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The Deryni Adventure Game
The Deryni Adventure Game

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Author: Aaron Rosenberg; Ann Dupuis; Melissa Houle
Publisher: Grey Ghost Press, Inc.
Category: Book

List Price: $39.99
Buy New: $24.95
You Save: $15.04 (38%)



New (7) from $24.95

Avg. Customer Rating: 3.0 out of 5 stars 1 reviews
Sales Rank: 1498825

Media: Hardcover
Pages: 256
Shipping Weight (lbs): 2
Dimensions (in): 11.1 x 8.4 x 1

ISBN: 1887154094
EAN: 9781887154093
ASIN: 1887154094

Publication Date: December 20, 2005
Availability: Usually ships in 1-2 business days

Similar Items:

  • Codex Derynianus
  • The Eleven Kingdoms: A Map of the Deryni World
  • Childe Morgan
  • High Deryni (Chronicles of the Deryni)
  • Saint Camber (Volume II in the Legends of Camber of Culdi)

Editorial Reviews:

Product Description
The Deryni Adventure Game and supplements are based on the popular "Deryni" series of fantasy books by New York Times best-selling author Katherine Kurtz.

The "Deryni" series began in 1970 with Deryni Rising. The novels weave a rich tapestry of romantic chivalry, medieval kings, a powerful Church, and a persecuted race of humans with the gift of magic - the Deryni.

A perennial favorite of fans of medieval fantasy, the Deryni setting offers roleplayers a rich world of magic and kings and high adventure. The Deryni Adventure Game is a complete roleplaying game using the Fudge game system (easy for newcomers to learn, and adaptable to other roleplaying game systems). The core book presents the kingdom of Gwynedd and the world of the Deryni as a campaign setting for medieval fantasy adventures.

The core book for the Deryni Adventure Game presents geographical and historical information on the Eleven Kingdoms, a chapter on Religion and religious institutions in Gwynedd, a chapter on the Deryni and their capabilities, and a detailed chapter on Daily Life in the Eleven Kingdoms. The game rules are easy to learn and presented with plenty of examples to help first-time roleplayers understand how to play the game. There's plenty of information to help Gamemasters run a Deryni campaign, including lots of adventure "seeds" and two complete adventures. The appendices contain lots of information of interest to the fans as well as gamers, including indices of people and places from the novels, price lists for items in the Eleven Kingdoms, information on the Camberian Council, and more.


Customer Reviews:

3 out of 5 stars Interesting, But Irrelevant   September 13, 2007
 5 out of 7 found this review helpful

I haven't kept up with Ms. Kurtz's Deryni saga for quite awhile now, although I was one of the original fans from WAY back in the day, when the first two trilogies were hot off the presses. Subsequent books, I felt, were very seriously lacking. However, I was intrigued anew when I kept seeing ads about this RPG manual. For about three years, it was "coming soon", and then a few months ago, it finally arrived. Worth the wait? No.

It has a fair amount of material on Gwynedd, its duchies and cities and ruling dynasty and neighbors. There's also a timeline, a bibliography, and a section listing notable characters from the books in exceedingly scant detail. There's a nice overall map. Plenty of generic medieval illustrations.

However, with the exception of one made-up character used for purposes of showing the PC generation process, there are no statistics on anyone at all, PC or NPC or from the books or otherwise. Admit it--a huge part of the appeal of picking these up is to see the stats assigned to your favorite characters. There's just nothing like that there. And while there is some information on the game world as noted above, there is very little depth, nothing new or fresh, and no insights, period. There is nothing that really suggests that this is a unique world rather than just another cookie-cutter faux-Middle Ages knock-off.

Perhaps more importantly, it is difficult to see how this RPG could possibly work. It uses the Fudge mechanics, which no one in my life has ever played. One of the combat resolution systems (optional, to be sure), is "narrative combat", which verges on diceless and would be threatening to the hardcore gamer who wants to sling a d20 and announce his or her damage. There are no monsters or extraordinary beasts and no divine magic as such, and even the arcane magic is pretty much limited to the Deryni, and they have little of it. So any campaign would basically be about fighters and thieves. And what do they have to fight? Even if they did encounter some foes, Gwynedd and environs are fairly well-settled and have definite social and legal codes that would put a quick end to random swordslingers running the streets in a bloody hackfest. And the book fails to really suggest very much in the way of viable adventure hooks or long-term campaign goals.

The source novels are basically about very high-level political intrigue, religious wrangles, the plight of crypto-Deryni, wars between nations, and romance. None of this really lends itself to standard gaming, and this book just doesn't provide the material to show how to bring Gwynedd to life as an ongoing setting. You would be far better off ordering Ms. Kurtz's Codex and using that stuff to custom-grow your own Gwynedd in a d20 system.


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