Pyramid Review: Imagine Player's Guide

Pyramid Review

Imagine Player's Guide

Published by Imagine Role-Playing

Written by W. Michael Tenery III

$29.95

Sometimes I get nostalgic for the old days. I think it happens most often when I flip through an issue of Knights of the Dinner Table or pick up my old, ratty AD&D Player's Handbook. I had so much fun years ago at that table in the basement of my friend Tom's house. We slew dragons, traveled across planes and even stole from the very gods themselves.

The Imagine Player's Guide gives me that same feeling of nostalgia. This is not one of those newfangled roleplaying games that is all about playing some tragic character or participating in some sort of "interactive story." This is old school roleplaying at its best. There are classes, levels and many of the other trappings of D&D that many gamers are already familiar with. Pull out your Hackmaster +12 and dive in.

The Guide starts off with an extensive Character Creation section. There are 12 attributes, 18 races, 26 classes and a full skills system. You can put together just about any type of fantasy character that you can think of. There are even "evil only" character classes, including the Dark Knight, Assassin and Black Witch. Character creation includes lots of dice rolling, tables and calculations. I especially liked the aspect of having characters get access to certain Class Skills as they reach higher levels. This gives players real goals to work for as their characters gain experience.

The Combat . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: September 10, 1999


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