Photo de l'auteur

James Jacobs (1)

Auteur de Fiend Folio

Pour les autres auteurs qui s'appellent James Jacobs, voyez la page de désambigüisation.

95+ oeuvres 2,803 utilisateurs 9 critiques

A propos de l'auteur

Crédit image: via Pathfinder Wiki

Séries

Œuvres de James Jacobs

Fiend Folio (2003) — Auteur — 277 exemplaires
Dungeon Master's Guide II (2005) 271 exemplaires
Frostburn: Mastering the Perils of Ice and Snow (2004) — Auteur — 157 exemplaires
Fiendish Codex I: Hordes of the Abyss (2006) — Auteur — 153 exemplaires
Pathfinder #1: Burnt Offerings (2007) 69 exemplaires
Pathfinder #13: Shadow in the Sky (2008) 55 exemplaires
Pathfinder Player Companion: Goblins of Golarion (2011) — Auteur — 39 exemplaires
Pathfinder Campaign Setting: Inner Sea Bestiary (2012) — Auteur — 36 exemplaires
Dragon: Monster Ecologies (2007) 29 exemplaires
Pathfinder Campaign Setting: Occult Bestiary (2015) — Auteur — 28 exemplaires
Pathfinder Campaign Setting: The Worldwound (2013) — Auteur — 28 exemplaires
Pathfinder Campaign Setting: Occult Mysteries (2014) — Auteur — 27 exemplaires
Pathfinder Adventure Path #46: Wake of the Watcher (2011) — Auteur — 26 exemplaires
Pathfinder Adventure Path #76: The Midnight Isles (2013) — Auteur — 23 exemplaires
Dungeon Magazine #145 (2007) 19 exemplaires
Dungeon Magazine #141 (2006) 15 exemplaires
Dungeon Magazine #150 (2007) 13 exemplaires
Dungeon Magazine #140 (2006) 13 exemplaires
Dungeon Magazine #147 (2007) 12 exemplaires
Dungeon Magazine #144 (2007) 12 exemplaires
Dungeon Magazine #143 (2007) 10 exemplaires
Dungeon Magazine #142 (2007) 10 exemplaires
Dungeon Magazine #146 (2007) 10 exemplaires
Dungeon Magazine #149 (2007) 8 exemplaires
Dungeon Magazine #148 (2007) 8 exemplaires
Dungeon Magazine #139 (2006) 8 exemplaires
Pathfinder Adventure: Malevolence (2021) 7 exemplaires
Savage Tide Player's Guide (2006) 5 exemplaires
Pathfinder: Monsterhandbuch (2012) 4 exemplaires
Pathfinder Flip-Mat: Malevolence (2021) 2 exemplaires
Player's Guide 1 exemplaire
Villains: Rebirth 1 exemplaire
Iconic Equipment (2013) 1 exemplaire

Oeuvres associées

Dungeon Master's Guide (2014) — Contributeur — 1,583 exemplaires
Pathfinder Lost Omens World Guide (2019) — Auteur — 48 exemplaires
Pathfinder Adventure Path #19: Howl of the Carrion King (2009) — Contributeur — 37 exemplaires
Pathfinder Adventure Path #22: The End of Eternity (2009) — Contributeur — 33 exemplaires
Pathfinder Adventure Path #64: Beyond the Doomsday Door (2012) — Contributeur — 29 exemplaires
Pathfinder Adventure Path #65: Into the Nightmare Rift (2012) — Contributeur — 28 exemplaires
Pathfinder Adventure Path #32: Rivers Run Red (2010) — Contributeur — 28 exemplaires
Pathfinder Adventure Path #42: Sanctum of the Serpent God (2011) — Contributeur — 27 exemplaires
Pathfinder Adventure Path #90: The Divinity Drive (2015) — Contributeur — 25 exemplaires
Kobold Guide to Magic (2014) — Contributeur — 16 exemplaires
The Tome of Horrors - Complete (Pathfinder Version) (2011) — Avant-propos — 15 exemplaires

Étiqueté

Partage des connaissances

Date de naissance
20th Century
Sexe
male

Membres

Critiques

 
Signalé
Bradywan | Oct 21, 2016 |
Quite literally one of the best campaigns I've ever participated in. Very well written and self contained. Yet also very east to add to. There is a great Piazo community with all kinds of suggestions and files to help!
 
Signalé
Bradywan | Oct 21, 2016 |
Numeria sounds like an interesting place. As it says right there on the book, adding high-tech to a fantasy setting can be controversial, but it's been done before successfully: Star Ocean, Final Fantasy anyone? In the end, technology, science, magic are all names for the same thing: ways to explore the natural or rather supernatural world.
 
Signalé
JorgeCarvajal | Feb 13, 2015 |
This book goes into great detail on the roleplaying and practical aspects of being a Dungeon Master - it is not an expansion of rules or a replacement for the first Dungeon Master Guide. It goes into far greater detail than that volume on topics like how to understand the different types of players (why they are the way they are and how to motivate them, or otherwise work with them, in your campaign), how to design richer urban environments (cities, towns, and regional characteristics based on realistic ideas rather than random tables), and provides insight into magic and how to work it into your campaign. It also comes with a detailed example of an urban setting, the 'Saltmarsh', which is worth reading through even if you have no intention of using it. The descriptions of all aspects of the Saltmarsh are quite detailed and could easily be adapted in whole or in part into any number of urban environments in your own campaign.

While some of the content in the book will sound somewhat old hat to an experienced Dungeon Master, I'd be willing to bet that there is still a good deal of useful information in this book for everyone. I've not met many people who could not benefit in some way from an alternate point of view, and if you can be openminded to new ideas then you may find a reasonable amount of useful information in this book. At the very least this material should inspire some new ideas in the creative reader, and will certainly be a solid reference book for those who are looking for a good starting point to build quality DungeonMaster skills.

Like all information (printed or otherwise), depending on what you want from this book you may or may not find it useful. There is very little rule-based information, so don't worry about having to alter rules to suit your preferred version of the game - this book is all about general concepts and being creative to make a richer campaign for everyone. I have been playing D&D off and on since the late 1970's and I still found a good deal of useful insight here. I prefer a roleplaying oriented game where rules are used to enhance the experience of play, maps are hand drawn, and homemade props are common over a game where complex rules can become intrusive, cartoonish (and expensive) maps are required, and rapid advancement/power gain is the primary focus. I bought this book because I wanted some insight into how other people have resolved various issues and problems with the game and those who play it (especially the latter since online MMOs and console games have radically changed the expectations of the player base). I also wanted to read someone else's thoughts on how to develop more complex and interesting urban settings, both as a base for the party and a source of adventure that was not the standard dungeon crawl, and I found what I was looking for in this book.
… (plus d'informations)
½
 
Signalé
reellis67 | 2 autres critiques | Jan 29, 2014 |

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Statistiques

Œuvres
95
Aussi par
11
Membres
2,803
Popularité
#9,174
Évaluation
3.9
Critiques
9
ISBN
99
Langues
3

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