Much better organized than the other two sets in this series (appropriately enough). Planes of Law details the five lawful planes, with the usual intense focus on the Lower. Enough additional detail is given on each plane to make four of them suitable for adventuring and three of them interesting. It's not as misconception-shattering as Planes of Conflict or as out-and-out whacked as Planes of Chaos, but if you have Guvner or Hardhead PCs, or just characters who like touring all around the whole multiverse, it's a good deal for $4.95.<br><br><b>LIKED</b>: Arcadia and Mechanus both get a real facelift, both coming off less as generic TSR "non-Lower-plane-who-cares" environments but as eerie, unpleasant places full of secrets and mysteries. Baator didn't need any more help, but it gets it, and the section on the Garden is a masterpiece of creepiness.<br><br><b>DISLIKED</b>: I think Mount Celestia is just about unsalvageable -- a boring place full of boring beings that's no fun to adventure in (not in the least because you can't even travel on the plane without acting according to its alignment, something not true of any other plane. Acheron is made playable, sure, but its original origin as a bad joke (the plane of battle being an endless void full of bouncing dice) still colors every reinterpretation of it.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
Rating: [4 of 5 Stars!] |