mongoose for putting in the effort on converting the book from D20 and to the various authors who worked on this "cursed" product.
I am especially grateful to Morten Braten the author of the original and I hope that if Mongoose ever decides to pick up his other products for conversion they will consider some of the above issues.
What do others think?
All the best,
Dan