Wheel Of Time Rpg.pdf [BETTER]
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A web enhancement for the game was released on the Wizards of the Coast website at the same time the book was published. This short downloadable file contained a few new Feats and channeling abilities, information on new NPCs, and background information on the countries of Ghealdan, Mayene, and Murandy (including new information on their histories not found elsewhere). This web enhancement is no longer available through the Wizards of the Coast website.
A web enhancement for the game, called More of The Wheel of Time!, was released on the Wizards of the Coast website at the same time the book was published. This short downloadable file contains a few new Feats and channelling abilities, information on new NPCs and background information on the countries of Ghealdan, Mayene and Murandy (including new information on their histories not found elsewhere).
North-west of the Westlands lies a foreboding region of water which is completely lifeless. No fish or aquatic life can be found here at all, north of the latitude of the southern edge of the Great Blight. The Sea Folk call stretch of ocean the Dead Sea, and it continues westwards for as far as they have explored. North of the Dead Sea lies the northern polar ocean, which is impassable at all times of year due to being frozen solid.
To the east, beyond Shara, lies the Morenal Ocean (sometimes called the Sea of Omerna), which separates that land from the Seanchan continent. Curiously, linear measurements show that the distance from Shara to Seanchan across the Morenal Ocean is far smaller than the distance from the Westlands to Seanchan across the Aryth, raising interesting questions about why the most well-travelled sea lanes between the two landmasses are the longer route across the Aryth Ocean. This suggests that the Morenal Ocean may be too dangerous to traverse, or a past confrontation between Shara and Seanchan convinced the Seanchan to give that nation a wide berth. The truth of this remains speculative.
Contrasting the time of the Wheel with our own, it appears that the world is cooler. Both the polar icecaps are huge, much larger than our own, with Antarctica (or whatever part of it survived the Breaking) completely buried under reams of ice. The larger icecaps increase the albedo of the planet and reflect more sunlight into space, likely cooling it further. The known deserts are much smaller than in our time (with the possible exception of dry lands deep in the Seanchan interior) and temperate forests exist at tropical latitudes. The world is likely rainier than now, due to the much vaster oceans giving rise to larger rain clouds (this is indicated by the vast ceranos storms that ravage the southern coast of the Westlands).
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Pressing the action button in sync with the animations increases damage output while reducing incoming damage. Along with timed hits, combat features multi-character combo attacks, boosting, and a strategic « locks » system offering options to play with different damage types in order to hinder enemies while they are channeling powerful attacks or spells, all in an immersive take on the genre; no random encounters, no transitions to separate battlefields, and no grinding.
As fully fledged Solstice Warriors you will eventually get full control over the sun and moon, so whether you just want to chill in your favorite area in the ambiance of your choice, need to solve a complex puzzle related to lighting, or there is a magic door that only opens at midnight, the control will be yours, all in real time.
Yes, the core team from The Messenger has fully transitioned over to Sea of Stars. As making an RPG was a bigger undertaking for us, we ramped up the team to 23 full time members, all cut from the same cloth, and working from our studio located in downtown Quebec City, Canada.
Aside from the ideation process which has been a lifelong hobby of creating a shared universe in which all of our games could take place, a few devs began laying the technical foundation late 2018. The rest of the studio transitioned full time in July 2019 after the release of Picnic Panic.
The books are around 400-page softcovers each, with a black and white interior, on a size of 15 x 23 cm (6 x 9 inches). The pdf of volume four has been already finalised when it comes to the layout and format, and is pretty much identical to what the printed version will look like; as a pdf and including the covers it is 456 pages overall. The text has been optimized for electronic reading; there is a single column per page, allowing the reader to read one or two pages at a time (depending on how big his screen is). As in volumes one, two and three there is an extensive electronic index, but at least in the pdf version I do not see active hyperlinks. I have no idea whether these exist on the mobi, ePub or azw3 versions.
The strong points: As a follower of Shannon's initial column, and having read the 2011 version or rather the majority of articles from the 2011 version multiple times, having the follow up series in front of me makes me all happy and warm inside. I couldn't have possibly known back then, but I felt certain that that material, that book, had so much potential that it had to be redone in a better way than before. As I wrote on my 2012 review, books like this validate the existence of a hobby. De&D contains an unprecedented wealth of information about the English-speaking RPG industry that nobody could have possibly collected on his own, and which becomes increasingly harder to track down, amongst other due to the course of life. If one can't address the protagonists because they are no longer among us, by definition he can only consult secondary sources. Shannon himself acknowledges that in many occasions there were conflicting accounts even about hard facts as to when a product was printed. The writing is thus authoritative on the issues that have been verified, while it acknowledges the divergence of opinions on what wasn't. The honesty is appreciated: in some cases not only different accounts were given by different people, but even the same people told the story differently, with the time having passed and all. In that sense maybe the forth volume was slightly easier to research and compose, seeing how it is the most current. It also demonstrates however that even though the author does not take sides, he is opinionated about what occurred in numerous of the described companies' stories.
No previous knowledge of role-playing is needed in order to read and enjoy the fourth volume independently. The passive and inexperienced reader, e.g. a non-gamer, might be a bit perplexed at times since the book takes part of our collective cultural subconscious for granted (e.g., which were D&D's initial six stats, or what is a stat for that matter), however that is to be expected. Any recount of the story of a specialist hobby would have a similar result to the uninitiated. The experienced reader or the ardent hobbyist, on the other hand, will find the writing engrossing. I read volume four the same way I read volume three, haphazardly, jumping from companies I follow to companies I have no knowledge of whatsoever.
The premise of the book is mostly kept, i.e. listing the history of the industry by company. Mini-histories and other inserts still exist, but I find that they are done more cohesively and less intrusively than before. That has an immediate effect on the problem of repetitiveness that plagued the 2011 edition. On the present fourth volume, like in volume three, the issue is laid to rest. In the previous edition this was mostly observed when the lives and works of designers were presented in one go, as well as on the events relating to the d20 revolution and the OGL. The episodic nature of Shannon's initial column obliged him to often repeat certain events, sometimes ad nauseam (it made sense too, thinking of all the companies that entered the OGL fray). All this however is finally cleaned up; the d20 explosion and the implications that the OGL brought are discussed in detail under the history of WotC in the third volume. This event in itself is mentioned but is no longer intrusive in the histories of other companies that peddled extensively d20 goods, nor the implosion of the d20 market that had quite an effect on some of the companies dealt with on the present fourth volume.
In the end Evil Hat and Shannon opted for not using footnotes. On the 2011 edition that was a serious defect. With all the other technical improvements (tighter editing, additional content etc) this is not so much of an issue. The perfectionist in me would have preferred the footnote treatment in order to truly make this the best history book ever written about our hobby. In the end, I respect that in order to strip the work from its origins articles and make it a fully cohesive oeuvre, it would have taken substantially more time and dedication, time that is now used probably more constructively.
Conclusion: This is it; the series is complete. It is as perfect as they get. There is nothing else to say than go buy these four books, yes, all four of them. We owe it to ourselves to know our history, to know who we are. Shannon continues his great work on a product level this time. It can be read under each listing at You can follow it more thoroughly however through the Designers & Dragons facebook page. Will this be the next generation of research into our hobby? An article per supplement, instead of an article per company? I can hardly wait! 2b1af7f3a8