---
title: Review of Runelords
subtitle: "Player's Guide Anniversary Edition"
author: Seth
date: 2022-02-23 00:00
publish_date: 2022-02-23 00:00
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hero_image: runelords-cover-1600x800.jpg
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taxonomy:
   category: blog
   tag: [gaming, modules, rpg, pathfinder, dnd]
---

<p>
I picked up the Anniversary Edition of <strong>Rise of the Runelords</strong>, the very first Pathfinder adventure path.
This is my review of the first module, <strong>Burnt Offerings</strong>.
</p>

<h2>Player&#39;s guide</h2>

<p>
When you've been invited to a D&amp;D or Pathfinder game, it can be difficult to know what to plan for.
You can build a character, but what happens when you build a barbarian optimized for battle in the jungle only to find out that the entire adventure takes place on a boat at sea?
Well, actually it usually doesn't really matter.
A roleplaying game tends to be very flexible, largely because it's all make-believe, but because we all understand that it's pretend, we do have the luxury to be selective about what we make up.
A good player&#39;s guide can help communicate to a player what kind of backstory, skills, and feats might make sense for their character, given a specific setting.
As a player, it can be nice to be given some focus when faced with innumerable character options.
</p>

<p>
For the Game Master, it's nice to have an official and carefully crafted guide that does a pre-game &#34;lore dump&#34; about the regions in which the game is set.
It saves the GM from feeling like a 2-hour class is required to properly brief players on the world upon which they're about to pop into sudden existence.
</p>

<p>
The original <strong>Rise of the Runelords</strong> adventure path had a [player&#39;s guide](https://paizo.com/products/btpy8bd9?Pathfinder-Adventure-Path-Rise-of-the-Runelords-Players-Guide), and the Anniversary Edition has one, too.
The physical book I purchased doesn't include the player's guide because a player's guide is meant to be distributed to players, so it's just offered as a [free PDF download on Paizo.com](https://paizo.com/products/btpy8tgl).
</p>

<p>
I was curious what the difference between the original guide and the Anniversary Edition guide were, so I downloaded both.
To my surprise, they contained completely different content, and while I understand that handing a player 100 pages of reading material before they can even start building a character is probably not ideal, I do feel like the combination of the two PDFs would make for a very complete guide.
Maybe the right strategy is to point players to both, letting them choose between the kind of information they want going into the game.
</p>

<p>
Here's how the two books compare.
</p>

<h2>Original player&#39;s guide</h2>

<p>
The original is pretty much what I think of when I think of a player&#39;s guide.
It gives you a brief introduction to the setting, it tells you what races are common in the region and how they fit in, it provides setting-specific character options, and special regional equipment.
And it does this in under 20 pages.
</p>

<ul>
<li><p>
The first section, <strong>Welcome to Varisia</strong>, is a throw-away introduction.
You could exclude it entirely.
</p></li>

<li><p>
<strong>Races of Varisia</strong> gives an overview of common races in the region and on Golarion.
When discussing humans, it even provides regional designations, so you might choose to be Chelaxian &#40;I always thought they were called Chelish&#41;, Shoanti, or Varisian. If you [play a dwarf](https://mixedsignals.ml/games/blog/blog_pathfinder-companion_dwarves), then you're probably from Janderhoff, and local elves are probably from Mierani Forest, and so on.
</p></li>

<li><p>
<strong>Adventurers of Varisia</strong> covers classes, and how they&#39;re expressed in the region.
For instance, if you&#39;re going to play a barbarian, then maybe you&#39;re part of the Lyrune-Quah, Shadde-Quah, or Sklar-Quah tribes, drawing your power from tribal totems using the Totem Spirit feat. Monks, on the other hand, are rare in Varisia, but maybe you're a Shoanti brawler who eschews weapons and chooses to fight with martial arts instead.
</p></li>

<li><p>
<strong>Equipment of Varisia</strong> provides some regional gear that players might want to purchase during character creation.
It&#39;s only 2 pages, but provides a flavour of Varisia by highlighting Varisian scarves, goblin dogslicers, ogre hooks, and the traditional Shoanti <em>klar</em>.
</p></li>

<li><p>
The final 6 pages provides details about Sandpoint and the surrounding area so that players not only know what's around, but also so they can develop a backstory for their character.
</p>
</li>
</ul>

<p>
Of the two player&#39;s guides, I feel that this is the strongest.
It gives players background about the world, plus new relevant choices to the process of character building.
</p>

<h2>Anniversary Edition player&#39;s guide</h2>

<p>
If you take the final 6 pages of the original and expand them out into 12 pages, then you have the Anniversary Edition of the guide.
It's almost exclusively about the physical locations of Varisia, with 1 page near the beginning about possible character backgrounds.
The rest of the 15 page booklet is an introduction and a few maps.
There&#39;s nothing wrong with this version of the guide, and everything in it is genuinely useful, it just feels less like a player&#39;s guide and more like a handy cheat sheet to the region.
</p>

<p>
If you want to provide adventure hooks for side quests, this book has plenty of them, and they&#39;re all delivered in such a way that players themselves could choose to pursue them.
For instance, Roderic&#39;s Cove is a location, and there are legends of a pirate ghost dwelling there.
A local of the region would have heard these stories as children, so why shouldn&#39;t a player character, between modules, decide to go prove or disprove the legend once and for all?
Nearly every location mentioned &#40;and there are over 50 of them, across 12 pages&#41; has some intriguing and interesting story about it that could easily be expanded into a diversionary adventure or distraction.
</p>

<h2>Don&#39;t go adventuring without it</h2>

<p>
Player&#39;s guides aren&#39;t required reading by any means.
Should a player show up to a game of set in Varisia with an actual monk, it&#39;s easy to wave your hand and declare that actually there is a monastery up in the hills, or that the monk has travelled to the region from afar, or whatever.
Should a player bring a hopeknife instead of a klar to the session, the game will not come to a grinding halt.
But the player&#39;s guides offered for $0 by Paizo are fun documents, so if a player enjoys diving into lore and playing into a larger story, then these books can provide an evening of engrossing and inspiring reading.
I often experience a moment, upon closing a book, when I think &#34;How cool would it be to step inside the story I just read?&#34;
Well, as with so much RPG material and unlike so much other fiction, with these books you&#39;re invited to do exactly that.
</p>