Acquisitions incorporated pdf free download






















Trish Yochum. Bill Benham. Michele Carter. Jeremy Crawford. Elyssa Grant. Lyz Liddell. Shauna Wolf Narciso. Ben Petrisor. Wesley Schneider. Penny Arcade. Wizards of the Coast. Acquisitions Incorporated. Fans: 3 Become a Fan. Record a Play. Nick: Alternate Hardcover Version. Size: Nick: Hardcover Version. Description Edit History. Learn everything you ever wanted to know about starting your own fantasy business as you begin your career today, as a proud member of Acquisitions Incorporated.

New backgrounds, character options, franchise information, and more! Start up your own Acquisitions Incorporated franchise in the Forgotten Realms or anywhere in the multiverse.

Includes an adventure that will take characters from levels 1 through 6, establishing your party's claim on a world they've just begun to explore—and to strip-mine for profit. More Information Edit History. This page does not exist. In his proposal for the world of Eberron was selected as the winner in the Wizards of the Coast fantasy setting search. From the Paperback edition.

In addition, the book providesnew feats, prestige classes, spells, and magic items. From the jeweled islands of the tropics to the ice-choked polar seas and everywhere across the bottomless briny blue, the Pirate Campaign Compendium from Legendary Games offers pages of amazing expansions for any nautical campaign using 5th Edition DnD.

This beautiful book is perfect for embarking on epic journeys of exploration above or below the waves, voyages to distant shores, or full-on pirate campaigns of plunder and pillage!

Player options are solid, though not all classes get equal amounts of love. The Verdan are a cool addition to the game, and the book as a whole is relatively unspoileriffic. Some of the jobs feel a bit tacked-on, but this is a minor quibble.

If you like Acquisitions Incorporated, this book is definitely worth having. I have a little understanding now and have even listened to a few of the early Acquisitions Incorporated live streams to get an idea of what kind of campaign was being played.

There is a humor to that campaign style which the book tries to capture. I originally got this book because I was interested in the franchise rules.

The book offers some fairly simplistic rules for running an adventuring company where staff and its base of operations expand at set experience levels that the party reaches. They could easily be adapted to represent a castle, guildhall, and more. Additionally, the rules offer additional rules for characters to take on notable roles in a franchise, which provides them with some special rules, abilities and items related to their role in the franchise.

There are also some additional Background types geared toward a business-themed campaign only in a sense as they can easily work in a regular campaign if you ignore some of the comedic references , some new spells none of which are game-breaking and have some value for those seeking some magic variety and some random tables and explanations for different classes and archetypes roles in a franchise which I found almost worthless.

There is a new character race, the Verdan, which is a goblinoid race that changes size as they increase in Experience level. Lastly, there are some expanded downtime activities, which can be added to the list of downtime activities included in the other published books. The franchise rules, character options, spells and such, as well as the background for Acquisitions Incorporated and its foes takes up the first 78 pages of this page book.

In addition to some of the filler sections included in the previously mentioned material, this is my other main gripe with this book. Instead of offering the franchise rules and such as a reduced-price item, they are combined with an Acquisitions Incorporated-style adventure and priced as a standard book.

The adventure no real spoilers is a fairly linear adventure where the PCs are starting up their own franchise and have to recover some items from some bad guys.

They get to travel to different places, fight a variety of foes and solve some puzzles. Overall, I enjoyed a lot of franchise rules, especially the franchise development rules and the franchise roles. I wished this material were offered on its own without the adventure series perhaps it is now.

One of the weaker rulebook offerings of the 5e books published thus far. Dec 20, Nathan Albright rated it really liked it Shelves: challenge This is a book that has a lot of promise and does not end up quite being as enjoyable as one would hope. As a general concept, this book certainly does provide an interesting hook for an adventure, in that it provides an alternative to a class-based system that also adds a role-based playing for a corporate franchise of a fantasy business that is in competition with a variety of related firms.

This added angle is certainly interesting and is something that I might consider worth trying in futu This is a book that has a lot of promise and does not end up quite being as enjoyable as one would hope. This added angle is certainly interesting and is something that I might consider worth trying in future campaigns if other players I happen to be playing with are similarly as intrigued in fantasy capitalism as I am.

This obvious hook is one that can be easily celebrated and enjoyed, and the first part of the book was a great joy to read as the authors explored how it was that a party of different roles could involve not only fighting classes but also people with different jobs in a small office that deals with business interests involving the local area as well as different planes of existence, getting more and more complex in the affairs of business as characters and their offices level up thanks to success in missions.

This relatively short book of a bit more than pages begins with a preface and a short look at how one can play a campaign that is just business 1 and that includes a wide variety of roles for growing one's franchise 2 through having an office that can contain various roles like cartographer, decisionist, documancer, hoardsperson, loremonger, obviator, occultant, and secretarian.

This humor continues when the authors discuss how these job titles can be finessed based on the player roles, can add new backgrounds, and even add a new race of Verdan as well as spells and factions and rivals 3.

After that the authors include a lengthy mission that involves six episodes, starting with how one runs an Acquisitions Incorporated campaign in general to an overview that begins with the wrong heroes and moves on to Phandalin and then a light house, and then a rivalry with Dran Enterprises, and then a deadly game of hide and seek that leads to a showdown with the Secret Six and a look at the campaign to come after that 4.

The book then ends with various appendices that include the figures in Acquistiions Incorporated a , monsters b , vehicles c , components d , trinkets e , and an index. Even so, this book did not end up quite as much fun as I would have wished because of the nature of the missions discussed in the book itself.

The campaign itself forced a certain progression from corporate rivalry to involvement in various planer horrors, and could have been handled better. That isn't to say that the idea of having multiple teams and locations and corporate rivalries involving business affairs can't be fun, but it appears as if the authors could have done a better job by making a more open-ended campaign that took advantages of the strengths of the idea of being part of a company working out some sort of corporate strategy and overcoming corporate espionage.

Perhaps there are other quests involving this particular idea that would be more to my liking that I have not yet read, but this book had a bit more sizzle than steak when it comes to my own view of its materials. Perhaps others will find this book more completely to their liking if they appreciate how the authors handled the interesting setup by providing a full quest that could go from level 1 to 20, which would take a long time to sort out, obviously, and play to completion.

Overall, it's a good sourcebook and there's a lot to love. That all said, I would recommend it for fans who are more into the past two years of Acq Inc. This is a huge let down from anybody who's followed the saga from the start.

The only mention I saw of ei Overall, it's a good sourcebook and there's a lot to love. The only mention I saw of either character was just their names and their creator's names listed in the legal text in the footnotes in the credits after the title page. Seriously, there is more information about Splug, the NPC goblin from the very first adventure, than either of the other two arguably founding characters of the series.

But not having them in here feels like the revisionist history of the series and is just not fun. I understand that these characters are owned by their players and probably just decided not to be part of it for whatever reason. But it's sad to finally have this product and not have them in there in any way.

That really took a lot of the pleasure out of it for me. If you are a big fan of the C-Team and the more recent Acq Inc. If you are a fan from the early days and was hoping to see more from that part of the series It was like they never existed as far as this volume was concerned and that really sucks! I understand that revisiting the history of the series is not the purpose of this book, it's more about giving you the tools to play in their universe and incorporate no pun intended their stuff into your own games.

So for that, I feel that it excels and is a great supplement. It examines the management processes involved, as well as valuations and post-acquisition performance, and considers international and sectorial dimensions. Packed full of "how to" guidance, tools, templates and resources that have been put to the test on numerous due diligence and integration efforts around the world, The Complete Guide to Mergers and Acquisitions has been the go-to guide for firms seeking to maximize the value of their deals since the release of the first edition in Poor integration management virtually ensures that a merger or acquisition will fail to meet financial and strategic goals.

The Complete Guide to Mergers and Acquisitions provides the information that enables firms to quickly and prudently capture projected cost and revenue synergies, and to move the combined organization forward. The book addresses strategic deal considerations, due diligence, integration management, people dynamics and cultural integration, common integration mistakes, communications strategies, and provides actionable steps toward creating measurable, positive results throughout the integration process.

A well-managed integration effort is essential to success, and failure means a tremendous waste in terms of time and money, as well as the rapid destruction of shareholder value. Download Acquisitions Manual books ,. Download The Complete Guide To Acquisitions Management 2nd Edition books , Updated and enhanced, the second edition of this text provides both library students and practitioners with a thorough understanding of procedural and philosophical approaches in acquisitions management.



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