Aperita Arcana adds a lot of new character classes and sub-classes to the main ones from the core M&M book.
The nice thing about Monsters & Magic is that character classes are not simply a bland collection of die modifiers, hit dice, allowed armour/weapons, or numbers of spells per level. In M&M, each character class is fleshed out by a series of traits and advancements that it may use but, again, not as mere 'plus sometings' but as narrative tools to enliven your role-playing experience (and kick ass — that's the magic of the Effect Engine).
Anyway, as a backer of the Collectanea Creaturae Kickstarter, I have received my preview PDF copy of Aperita Arcana, and I am simply astonished at the quality. I was expecting a number of new character classes and sub-classes (see my previous post), but there's much much more in Aperita Arcana:
- Chapter 1, which is 62 pages long without the art, does detail the new classes and sub-classes, followed by
- Chapter 2 with new races, and with new twists for the already-existing ones, but there's more:
- Chapter 3 with lots of new spot rules and advanced rules for the Effect Engine,
- Chapter 4 with equipment,
- Chapter 5, new rules and variants,
- Chapter 6, sample cults, examples of religious organisations...
- Chapter 7, a lengthy discussion about the magical tropes in fantasy,
- Chapter 8, Magic Items,
- Chapter 9, Spells.
It thus appears that Aperita Arcana, which had initially been advertised as a small add-on to the Bestiary, has eventually become a kind of big "PHB+DMG+DDG" supplement — to use classic fantasy parlance.
Much like I believe that Collectanea Creaturae, because of the way it gives examples of monsters' motivations etc., is a must-buy supplement for any classic fantasy GM, I also believe that Aperita Arcana is a must-buy for any GM who wants to spruce up their classic fantasy adventures.