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GAMES BOOKS

Posted in Games (Wednesday, July 23, 2008)

Written by Jesse Decker and David Noonan and Chris Thomasson and James Jacobs and Robin D. Laws. By Wizards of the Coast. The regular list price is $39.95. Sells new for $9.48. There are some available for $9.47.
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5 comments about Dungeon Master's Guide II (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
  1. Overall this book contains about 50 pages of useful materials. The rest is really just fluff and made for a beggining gamer/DM who needs ideas for their campaigns.

    I would recomend just buying a low level adventure if your starting out as a DM, and save your money on this book as its quite expensive for what you get.

    For those who are familiar with the game, there is usefull material in the book on items, treasure charts, etc. Its just a smaller portion of the book.

    If you have an extra $35 dollars go for it, it not don't worry your not missing much.


  2. While this book is not nearly the resource that many of the more staple books are, like the Epic Handbook and PHB2, it is still extremely useful to add more flavor to the campaign. It gives some very good tips to create details and subtlties that make the campaign much more real without seeming narrated to the players. Anyone creating a new campaign could benefit with some of the examples in the Saltmarsh city, novice and veteran players alike.

    There are also new and interesting traps, items, and rules that make this book very useful. I havn't read anyone talking about the Teamwork benefits, which are very interesting to me. I intend to implement them into my next campaign, assuming the players want to use any of them. The basic idea is that the group has worked and trained together, so they have studied each other to an extent that you gain special abilities and even feats when certain conditions are met. For example, a character with high Spellcraft and the Evasion ability can teach the rest of your party when to dodge a spell cast by a teammate. This means that the mage can cast fireball right on the fighter wading into melee and he gets to avoid the damage on a reflex save.

    The new items, magic locations, and traps have some good ideas behind them, but nothing that a clever DM can't come up with on their own. I'm not saying they are useless, but many are hard to place into a campaign. The magic locations grant the owner specific powers and abilities, but in order for the players to get the location, it almost has to be the entire focus of the campaign. Very few are "side-quest" material, and the majority can take several sessions to get to, capture, find reagents to use them, and defend in order to reap the marginally useful benefits.

    Most of the rest of the book is given over to npcs. There is a very large section of sample npcs to use for a fight. Unfortunetly, many aren't optimized, but that doesn't prevent them from being used by a lazy DM that doesn't feel like leveling up every single important npc in case the players fight him. There is also a section on making npcs more distinctive. This can easily be skipped over since DMG1 has a very similar section.

    Overall, I have to say there is some interesting material and ideas to make a campaign world more interesting and unique. On the other hand, nothing in this book is game-changing. Useful? yes. Needed in any way? no


  3. All right. Let's begin with a discussion of irony. Not irony as in the Alanis Morissette song (the greatest irony of which almost none of the things she calls ironic actually are). Instead we will talk about true irony.

    Those of you who have read my previous reviews may have noticed a certain resistance to a phenomena I call "prestige class bloat." DMG II arrived at my door a bit late for a review copy, and I had some time to think about how I would view the prestige classes in this book. Every other book has drawn my anger, my disdain, sometimes even my pity for their prestige classes. But this book, I thought, "You know . . . I'm gonna give them a pass on this book. They might put the contents into the SRD at some point (it's possible). I'll let this one go."

    And there are no prestige classes in this book.

    I might weep. I might actually weep.

    Anyway. We won't hold that against them. We won't. My review will be objective. Honest.

    Actually, that won't be very hard. There's a lot to like in this book. Almost everything is useful. Some of it is downright insightful. When I reviewed the first DMG all those year's ago (all right, the first 3.x DMG . . . I'm not that old, people) I was amazed at how good the advice was. This wasn't just a set of DM specific rules, it really was a guide to being a good DM.

    So here we are, years later, holding DMG II.

    Chapter 1 deals with the actual running of a game. Now, in many ways this chapter resembles the Gamemaster's Law product from ICE. For years I've said that was the best book on GMing ever written. I'm friends with one of the authors. I'm crushed to say this, but, I like this one better. The bits on how to actually run are pretty blaise, although if your DM routinely shows up surly, sleepy and unwashed you might make him read this book. No, the true genius is the treatment of the different play styles. There was a lot of insight here I've missed over the years. In this section they talk about the different type of players and how to tailor a game for them . . . most importantly, they talk about how to avoid the pitfalls caused by these players. For instance, I've had problems with "Outliers" over the years. These are the players that choose strange class/race combinations, bizarre backgrounds, and seem to set themselves up to fail. An outlier can cause a great deal of trouble in a game if they go out of control at a bad moment. This book gave the simplest advice, to give the outlier the opportunity, a specific set up, to allow him to fail spectacularly early in the session, when it won't hurt anything. By doing this you'll avoid the problem of the character imploding later and taking your plot line with him. It's the simplest advice, but I've missed it for years, and now I know. I'm anxious to put it into use.

    Chapter 2 deals with adventures. Now, this was sort of a ho hum chapter for me. When it's useful, I expect it to be very useful, but otherwise I doubt I'll ever look at it. It gives a section on using published adventures that I hope no one needs to read (but if you do, study it. I'm going into business as an e-publisher). It follows this up with some new traps, which are probably the most consistently useful thing in the chapter. Then it moves on to strange locations, such as the tree top city and all the rules necessary for play there. Then it moves onto special encounter rules, such as how to deal with mobs, which again, could be useful. Finally it wraps up with miniature and encounter advice, which was fine.

    Chapter 3 deals with building a campaign. Most of the advice is pretty good, but the detailed examples of some medieval environments was truly spot on. I've studied a lot about medieval culture (I'm no expert, but above the gamer layman) and I thought they did a fine job here, especially in examining the fine line between realism and the style of play that is conducive to a good game. You absolutely need to compromise to find the perfect ground between the two, and I loved this book for even trying it. The rest of the chapter treats with general subjects like building a city or magical events and I looked upon it and I called it good.

    Chapter 4 outlined the city of Saltmarsh. You know, I could have done without this chapter. I mean it was fine and all, but I thought the locale was a little too evocative of specific images to be as universal as a city in a book like this needed to be. We needed a Homlet, or better yet, a location that doesn't carry the baggage of roleplaying history with it (either good or bad). This chapter just didn't work for me as is. No offence to the writer. I believe this one went astray at conception (and as a game designer, I know the feeling. I've taken the fall for decisions that weren't mine in at least one book.)

    Chapter 5 deals with NPCs. Its starts with a treatment of contacts and hirelings, plus a section on unique abilities. Then it hops into my favorite part, the complex NPCs. Lets face it, when you suddenly need a Blackgaurd, you need it now and it's not something you can wing and do it justice. This section gives a nice sampling of these types of difficult-to-improvise characters.

    Chapter 6 is the character chapter, it starts with apprentices and mentors and moves on to running a business. Then it hits on teamwork benefits, like those given by special training in Heroes of Battle. I'm still glad these were added into the D&D system and I'm anxious to see more. Then it moves onto prestige classes. Sigh. Now, I was willing to see a few prestige classes in this book, hoping they'd make it into the SRD. Let's face it, only so many people can create versions of the Knight before you're accidently stepping on a half-dozen copyrights. I doubt anyone would sue you over retreading the same ground as everyone else, but we need to stop beating this poor horse. Still, they went a different way. This section is on how to build even more prestige classes. When I read the words, "Why make your own prestige class?" I wanted to find a set of precision needles and stick the one after another into my eyes. Flash forward ten years. "Why did he kill so many people, officer?" "Well, prestige class bloat was bad enough, but then they came out with DMG II. It was the beginning of the end." The chapter wraps up with some stuff on PC organizations.

    Finally, the finishes with expanded magic item rules. The book needed this section, and I was happy with it. Of particular note is the section on magical locations which are essentially giant, immobile magic items. These types of locations have worked their way into my campaigns several times over the years. I was happy to see them here.

    Overall, I enjoyed this book. I would recommend that everyone who intends to run a game read at least the first chapter. I thought it alone was worth the cover price, and so if you can find a good use for the other material in the book, so much the better. Now I'm going to take a nap an imagine a world where prestige classes are few, balanced, and in some way prestigious.


  4. This book has several good points. It has some new material and a few new things for players and GM's alike. It's one irritating thing is the number of "after you buy the canned game book spend 4 hours reviewing it". It could have had a lot more things to help those of us with a creative mind that like to generate our own worlds. It is, overall, worth the money.


  5. I'm not going to go into this review too much; understand that my depth of dungeon mastering goes above and beyond the norm and I can get very wordy with my critiques. The DMG 2 (Dungeon Masters Guide 2) is AMAZING and should've been the first installment instead of the second. Know this. Wizards of the Coast were under pressure to produce the 3.5 system and needed to get a guide on the shelf that cohesively conveyed game rules and mechanics. Of course there were sections to help a DM create a game world; however nothing that compares with the DMG2. As backward as this might sound, if there are any beginner Dungeon Masters out there who might be struggling with campaign/world creation - the DMG2 is going to put everything into perspective and read much more like a normal guide than stereo instructions (so to speak).


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Posted in Games (Wednesday, July 23, 2008)

Written by Andrew Swanfeldt. By Collins. The regular list price is $16.95. Sells new for $6.88. There are some available for $0.15.
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5 comments about Crossword Puzzle Dictionary: Sixth Edition.
  1. This item was purchased as a gift for my 83 year-old father who stays sharp by completing two newspaper crossword puzzles daily. His previous copy of the same edition was only about five years old, but in absolutely tattered condition. I personally witness him using this dictionary at least twice daily. It is truly a fine product. Thank you for the easy ordering process, swift delivery and outstanding customer service.


  2. My dad loves crossword puzzles, and about nine years ago I bought him this book in a paperback edition. He raved about how useful it was and used it daily until 2001, when it was destroyed in a house flood. It had gotten pretty tattered by then, but probably had another year or two of use left. I bought him a second book, this time in hardback, thinking it would last longer. That book is now six years old and has pages falling out! So, yesterday he asked that I get him a THIRD book, and no other crossword puzzle dictionary will do. I just wish a seventh edition would come out soon; I'm sure Dad could use some updated info.


  3. My old edition finally fell apart, so I ordered a new one and I like it even better.


  4. We do daily puzzles and NY Times puzzles on Sunday and this is the absolutely best when you are REALLY stuck...well, we call it a learning experience.
    Excellent in this edition is the highlighted country entries. We'll use it until it falls apart!


  5. I have used an earlier edition of this for years. I think that it is the best Crossword dictionary published


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Posted in Games (Wednesday, July 23, 2008)

Written by Kaffe Fassett. By Taunton. The regular list price is $24.95. Sells new for $15.16. There are some available for $11.98.
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5 comments about Passionate Patchwork: Over 20 Original Quilt Designs.
  1. I bought this book because of the beautiful cover quilt design,
    but most of the designs inside are colorful and easy to do.


  2. Okay, I love Kaffe Fassett stuff. Beautiful pictures of some wonderful quilts that are made form simple blocks, but look complicated.
    Great books for new quilters that need some color suggestions to get that real POP they maybe looking for.this is not the first book I have of his nor will it be the last.


  3. this book is indeed beautiful.
    kaffe fasset is a very creative artist and his use of color is astonishing.
    i cant take my eyes off his creations and i am already trying some of his patterns, adapting them to our brazilian fabrics.
    patterns are not so difficult, some are quite easy actually. instructions are clear. everybody, from novice to highly skilled can profit from this book.


  4. I'm probably just repeating what others have said, but how could anyone say anything bad about this book? When it arrived I sat down just to skim it until I had more time. An hour later I was still there, reading every word! The colors are so gorgeous, as all of his colors are. But beyond that I actually felt I could create these visual wonders myself! I wanted to RUN to my LQS and buy a crayon box full of colors and begin a new quilt immediately. My final words ... buy this book! It won't dissapoint you!


  5. Kaffe Fassett has wonderful fabrics and quilt designs. Some of these were not to my liking. With that being said, I do enjoy flipping through his books, but rarely make a quilt from his designs. I find his designs are best used with his fabrics in order to achieve the best look. I did find it inspiration.


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Posted in Games (Wednesday, July 23, 2008)

Written by Edward Castronova. By University Of Chicago Press. The regular list price is $18.00. Sells new for $9.99. There are some available for $9.96.
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5 comments about Synthetic Worlds: The Business and Culture of Online Games.
  1. Best book discussing online worlds that I've read.

    The author's background in economics makes for an interesting perspective. He goes to great lengths to point out where and how virtual worlds cross over into the "real" world.

    He doesn't, however, take things quite as far as I expected. For instance, he doesn't suggest that any interaction, social or otherwise, if conducted online might well be considered as having occurred in a virtual world. And he doesn't spend any effort exploring online to offline gestural equivalence.

    But I don't think he can be faulted. There's enough material in this area to fill several volumes. What he does cover, he makes accessible, interesting, and relevant.

    [...]


  2. To be honest I was expecting more on this book.It didnt tell all the info I wanted to know and the author focus too much on 2D games like Everquest and not so much in 3D games like Second Life.In most of the book the author is a little superficial in his analysis,he could go deeper.However the book is good for people who wanna have a general idea about on line games,specially Everquest,World of Warcraft and Star Wars.


  3. Were this book explicitly a marketing tool for virtual worlds, I would say job well done. But as a work of scholarship, it is downright embarrassing. The only thing I have to say for it is that the economic analysis in part II does not seem patently ridiculous, but the same cannot be said about the political analysis, and both are predicated on the validity of part I's predictions of the growth and impact of virtual worlds. His logic explaining this predicted growth can only be referred to as spurious.

    Published in 2006, this book is already dated, and in ways relevant to the author's predictions. His prediction that passive TV watching will decline in favor of virtual worlds is only half-true: instead, we have a flourishing YouTube where people interact with passive media by creating more passive media. The niche of on-line communication medium has been filled by social networking sites. The author predicts that people who grow up with technology will be drawn to virtual worlds, but this has not been the case. The adoption rate of virtual worlds among teenagers pales in comparison to the use of text messaging, social network sites, and other available technologies. This comes as a surprise given how inherently compelling he portrays these virtual worlds.

    Castronova does not seem to take into consideration the reality of differing preferences. He claims the "natural" place for getting together is cyberspace, and there's no reason to type when you can talk. This kind of thinking permeates his discussion of the future growth of synthetic worlds. Because they can offer, for a certain value of "offer", interaction with a potentially more pleasant world, this does not mean that everyone down on their luck will flock to them-- regardless of how realistic the worlds may get. I think it would be difficult to argue that even enough of a critical mass for the phenomena he describes in part II has the right kind of inclinations to "live" completely in virtual worlds.

    Castronova frequently employs the rhetorical device of referring to these worlds and everything about them as "real". Certainly, they are "real" in the sense that they are something that people occupy their actual time with, but this does not make them "real" in the sense of an equal alternative to actual life. Throughout the book he uses terminology to blur the line between the two meanings of "real", presumably with the goal of validating his claims about the importance of virtual worlds. He talks about it as a "way of life", about the players as "migrants", and that they have the "potential to become permanent homes for the conscious self" (p. 238). He claims game makers should allow avatars to have all the same human rights in-game as their players do in the real world. It's an argument that only makes sense if you accept that there's no fundamental difference between virtual worlds and the real worlds, and that's a claim that has a much higher burden of proof than his tricky rhetoric can meet.

    Virtual worlds are a hot topic, and the buzz surrounding them has allowed a scholar to put out absolute crap, assured that the audience will call it "stimulating", "important" and "insightful". If you're going to read this book, cut through the hype and read with an eye towards the logic of his argument. But other than as a first-hand view of the type of faulty reasoning used to convince people that virtual worlds are the Next Big Thing, it's not worth the read.


  4. It is impossible to change the address when you first have placed the purchase. It makes it difficult when you the moment you buy the book discover that you made an error (wrong address), and then it is already to late to change the address. What can you do? Probably nothing, other than accept that you lost your money, and buy the book elsewhere.


  5. This book was written for people who have heard about online "synthetic" (the author avoids using the over-hyped term "virtual") online worlds such as "World of Warcraft" or "Second Life", and are curious, but assume it's just some nerds in basements, not tens of millions of "ordinary" people engaged in near-billion dollar economies.

    If you already have a rough idea of what's going on (you don't need to be an active "citizen" in any of these worlds for that), then the book doesn't have all that much to offer, though there is a great chapter on economics that discusses strategies for avoiding inflation ("MUDflation"), and the chapter on politics may stimulate some thoughts.

    The book could have been more interesting if the author had been able to go into more detail and compare different online economies, and get an insider's perspective on why it is that things are the way the are (incl. failed experiments etc). I'd also have liked to see a less shallow discussion of the psychology behind all of this -- is the reason people kill each other online when they can just because that's the nature of humans, and is the reason South Koreans are way ahead online simply down to bandwidth rather than cultural differences?

    The book is also (inevitably) a bit outdated. The author frequently mentions how virtual items are traded on Ebay; Ebay prohibited sales of items from World of Warcraft and EverQuest beginning of 2007. There is no mention of the "farming" phenomenon. And I was surprised that the book didn't mention Second Life (which I'd imagine should be more interesting than most fantasy worlds from an economist's point of view) much except in passing.


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Posted in Games (Wednesday, July 23, 2008)

Written by Joe Boddy. By Dover Publications. The regular list price is $3.95. Sells new for $2.13. There are some available for $1.97.
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4 comments about The Ultimate Hidden Picture Puzzle Book (Take a Hidden Picture Challenge).
  1. The puzzles in this book are wonderful to use after students have finished a test or other work. It keeps them quiet so that the other students can finish their work undisturbed. The puzzles are a little more challenging than the usual Highlights Hidden Picture puzzles, which makes them great for junior high age students. I highly recommend this book and hope that Joe Boddy creates more in the future.


  2. im sure the book is fine for those of us who can read. My 5 and 6 year old children(and myself) prefer the hidden picture books that show the pictures that need to be found, not in words, but actual pictures.

    thanks,
    amy


  3. I bought this book for son. He was throughly pleased with it. He said it was the greatest!. The puzzles kept him entertained for hours with never any boredom.


  4. This book is not for little kids-it is black and white no color at all, not what we expected at all. It is for children who like to color within the lines with thin markers and kids who are old enough to concentrate-likely 10 and over.


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Posted in Games (Wednesday, July 23, 2008)

Written by Eric S. Trautmann. By Del Rey. The regular list price is $24.95. Sells new for $14.05. There are some available for $8.29.
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5 comments about The Art of Halo.
  1. The Art of Halo: Creating a Virtual World; text by Eric S. Trautmann, is a compilation of ideas, art and final products that came out of creators of the best game ever, Halo CE / Halo 2. I, definitely, enjoyed reading it. There is a large number of pictures, drawings and "in game" screen captures. The art, as would true Halo fan know, is outstanding. There were new and interesting facts about making of Halo in this book that made the experience of the game ever more fulfilling. I would recommend it to anyone who enjoys video games and graphic arts. There is a lot to cherish in this book. Any true Halo fan must have it. For me, this is a book that lives on a coffee table, always there and never loosing the appeal! Something to go back to time after time! Great value for money!!!


  2. This has great artwork from the Halo Game Series. Very crisp and detailed - all on glossy print paper.


  3. This book was ok. I used it as a reference for building a replica armor set. Its got nice details and some good concept art. It only contains however images from halo 1 and halo 2. There are no halo 3 pictures, screen shots or artwork.


  4. I was expecting this book to primarily be for displaying conceptual drawings and paintings created during the designing process of the games. There is some of that, but the book is mostly filled with images of the 'in game' 3d models used for the characters and still shots of the 3d environments. The actual conceptual drawings take a back seat. The paintings that are there are great, but why aren't there more?! Overall, I think a 3d modeler would enjoy this book more than a 2d artist.


  5. This book clearly shows just how much time, energy, passion & love went into creating the entire world of Halo. The creation of the art work is simply stunning, if you enjoy glorious colour & unbelievable creative spirits, you owe it to yourself to get a copy of this book. Then as a added treat, check out on-line some of the HD trailers which are available, if your able, try to get copies on DVD & watch them on a large screen TV in full HD mode ... check your heart rate before & after ... if you don't have goose bumps & want to run out & buy a Xbox 360 & Halo 2 or 3 ... you may want to check your pulse. 5 stars out of 5 stars ... easy.


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Posted in Games (Wednesday, July 23, 2008)

Written by Stanley Newman. By Random House Puzzles & Games. The regular list price is $7.95. Sells new for $3.96. There are some available for $4.52.
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4 comments about Stanley Newman's Sitcom Crosswords (Other).
  1. Stanley crossword puzzle books are so much fun. It's a great way to (not) watch television when your husband has the remote.


  2. Its o.k. but the clues could be a little more clear or could even use a few more words to help solve the clue


  3. I have enjoyed this book as I have enjoyed his others. My passion is TV and Movie crosswords so, this book was a great addition!


  4. I like these crossword books because I have a chance of solving them on my own! Sometimes crosswords can be a bit too in depth.


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Posted in Games (Wednesday, July 23, 2008)

Written by Susan Kettmann. By Sourcebooks, Inc.. The regular list price is $9.95. Sells new for $7.96. There are some available for $7.50.
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5 comments about The 2,000 Best Games and Activities, 2E: Using Play to Teach Curiosity, Self-Control, Kindness and Other Essential Life Skills (2,000 Best Games & Activities).
  1. First time mother with no kid experience. Was a helpful tool for me. Gave me ideas on games and activities that would not only be fun for my toddler but would help him developmentally. Really had some good ideas. Would definitely recommend it for mothers who need a little help keeping their child occupied.


  2. This is by far the best activity book I have ever seen/used. I work with children so I always have to come up or event new activities. This makes my life so much easier. It is well put together, fun (for adults and children alike). Thank you for this book. I have even started sharing it with all the mothers I know. I highly recommend this to any one who has children or work with children.


  3. There are about 600 activities in the book instead of 2000 as the titile suggested. Most of the activities are just common sense. I don't know why the book received all 5-star reviews.


  4. Lots of things to do for differnt age groups. It's nice to find different books out there that help keeping kids occupied. Recommend.


  5. As a future first-time mom with no motherly instinct, I thought this book would be a great help to help me figure out activities to do with baby. Unfortunately, this book has not allowed me to reach my goal. All the "baby" activities are more than common sense. It's also a bit frustrating to see no age recommended for the baby activities. Babies grow quite a bit until they get into toddlerhood and so which one fits which stage? You won't know. All in all, I didn't find this book useful but I analyzed it from a "baby" point of view only. It may be more useful for older kids but I don't think I'll get to read it. Not a keeper.


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Posted in Games (Wednesday, July 23, 2008)

Written by James Wyatt. By Wizards of the Coast. The regular list price is $34.95. Sells new for $35.85. There are some available for $16.95.
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5 comments about Oriental Adventures (Dungeons & Dragons Supplement).
  1. Awww yeah, now that's what I'm talking bout. Oriental Adventures rules... one of the better books ever made. Now you can be a ninja and/or a Samurai, and when you're being one of these classes as a player character, you can say things like "You dishonor me...!" before you roll your D20 sided dice for your attack.
    But, perhaps if AD&D wanted to be more politically correct, they might consider changing the name of the book from the slightly insulting 'Oriental Adventures' to the much more PC 'Asian Adventures'. LOL. Buy this one.


  2. The long-awaited revision of the classic "Oriental Adventures" book (I once had the original copy, then foolishly sold it), the latest Oriental Adventures version is a definite thumbs-up.

    Players are given new races, character and prestige classes, skills, feats and spells. For those wanting a preprepared campaign, a map of the Japanese-oriented land of Rokugan is included.

    If you liked the first Oriental Adventures, you will definitely like the second.

    As for the price - who cares? It's only money, and you only live once!!!


  3. I once had a copy of the AD&D 1st Edition Oriental Adventures, which I later sold. Later I wanted the information again, and I purchased this.

    Much like the 3.X core books, Oriental Adventures is too intertwined with a particular setting, when it should be a rules variant. That is not to say that I don't like some of the information from Lot5R/Rokugan, only that there is too much of it.

    Given that, it was able to give a Japanese flavor with some of the races, and the majority of the classes. I like the takes on old races I liked, and even the Nezumi and Vanara are interesting. Despite the connection with the Lot5R/Rokugan setting, I like the idea of the Shadowlands Taint.

    In all, I'm pretty satisfied.


  4. Konichiwa.

    I've been playing DnD for about three years now and most of the time I played the regular simple setting. My friends and I played also Forgotten Realms and then I bought Oriental Adventures 3rd edition.

    Personally, I enjoy watching old kung fu and samurai movies so that was another reason to buy this book.

    At this time, I am Dm-ing a story set in Rokugan and to anyone that will try that out I recommend watching James Clavell's Shogun, The Seven Samurai, Rashomon and reading Usagi Yojimbo,a comic book that will warm you up for this excellent setting.

    Anyhow, I recommend this rulebook, but if you're sceptical, check out the PDF version. Then you'll know what I'm talking about.


  5. Of course, it would help if you were knowledgeable about the L5R thing. I am not so some of this detial is allot to remember! But it is worthwhile. Next time your regualr group is getting defeated by the bad guys, don't kill or capture...Do what I did, send them to Rokugan! Great fun was had by all as the group struggled to find their way home.


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Posted in Games (Wednesday, July 23, 2008)

Written by Magic Eye Inc.. By Andrews McMeel Publishing. The regular list price is $12.95. Sells new for $6.99. There are some available for $3.88.
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5 comments about Magic Eye Gallery: A Showing Of 88 Images.
  1. This book it TOTTALLY amazing. it has a hidden 3-d image inside a 3-d backaround. I do not even no how they do it without 3-d glasses. It is so easy to use to when you get used to it. later on you will just start starring into random pictures. You may think that is stupid but even though it sounds boring it, you will be sitting down starring at one picture for so long. You will love the stunning 3-d effects. I started getting into this by buying a 3-d spongebob book. It didn't include 3-d glasses so I borroed them. Then I tyhought myswell have some fun wlile I have the 3-d glasses so I searched the internet for pictures that need 3-d glasses. I found so much. Then I learned the cross eyed one. I get that one. Then i learned the parrelell trick. That was o.k. Then I found a wierd site in my search results. It said "magic eye". I looked at it. Then the next day I hatdto give the glasses back. I was sad. I looked at that site again [...] I noticed it did not need 3-d glasses and there was only one image of it instead of 2. I looked into it. I did not believe it at first. I thought it was fake. To see if i was right I printed one out. I looked at the directions. I got fustratted because I couldn't see it(it was saturn). right befor I was about to put it down I saw a big 3-d circle made of stars. Then a ring sorrounded it. I was amazed


  2. Magic Eye Gallery: A Showing Of 88 Images
    by N.E. Thing Enterprises

    I am pleasantly surprised that this treasury of eighty-eight colourful random-dot stereograms is still around. The publisher is apparently the leading pioneer in this field. I thought the 'craze' had faded towards the end of the nineties.

    Personally, I am also fascinated by random-dot stereograms. My first exposure to them happened when I attended the PhotoReading workshop in 1992 & then reading Andrew Kinsman's wonderful book, 'Random Dot Stereograms', about the same time. Besides books, I have also amassed a large collection of posters & post-cards in the same genre.

    My personal stance towards random-dot stereograms is that they help to demonstrate the two specific phenomena of human perception i.e. binocular disparity & stereoscopic vision.

    Although they are great fun to play with, I find them very educational in understanding - & appreciating - how the brain really works! In actuality, each of your two eye balls take in sensory data independently from each other. To see a random dot stereogram, your two eye balls must work together as a coordinated team to sustain a soft focus (or unfocused gaze). In other words, it takes two eye balls to tango!

    For some people, random dot stereograms may be difficult to see (especially during the first attempt) when compared to conventional visual illusions found in 'Can You Believe Your Eyes' & 'Seeing Double' by J Richard Block respectively.

    I often notice that many people can see the colourful random dot stereograms more readily than the black & white ones!

    For your further visual entertainment, I would like to suggest the following collections, also published by N E Thing Enterprises:

    - Magic Eye: A New Way of Looking at the World;
    - Magic Eye Vol 2;
    - Magic Eye Vol 3;
    - Magic Eye: A New Bag of Tricks;

    To conclude this review, I can only say that when you can readily see random dot stereograms, irrespective whether they are in colour or black & white, you will be able to understand & appreciate the power of 'splatter vision' practised by secret service agents, army snipers, fighter pilots, martial artists, fast readers, animal hunters & nature observers.


  3. (3.5 stars) I've always been a huge fan of Magic Eye images, and I wanted to find a large collection that might keep several grandchildren busy and having fun during the winter holidays. This collection of 3D images, however, proved to be something of a disappointment. Though there are several hidden pictures that are clear and very professionally done (an image of football players and one of an eagle hunting, for example), about twenty-five percent of the images are either unclear, ill-defined, or uninteresting as subject matter.

    Two "glass" images are simply the 3D version of the flat image. Five pages contain "no image" at all. Two mazes appear, but only one can be solved--the other has two dead ends at the beginning. Other questionable images include two jet planes with a target site superimposed, making the picture appear confused, a chariot race in which the chariot is unclear and the driver looks like a triangle; and Saturn with its rings where the bottom half of the planet is so hard to see, that the image look like a ranger's hat. Some images of little interest include those of yin and yang, a tapestry weave, an ugly cone, a cube, a car driven by a wolf, a ball seen through mesh, op art, symbols for male and female, four puzzle pieces, and penguins (not polar bears) in front of an igloo (?!?).

    I really enjoy this series, but this selection was not interesting to my audience, who felt that many images were just too much work for an image of little interest. In total, I found fifty-seven of the eighty-eight images to be acceptable to good, and two are excellent. Thirty-one, which I marked in the corner so people could skip them, were inferior and detracted from what could have been a terrific collection. n Mary Whipple


  4. This book is packed with more images than any other I own, and more vivid colors. I have a lot of favorite pictures, and I love that there are varying degrees of difficulty and depth so theres something for everyone in this book. My only regret is that I cant frame a couple of them as abstract art on my walls. If your looking for an all inclusive book of Magic Eye visual art, this is definately my top choice and top recommendation.


  5. I really love these books. I am fascinated by the technique used to get the 3-d affect. I have everyone out.


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Magic Eye Gallery: A Showing Of 88 Images

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Last updated: Wed Jul 23 18:07:57 EDT 2008