From the article archive
Imagine Player's Guide
Well, I just finished working my way through the IMAGINE PLAYER'S GUIDE, and it feels like I'm being punished because now I have to review it.
If you dropped copies of the old-school Keep on The Borderlands and the movie Dragonheart into a blender with a dash of Rolemaster supplements, you'd end up with IMAGINE.
Yes. It's really that bad. And the real shame is that the book has very high publication values--very nice binding, very good cover and excellent paper stock. The editing is passable, which is to say I only ran into spelling and grammatical errors every few pages and not paragraphs.
What escapes me is what Imagine Role Playing, Inc., the company who has created the IMAGINE PLAYER'S GUIDE, thinks they are going to accomplish with this tome other than creating a doorstop. Luckily, I have a copy of their press kit, where they quote the CEO as saying, "We are giving gamers what they have always wanted; a fun, flexible, creative system. Not only do players have the ability to try anything they want in a game, but they also have the mechanics to back it up. It marks a new day for role playing games."
Intrigued? Imagine also says it will "...(raise) the bar for other companies in the gaming industry. Imagine will lead the role playing game industry into the new millennium with a new and greater degree of excellence."
Now, I will quote the entirety of their entry on Dark Elves, a major race that characters can select to play. This is *all* of the material in the 300+ page book:
"Dark Elves are cruel and enjoy watching the downfall and pain of others. Their haunting songs proclaim the deeds of a sullen and somber race. They like to play mind games and dark tricks whenever they can get away with them. Long outcast from the other Elven cultures, Dark Elves prefer any home which hides them from the sun. They are known for their strong innate magical abilities and their favor (sic) of slinking about at night.
The Dark Elves are hated and despised by most other races, including their Elven cousins. The Dark Dwarves are the exception and deal with these Elves on occasion. These Elves shun contact with most other races except to plunder and take slaves. As a race they tend to be of any evil alignment."
A Dark Elf is also illustrated next to this expansive description, who is black and looks remarkably similar to Drow from TSR products.
I'm now going to abandon the review format entirely and just appeal to Imagine Role Playing, Inc. Please take the huge amounts of money you must have on hand to put out such a well-bound book and create something worthwhile. It is the late 90's--advertising that a game is great because it has 12 attributes, 18 races, 26 classes, 340 skills and 450 spells is simply not enough. Rolemaster did this schtick already, and I.C.E. still went bankrupt--IMAGINE's 4 page index of rule charts is not going to save it.
Players are looking for two things--shockingly cool ideas and rules that let them best feel those ideas close to the skin. IMAGINE is all about modeling all possible situations that could arise in dungeon crawls, and the industry has known that doesn't work for at least a decade. I'm pro-dungeons, but no one needs this book--it's all been said before.
The Verdict
I'll cut to the chase. Don't buy it, don't play it, don't encourage this to continue. Even a munchkin game like Synnibar encourages an interesting setting and inventiveness of some sort, and IMAGINE does nothing. If you like your dwarves stubborn, your elves secretive and your treasure in gold pieces, play Dungeons and Dragons or GURPS Fantasy. Don't play IMAGINE.
