Dune is my favourite sci-fi novel of all time, so I was both excited and nervous when Modiphius picked up the licence. I had hope they'd do a good job, given the success of Star Trek Adventures, but I still had some nagging doubts.
Last time, we looked at the excellent Agents of Dune super starter set, which gets a group straight into a Dune campaign with everything you'll need right there in the box, including a free PDF copy of the core book.
Today we'll look at the core book itself, which besides having a really attractive art selection and layout, is actually really well-written. The history of the Imperium is written up in lots of detail, so even those new to the Dune universe will be fully caught up (at least to the point where Paul is about to head to Arrakis).
This core book gives you tonnes of player options right off the bat, and the supplements take things to the next level, offering new Arrakis-specific options in Sand & Dust, more depth in the house-level game in The Great Game, and high-level campaign options in Powers & Pawns.
I'll cover these as well, of course, going in release order: first the GM Kit and Sand & Dust, then The Great Game, then Powers & Pawns. Basically, if you love Dune and can get down with narrative-focussed modern RPG systems, buy this game, you won't be disappointed!
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