Rating: Summary: Interesting but not what you would expect Review: First off I what to say I love this but If you add the dragon, half-dragons, or sragon slayers to other campaines it would shift strengh from one side to the other. But it is still usefull if you do a all dragon campaine.
Rating: Summary: Forgotten Realms is nothing compared to this Review: I have been looking for an AD&D setting like this for a long time. I never really got Forgotten Realms, Dragonlance was too obscure, and Greyhawk hade no catchy hook. When I read this book, I knew it was what I sought. Not only does it give a flavorful and unique domain to use in campaigns, it presents an entirely new outlook with dragon characters. The material is precise and easy to understand so that even a novice Dungeon Master can get the hang of it quickly. Not even Planescape can challenge it.
Rating: Summary: Forgotten Realms is nothing compared to this Review: I have to say that the Council of Wyrms environment is one of the most unique and entertaining role-playing environments TSR has to offer. I never have any trouble finding players for a Council of Wyrms game, in fact I often find myself turning them away. This campaign setting is well-written and very fun to adventure in. The idea of playing a dragon is just a lot of fun. The new rules are logical and fair, and can easily be integrated into another campaign. Not only does this book contain rules for adventuring as a dragon, but also as a humanoid half-dragon or a dragon slayer. The background and NPC's provided in this book are very well thought out, and the few adventures contained are good, if not exceptional. Other than providing new rules, this book does one thing very well. It sets a very good mood for the idea of adventuring as a dragon. Providing classes for a generic (warrior) dragon, as well as a wizard, priest, and psyonic class gives a great variety of options to the players. It allows them to choose the race of dragon that best fits their personality from the fifteen provided, and pick a class, homeland, and clan, all depending on their tastes. Five of the dragon races offered in this book are of evil alignment, which usually balances the party toward neutrality, rather than the usually AD&D lean towards a generally good party. In the hands of an experienced Dungeon Master, this rulebook can be the start of an incredible campaign. The problem lies in a lack of support. A DM wishing to run a Council of Wyrms campaign must be able to write interesting, yet challenging, adventures for the dragon PC's. It is very difficult to challenge a group of dragons in combat, even in their earliest age categories. If you, as a DM, feel you can devote the time to this, than I recommend this supplement, and wish you good luck. The only other flaw of this book is that it is inconveniently organized. Making a character using this book can be time consuming and occasionally frustrating. Some of the tables and various character creation rules are located almost haphazardly throughout the book, making a simple rules clarification slow down the game considerably. All of the information in this book was originally contained in the two different books of the boxed set, and the more commonly used tables and charts appeared on cards. The boxed set was far more convenient for reference purposes.
Rating: Summary: The Council of Wyrms Review: I have to say that the Council of Wyrms environment is one of the most unique and entertaining role-playing environments TSR has to offer. I never have any trouble finding players for a Council of Wyrms game, in fact I often find myself turning them away. This campaign setting is well-written and very fun to adventure in. The idea of playing a dragon is just a lot of fun. The new rules are logical and fair, and can easily be integrated into another campaign. Not only does this book contain rules for adventuring as a dragon, but also as a humanoid half-dragon or a dragon slayer. The background and NPC's provided in this book are very well thought out, and the few adventures contained are good, if not exceptional. Other than providing new rules, this book does one thing very well. It sets a very good mood for the idea of adventuring as a dragon. Providing classes for a generic (warrior) dragon, as well as a wizard, priest, and psyonic class gives a great variety of options to the players. It allows them to choose the race of dragon that best fits their personality from the fifteen provided, and pick a class, homeland, and clan, all depending on their tastes. Five of the dragon races offered in this book are of evil alignment, which usually balances the party toward neutrality, rather than the usually AD&D lean towards a generally good party. In the hands of an experienced Dungeon Master, this rulebook can be the start of an incredible campaign. The problem lies in a lack of support. A DM wishing to run a Council of Wyrms campaign must be able to write interesting, yet challenging, adventures for the dragon PC's. It is very difficult to challenge a group of dragons in combat, even in their earliest age categories. If you, as a DM, feel you can devote the time to this, than I recommend this supplement, and wish you good luck. The only other flaw of this book is that it is inconveniently organized. Making a character using this book can be time consuming and occasionally frustrating. Some of the tables and various character creation rules are located almost haphazardly throughout the book, making a simple rules clarification slow down the game considerably. All of the information in this book was originally contained in the two different books of the boxed set, and the more commonly used tables and charts appeared on cards. The boxed set was far more convenient for reference purposes.
Rating: Summary: Needs better organization Review: I, as a player, love it. Playing a dragon allows you to make short work of enemies that any demihuman would cringe at the sight of! Why, last week we killed a 40-foot eel in about 3 rounds, only one of us taking damage. However, our DM has some problems finding rules and tables, making it difficult to play smoothly, and often letting a character getting away with doing something he can't.
Rating: Summary: Needs better organization Review: I, as a player, love it. Playing a dragon allows you to make short work of enemies that any demihuman would cringe at the sight of! Why, last week we killed a 40-foot eel in about 3 rounds, only one of us taking damage. However, our DM has some problems finding rules and tables, making it difficult to play smoothly, and often letting a character getting away with doing something he can't.
Rating: Summary: Great fun! Review: Playing as dragons is amazingly cool, I tried playing as a dragon before I knew of this book, but it didnt work, now I just photocopy a dragon character sheet and it works perfectly!
Rating: Summary: Great fun! Review: Playing as dragons is amazingly cool, I tried playing as a dragon before I knew of this book, but it didnt work, now I just photocopy a dragon character sheet and it works perfectly!
Rating: Summary: Finally, rules for roleplaying dragons! Review: The Council of Wyrms is a great aid for roleplayers looking for an unusual diversion from the normal elves, dwarves, and humans they play. Imagine an oppurtunity to become a Gold Dragon, valiantly fighting for the good of the downtrodden, wielding the immense power of the ages. Imagine being an insidious Black Dragon, scheming and planning your next move from the safety of your lair. All the while amassing a hoard to put the greatest kings to shame. Try it, you just might like it.
Rating: Summary: Great book... Review: This is a great way of playing. You can be the dragons you hear of all the time and you can do a lot of things no other race can. In this setting, I play a copper dragon and he is very cool. If you want a good book to expand your games... I suggest this book.
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