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Mythic Vistas: Medieval Player's Handbook (Mythic Vistas) [Paperback]

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Item description for Mythic Vistas: Medieval Player's Handbook (Mythic Vistas) by David Chart...

The Medieval Player's Manual gives you everything you need to have exciting adventures in the age of Christianity and crusade. This is not Hollywood medievalism, but the real thing. The Medieval Player's Manual has been exhaustively researched to provide rules that reflect the actual beliefs of the period. Ars Magica line developer David Chart has written a book that is both authentic and playable. Take your d20 game back to the Middle Ages with the Medieval Player's Manual. The book includes: Three new magic core classes (cunning man, natural magician, and theurge) and two support prestige classes (necromancer and theophanist). New systems for medieval magic like folk charms, alchemy, astrology, astral charms, and theurgy. Three new religious core classes (priest, canonist, and saint) and five supporting prestige classes (crusader, templar, prelate, hermit, and mystic). The introduction of Charisms, new feats representing gifts of miraculous power granted by God. Rules for holding academic disputations, creating theories, and writing books. Non-combat core classes like scholar and artist. Overviews of the Christian Church, the political history of the time, philosophy and the arts, and medieval laws and beliefs. Suggestions for alternate campaigns, like the Abbey Campaign and the Court Campaign, and intriguing historical "What ifs?". Backgrounds and stats for important people of the day, like Empress Matilda, Archbishop Anselm of Canterbury, and natural magician Adelard of Bath. The book also presents Kin of the Conqueror, a campaign setting detailing the anarchic period after the death of King William the Conqueror. From 1087 to 1154 the British Isles and northern France were convulsed by wars over his legacy. Plunge into adventure with Kin of the Conqueror, or use the rules to explore other parts of the medieval world. Either way, the Medieval Player's Manual is your starting point for a new d20 experience.

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Item Specifications...

Pages   128
Est. Packaging Dimensions:   Length: 10.96" Width: 8.42" Height: 0.34"
Weight:   0.81 lbs.
Binding  Softcover
Release Date   Apr 15, 2004
Publisher   Green Ronin Publishing
ISBN  1932442146  
ISBN13  9781932442144  

Availability  0 units.

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Product Categories

1Books > Subjects > Entertainment > Games > General
2Books > Subjects > Entertainment > Games > Role Playing & Fantasy > General
3Books > Subjects > Science Fiction & Fantasy > Gaming

Reviews - What do customers think about Mythic Vistas: Medieval Player's Handbook (Mythic Vistas)?

Off the beaten path  Jun 20, 2006
The first thing that leapt to mind while reading this book was just how similar in tone it was to Ars Magica's Mythic Europe setting. Unsurprising, given the author's background actually working on Ars Magica. This is actually a big positive in favor of this book - Ars Magica's setting is one of the most distinct, fully-realized RPG settings out there.

The Medieval Player's Handbook details a setting that would require a certain mindset on the part of the players. It draws heavily on the role of the Church in Europe during the period, which is understandable, and focuses mostly on England. This limits the scope of the book, so that the book would more appropriately be called the Medieval England Player's Handbook.

Narrowing the focus even more are the changes to the d20 magic system, in which the spellcasting classes of d20/D&D are replaced by new classes (see the Book Description above) and new systems for using magic are given which limit spell use in setting-appropriate ways. This might give pause to those who enjoy gaming in more magically-flashy settings.

The author encourages more roleplay-intensive games by providing rules for what I guess could be called "intellectual combat." Scholars can debate theories with each other using in-game mechanics to resolve disagreements. In addition, non-magical books take on a good deal of significance in this setting as they grant bonuses to scholars in their debates. Artists can create workes of art that actually bring into being realities unto themselves that, at their greatest, tap into the very essence of reality. Rather an esoteric subject for a RPG, but one which has a lot of implications and which could be ported over into more mainstream d20 games to make treasure hoards even more interesting and distinct.

Overall, this is one of the most distinct settings produced for d20. It would make for a challenging campaign. The only real downside I found to it is that it left me wanting more - I'd like to have seen material covering other parts of Medieval Europe, especially the more southern and eastern parts of the continent. But I find it more desirable to have a book that leaves me wanting more than to have one that overdoes its subject.

This is one of my favorite setting books for d20, and my favorite of Green Ronin's (now, sadly, defunct) Mythic Vistas line.
Kinda boring  Jul 23, 2004
The premise for this book is interesting. It is supposed to take us back to the years 1087-1154 in England, and give us a realistic basis for the campaign. However, this book fails to inspire as anything more than a quaint new "medieval" system. Most of the "crunchy bits" in this book are simply for use in this particular system. The new basic classes of priest, scholar, and artist are well done, but I see few players taking them unless they need to hand atonements left and right to their fellow players, and therefore may take priest.

This is not a bad book to add to ones collection, but this is not as well done as the old green book series back in AD&D 2nd Edition.

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