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The Secret of Zir'an Core Gamebook (Paragon Games), by Various
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In a world of danger, where powerful forces hold sway, equally formidable powers must arise to maintain balance. The ultimate arbiter of this balance is Fate. The world of Zir'An is the product of seven godlike forces, the final expression of their creative abilities, but the world endures because of the intricate weave of circumstance that is Fate. Though the permutations of Fate may seem complex, they revolve around a very simple principle: bind together individuals through chance and circumstance. For Fate is only ever about individuals. Ultimately the destruction or renewal of Zir'An will come to rest on the decisions of a few individuals. Detailed setting that combines magic and technology in an expansive world of beauty and horror. Build characters from a vast array of character packages, creating a unique history before the game even begins! New Finesse Game System allows turn-to-turn customizable cinematic action limited only by your imagination. Two totally new, self-directed magic systems: Rune Magic and Shadow Magic, as well as hundreds of NPCs, monsters, weapons, armor, Items of Power and treasures.
- Sales Rank: #3336352 in Books
- Brand: Secret of Zir'An, The
- Published on: 2005-05-16
- Original language: English
- Number of items: 1
- Dimensions: 11.20" h x .80" w x 8.50" l,
- Binding: Hardcover
- 352 pages
Most helpful customer reviews
6 of 7 people found the following review helpful.
Good Game, Poorly Edited
By C. Gibson
On the suggestion of a friend I picked this game up. Well to be honest, I downloaded a PDF first, cause I'm hesitant to just shell out forty bucks for a brand new game system. But it's definitely worth getting.
The game is very innovative. The finesse system makes using skills an interesting and more fluid process. Particularly nice is the concept of "finesse successes." Basically when you're attacking, unlike in other games, it matters whether you succed by 1 point or by 10. The world is quite intruiging and definitely has potential. An amount of material was clearly removed at the last minute and it certainly looks like more information on the world will be in the upcoming Hand of Fate book as well as the planned Atlas of Zir'an.
The main problem with the book is that it could have definitely benefitted from more editing. There are a few things about the game mechanics that are unclear and several sections are hard to read because of the background on the page. Still, the publishers are making every effort to rectify this. They have a solid presence on their online bullettin boards to answer questions and have offered the most obscured chapters for free download on their website.
The game definitely has a lot of potential and the Secrets of Zir'an core book is a good start.
4 of 6 people found the following review helpful.
Nice depth, but character creation is a pain the first couple times.
By Paul Dillinger
::: :::SYSTEM::: ::: The system is quick and easy once you get a character made. It basically allow you to roll a ten sided dice, add a number to it, and try to make a target. If you exceed the target you may "upgrade" the effect that happens. Different skills allow different types of upgrades. It's basic and fast. Depending on your style of play you might love that swarms of low level characters die quickly at the hands of high level characters or you might hate it. It's really designed more for a fantastic adventure story than realistic combat.
::: :::SETTING::: ::: The setting is a world where WWII'ish era technology exist with magic an swordplay. There are dwarves, elves, beastmen, giants, and humans (although each has a "new" name that makes it a hit hard to remember which is which at first). Think tanks covered in rune plate armor. There's plenty of depth to the world and more is coming. Overall I think it had a Final Fantasy VII feel to it. It had technology, but a bad a** with a sword can still do some major damage.
::: :::CHARACTER CREATION::: ::: This has the be where the game is really fun and interesting, yet TERRIBLE to trudge through. You see there are minor complaints like the background on some of the chapters is text and makes it a headache to read. My major complaint was that in character creation they tell you to go to chapter XXX to find out how to fill out this little block of character info. If the book used page number references instead I would have loved it. Reading three quarters of a chapter to figure out how to fill in a stat bubble does teach you the system, but also caused me to take over three hours to make a character. Then when explaining how to make characters to my first group, again it took forever. Without page numbers listed expect to do plenty of reading the first few characters. The bright side is that the game uses character a "package" system to make characters. You don't have a "class", rather you choose packages that explain what your character spent their life doing. For example "Martial Artist" give you a set of skills to choose from, and takes so many years to learn. It really give your character a sense of history when created.
::: :::IN CLOSING::: :::: If you want something new, with a good world, interesting and quick game play, and plenty of character depth available go for it. If you're looking for realistic combat or something you can pick up and be playing in an hour or two, then this isn't it.
3 of 3 people found the following review helpful.
You can legally buy a .PDF of this book. Do that instead.
By Cynthia Cooper
Secrets of Zir'an has a very intriguing concept: it's a fantasy world, but time has marched on and it's now at a pulp adventure level of technology. Magical superheroes called Fane ran amok and took over most of the world, and with the world's deities MIA the people had to rise up and establish a bulwark against them. Solid stuff with a lot of potential.
There are two main problems with the book. First, it's in the wrong order. The game dives directly into character creation before you have more than a vague idea of what the world's about. That's okay in a game like Dungeons & Dragons where the gamemaster is going to be making up the world anyway, but it's not great in a game that's supposed to have a built-in vibrant backstory.
The second problem, and the killer, is a difficulty with the BOOK and not the GAME. Like many games, background images have been added behind the text to ... to do something I've never quite been sure of. Here, though, the background image is half as dark as the actual text. There's not nearly enough contrast for the eye to easily dismiss it. Worse still, the background image is usually ALSO text, albeit in one of a few glyph alphabets. The result is a book that requires absolute concentration to read AT ALL and usually gives me a splitting headache when I try.
It's possible to purchase PDFs licensed by the publisher. The PDF is completely fine and legible. I recommend doing that instead so you can actually PLAY this great game without giving yourself a migraine.
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