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Birthright Campaign Setting» Forums » Reviews

Subject: Another Review from the Pages of the Interregnum APA rss

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Michael Lavoie
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This review was originally published in the pages of the APA Interregnum in September, 1995. It appeared in my "zine," entitled True Magick. I reproduce it here largely as it appeared, although I reserve the right to do some minimal editing.


TSR's record of late has been rather spotty. One never knows what one is getting when one cracks open a TSR product. Therefore, although I'd been looking forward to this one, it was with some trepidation that I forked over the money for this AD&D boxed set.

At first glance, Birthright Campaign Setting is magnificent. It stands as an example of what a gaming product can look like when a publisher with deep pockets decides to pull out all the artistic stops. Quite simply, this is the best-looking RPG product that these weary eyes have ever beheld. The three booklets (a 32-page introduction to the campaign world of Cerilia, a 96-page rulebook, and a 96-page of realms, NPCs, and a short adventure set in this world) are outstanding, well-written and gorgeous. The background art in particular is well-done, enhancing the text rather than obscuring it as is all too often the case. Three lovely maps, a dozen player-aid cards (summarizing important new rules and depicting some new, NPC-type monsters), 112 War Cards (for resolving mass battles) and the ubiquitous DM screen round out the package.

OK, so it looks great. But how does it play? Alas, the favorable early impressions don't hold up under closer scrutiny. The new rules are a bit clumsy in the execution, and the system often seems to encourage dice rolls to resolve situations when roleplaying would be more appropriate. However, the focus of the Birthright campaign, casting the PCs as important nobles or even kings, offers ample opportunities for roleplaying if the players and DM are up to it. Otherwise it simply offers new powers to PCs (they're literally descended from the gods), NPCs and monsters. The concept of the domain turn, which channels play, may also be too confining for many DMs. Finally, the campaign is so tied in with the world of Cerilia that adapting these rules to an existing campaign would probably be more work than it's worth.

As should be obvious, I have mixed feelings about Birthright. There are a wealth of good ideas here, but the presentation of those ideas is deeply flawed. The sample adventure, in particular, leads the PCs by the nose; the key event (the assassination of a bride-to-be on the eve of her wedding) is so obviously preventable by any thinking group of players that they aren't even given the chance to do so. Of course, if she doesn't die, there isn't any adventure! This kind of weak writing is inexcusable, especially from people as talented as the authors here, Rich Baker and Colin McComb.

On the other hand, this set makes an excellent resource. Taken a little at a time, and used judciously, many of the individual elements could add considerably to any campaign. And, of course, it all looks great. Consider this a qualified recommendation.

Grade: B-



Update from 14 years later: I couldn't help but smile at the irony of the description of TSR as a "publisher with deep pockets," given the cash flow crunch that brought down the company not long after I wrote that. Also, for the adventure a quick fix would be to bring the PCs in after the murder rather than introducing them before. That way they don't feel so railroaded.

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