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Table of Contents - Mega Miniatures

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This is the new campaign module released by Wizards <strong>of</strong> the<br />

Coast for the Wheel <strong>of</strong> Time Roleplaying Game that will take<br />

characters from 1 st to 6 th level. The Wheel <strong>of</strong> Time Roleplaying<br />

game is based on the writings <strong>of</strong> Robert Jordan who is currently<br />

undertaking a monstrous series that sees book 10 out in<br />

November. The books are detailed (some say overly detailed)<br />

and large (some say WAY overly large), and easily lend<br />

themselves to a roleplaying game <strong>of</strong> high fantasy. The Wheel <strong>of</strong><br />

Time Roleplaying Game (henceforth referred to as WOTRG) is a<br />

D20 system making it very easy for anyone familiar to the current<br />

D&D to play.<br />

Upon first thumbing through the book I was impressed that the<br />

artwork is surprisingly good. Jordan aficionados are repeatedly<br />

disappointed by lousy artwork, and here at least, as well as in<br />

the core rulebook, we are not <strong>of</strong>fended. Each section is<br />

delineated as a chapter, and the book on the whole is easy to<br />

digest. All <strong>of</strong> the NPC’s stats are listed at the end <strong>of</strong> each<br />

chapter for you to copy upon note cards or to bookmark.<br />

With repeated re-readings several other positive things have<br />

popped out. Each chapter neatly lines up approximately with a<br />

level up for the characters. The end <strong>of</strong> the module corresponds<br />

nicely with the requirements for prestige classes. Just when<br />

characters reach their esteemed goals, the module is over and<br />

the GM can create adventures that fit with the party goals. The<br />

first chapter is VERY nonlinear and is simply a collection <strong>of</strong><br />

simple low level adventures that allow the gamemaster to<br />

geographically move the characters to the start <strong>of</strong> the second<br />

chapter. The module weaves itself in and out <strong>of</strong> the book series,<br />

39<br />

and well-read people will easily be able to pick out characters<br />

and situations from the series. The PC’s do not actively<br />

participate in the rescue <strong>of</strong> Elayne from the Seanchan, but they<br />

might be in the area and hear rumors <strong>of</strong> a male channeler. The<br />

module gives several ways <strong>of</strong> dealing with the characters<br />

depending on what type <strong>of</strong> character that they are running. A<br />

latent dreamer may have warnings in his or her dreams and a<br />

noble may receive gossip. These little “hooks” are listed<br />

throughout the modules as asides. For the novice GM these are<br />

VERY helpful. Also helpful to the beginning GM is the large<br />

amount <strong>of</strong> annotated skill checks sprinkled throughout each<br />

adventure. It helps to have the DC <strong>of</strong> a sense motive check<br />

printed rather than having the player character roll and you<br />

making it up on the fly. The maps <strong>of</strong> the villages are well<br />

rendered and useful, and there is quite a bit <strong>of</strong> background for<br />

each country that the characters will pass through.<br />

Although I am a big fan <strong>of</strong> Jordan’s writings and this game there<br />

are some things to be noted before running out and purchasing<br />

it. Hands down the first thing to raise eyebrows is the price. It<br />

comes in at $30 for a 191-page module that requires $40<br />

Rulebook to play. As I glance around at other modules<br />

(particularly the “super modules”) I notice that this appears to be<br />

the market norm, so this claim is one <strong>of</strong> personal taste rather<br />

than a real complaint. Another issue is the fact that without a<br />

working player knowledge <strong>of</strong> the background some <strong>of</strong> the<br />

nuances <strong>of</strong> the module are lost on them. Off handed comments<br />

that should be loaded with information tended to get overlooked.<br />

My PC’s simply pointed out to treat them as if they knew nothing<br />

and to overkill the hints. We will see if this eases everyone’s<br />

problems with the setting. As a novice role-player (A little over a<br />

year now), this campaign is the first I have ever GM’d. It is very<br />

important to realize that this is a ROLEPLAYING module.<br />

People can get themselves killed quick. The WOTRPG does not<br />

<strong>of</strong>fer any instantaneous healing. It converts damage to sub dual<br />

damage thereby speeding up recovery, but note that it does take<br />

time to (gasp!!) recover. With this in mind do not expect<br />

dungeon crawls. Although the maps <strong>of</strong> the towns are nice, the<br />

building drawings are representative and do not have the actual<br />

measurements drawn <strong>of</strong>f. This could be common in modules,<br />

but as a beginner it sure would have been easier if it was<br />

provided. Simply drawing the same pictures with a grid system<br />

underneath it would have been enough.<br />

My small gripes aside I think this is a great module. All <strong>of</strong> it can<br />

easily be adapted to fit into other universes, and would work nice<br />

to force a group <strong>of</strong> heroes to think instead <strong>of</strong> the typical “charge<br />

the bad thing” style <strong>of</strong> roleplaying that is common in game<br />

stores. The mini adventures especially give a great twist on the<br />

stereotypical caravan and save the village from a pack <strong>of</strong> killer<br />

x,y,and z’s scenarios. I do like the realism <strong>of</strong> the healing and this<br />

would be a neat twist to put into a campaign. Have the<br />

characters enter “Randland” via a portal stone and watch the<br />

horror as the cleric screams, “Thangs just don’t seem to work<br />

right pa. Dis here arm should be well by now!!!” If you have not<br />

read the books before playing then do a little research. Websites<br />

abound, and a WOT compendium was published a few years<br />

ago. The website www.audiobooksforfree.com has the first six<br />

or so online for download. Burn a disc <strong>of</strong> them and listen in the<br />

car. For any Robert Jordan fans that Role-play this is a must.<br />

For everyone else I think this is a great introduction into a<br />

complicated series, or at least a wonderful start <strong>of</strong> an adaptation<br />

to another setting.

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