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Weapon Rack: Daggers
Written by Steve Peterson   
Friday, 02 June 2006

No 2WS news, but I thought I'd mention that I did a fair bit of writing for Weapon Rack: Daggers, and it seems that quite a bit made the final cut.

I may switch to a different server later this summer -- but I'll try to keep this place up indefinitely, since there are still a bunch of things I'd like to publish.

If you're interested in my current goings-on check my blog:

Do Cats Eat Bats?

Best wishes to all!

Last Updated ( Sunday, 04 June 2006 )
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Second World Sourcebook Main Page
Written by Steve Peterson   
Friday, 02 June 2006

  The Second World Sourcebook

On Sale Now

RPGNow Edge

ENWorld Gamestore


 

  • Trade Paperback: 288 pages
  • Product Number: 2WS1000
  • ISBN: 0-9718397-1-9
  • Release: Late December 2002
  • MSRP: $29.95
  • Author: Steven Palmer Peterson

 

The Second World Sourcebook is a complete guide to multi-genre roleplaying in the d20 universe. Drop a team of Special Forces Ops into any fantasy world, trap your wizard, thief and cleric in a near future cyberbased metropolis run by greedy corporations. The possibilities are endless for how you can cross or jump genres adding hundreds of new and exciting options to your game.

The Sourcebook supports both the d20 Modern Rules and the standard d20 rules and provides a complete set of genre and technology rules for customizing the way reality works in the two worlds, in alternate planes, or even in your own game world. Over 200 powers spread across 8 prestige classes (with an alternate, feat-based system)are detailed. Each class gets to pick one ability per level from a list of at least 25 special powers; this provides maximum customizability in character development. It also includes a complete set of influence rules with over 30 organizations and 100 favors to request; this system provides a nifty method for adding crunch to the political aspect of a game. The Second World Sourcebook also provides a basic campaign setting designed to show off the full potential of genre jumping.

Here's a color version of the map of the Northeast (click on it to see a larger image):


Occasionally a person steps around the corner of an alley, finds a hole in the back of their closet, takes a shortcut down a wooded road at night, or simply turns their head at just the right moment to watch a falling leaf and then finds himself elsewhere. These people are called Exiles; they step or turn out of our world, the world of crowded freeways and glittering convenience stores and into the Second World, a place of magic, mystery, danger, and more than a little bit of terror. There are two worlds you see, separated by a roiling gulf of chaos called the Forge.

The Second World Sourcebook bridges the gap between modern day adventuring and traditional fantasy roleplaying. It provides a "campaign template" for running a dual-world game. By combining the sourcebook with your own favorite setting you can take your fantasy characters and run them through a modern day scenario, or take your modern characters and run them through one of the many fantasy modules currently available. Most modern settings already describe the impact of fantasy elements on them and include rules for handling magic. But what would happen if people from the modern world regularly trafficked with those in a more traditional fantasy world? What impact would it have if powerful wizards originally studied computer science at UCLA? What would the social institutions look like if the progress of ideas and politics we've seen in our world carried over to a place where electricity and gunpowder simply didn't work, but magic and divine power did?

One thing I think we lose sight of with high definition televisions, computers that double in power every 18 months or so, and medical technology that has progressed so rapidly that it outstripped the imaginations of science fiction writers from just 30 years ago, is that a more subtle kind of technology has progressed alongside the hardware and wetware we normally associate with scientific advance. Economic theory, the advantages and limitations of free market economies, the growth of corporate powers, the art of conventional and covert war, espionage, intelligence gathering, forensic science, the dangers of republics and the individual empowerment they provide, all these are no less technological advances than new ways to hurl lead and these sorts of technologies would spread no matter what your physics.

To answer these sorts of questions I include a rich system for dealing with social influence and 30-some organizations that use that system. I also include a cosmology of the world that explains why you'd have two parallel worlds of this sort and how to resolve interactions between them. I also include guidelines for how to handle characters from a modern setting when they translate to the fantasy setting, and vice versa. This should make it easier to run an occasional modern adventure with your regular fantasy characters or a fantasy adventure with your regular modern characters. Finally, I include a set of special prestige classes called Wardens; I make these as customizable as possible by including a menu of at least 25 abilities each that they choose from as they advance. In some ways they'll feel like the player-ready templates from my first product, "Bodies and Souls: Twenty Templates".

Reviews

"The prestige classes in the Second World Sourcebook are uniquely original and compellingly interesting." - John Grigsby, d20 Magazine Rack Review (A)

"The book is well written, and I like the setting tremendously." - Lars Sukka, RPG United Review (4/5)

"Steven Palmer Peterson’s writing is brilliant. If you have to read this much (which you do), this is the way to do it." - Kithmaker, Mortality.net Review (9.6/10)

"For about thirty buck this is an excellent supplement for DM’s that are looking for a campaign universe that’s just a bit more than a little different." - Mark Theurer, March issue of Fictional Reality magazine.

"It's big, complete, and packed with information..." - Jeff Ibach, Role-Play News Review (13/20)

"The writing style is fairly unique - at times it has the ambience of a Charles De Lint novel, before switching through an academic-style discourse on metaphysics to an informal chat about game mechanics and occasionally into raw creative flow. At times its annoying, sometimes confusing; mostly its damn impressive." - Simon Collins, ENWorld Staff Review (4/5)

"2WS approaches the idea of parallel worlds in a unique, interesting fashion, and provides you with the rules to back it up." Butch Curry, Gaming Report Review (8/10)

"I think with wardens and warden powers, Steven Palmer Peterson has again shown his unique talent to twist the d20 System rules in unique and compelling ways." - Alan "Psion" Kohler, ENWorld Staff Review (4/5)

"It’s really quite easy to see The Second World Sourcebook becoming the seminal advanced d20 product." - Gamewyrd (9/10)

"It's certainly a unique product, in a good way. Part of the reason I like the d20 license and OGL so much is that we see things like this." - Review by Trancejeremy (4/5)

Links

Notes from the Second World

Second World Sourcebook FAQ

Second World Sourcebook SAQ

Using other d20 Books with the Second World

Downloads

Adventure Toolkit: Amethyst Legion (PDF) or Zip

Adventure Toolkit: Black Fist Orcs (PDF) or Zip

Second World Campaign Form (PDF)

Plain Campaign Sheets (PDF)

Warden Requirements (PDF)

Small Worlds and Exiles Scenario (PDF) or (Zip)

Ved Qayat Preview

Influence Preview PDF or (Zip)

Lightning Warden Preview PDF or (Zip)

 

Last Updated ( Tuesday, 27 June 2006 )
 
Masters of Arms Main Page
Written by Steve Peterson   
Saturday, 03 June 2006

 Masters of Arms

On Sale Now

RPGNow Edge

ENWorld Gamestore

  • Trade Paperback: 96 pages
  • Product Number: 2WS1100
  • ISBN: 0-9718397-0-0
  • Release: Available Now
  • MSRP: $18.95
  • Author: Steven Palmer Peterson

You can find a preview of this work in the downloads section and see the de-commercialized cover on the Artists page by Jim Pavelec.

 

Over thirty prestige classes and 300 special maneuvers devoted to the use of weapons whose names you can't pronounce! Special maneuvers such as the "Three-fold Strike" and "Stick a Fork in Him, He's Done" help distinguish the glaive from the ranseur.

Masters of Arms focuses on unusual weapons and those who master them. Combination maneuvers give you lots of different ways to devastate things while defensive maneuvers give you something to do while the monsters try to eat you. All the classes are designed with maximum flexibility and customizability in mind and most of their special abilities can double as new feats, so that those who don't wish to specialize in a prestige class can still expand their library of actions. For gamemasters the Alpha Beast provides a convenient way to upgrade a monster for close in fighting, whether using claws or teeth or tentacles. And the telekinesis master can make fighting demons a very different experience.

Here's a list of the masters of arms included in the book:
Alpha Beast
Axe Power Fighting Master
Bashing Master
Blinking Master
Bow Master
Cloak Fighting Master
Club Master
Crossbow Master
Dagger Master
Double-Pick Master
Dual Sai Master
Dual Swords Master
Flail Master
Glaive Master
Greatsword Master
Immovable Rod Master
Improvised Weapon Master
Kusarigama Master
Longspear Master
Net Master
Precision Sword Master
Quarterstaff Master
Ranseur Master
Rapier Master
Rod of Lordly Might Master
Scimitar Master
Scythe Master
Spiked Chain Master
Sword and Dagger Master
Sword and Shield Master
Telekinesis Master
Tensile Mercury Weapon Master
Three Piece Staff Master
Throwing Hammer Master
Trident Master
Two Axe Fighting Master

Names left generic and descriptive for clarity (and because I used up all my ideas naming the maneuvers).

Depending on space constraints some classes may be removed or swapped out for other classes. Any class from the above list not in the published version will be available as a preview/free download from the Second World Simulations website.

Last Updated ( Tuesday, 27 June 2006 )
 
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