Posted in Games (Thursday, July 24, 2008)
Written by Bruce R. Cordell. By Wizards of the Coast.
Sells new for $24.95.
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No comments about Assault on Nightwyrm Fortress: Adventure P3 for 4th Edition D&D (D&D Adventure).
Posted in Games (Thursday, July 24, 2008)
Written by Mel Odom. By Pocket Star.
The regular list price is $7.99.
Sells new for $4.06.
There are some available for $3.98.
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5 comments about Goetia (Hellgate London, Book 2).
- Demons still have control of London, but Simon Cross and the rest of the Templar Knights are fighting back. When an old professor tells Simon of an old book called "Goetia" that could have the power to turn the tide of the war against the demons, Simon and his team find more than they bargained for. The Templars aren't the only ones after the book. Demonic forces have their eye on it as well.
Goetia picks up a while after the first installment, with even more suspense and heart-pounding action. Like all post-invasion stories, the story is dark and violent. A foe from the last book, Warren, is still being used by a demon, but also begins to discover more power within himself. And he begins to form an alliance with a surprising character. The demons are truly evil, with their own agendas. And the downtrodden humans have to look out for their own best interests, some making questionable compromises. Simon Cross and his group set themselves apart from the rest of the Templars and try to see hope for humanity.
While Goetia has a short-term ending, a mystery still surrounds the book, to be concluded in the last of the trilogy, coming soon. I'm looking forward to more answers and resolutions to the mild cliffhangers. In a thrilling battle of good versus evil, Hellgate: London is an exciting and fast-paced saga that both science fiction and fantasy fans should love.
- I've read the previous book, Exodus, and this is just as fun and rollicking as that book. It's enjoyable, with enough story to get things moving. It's an enjoyable summer read.
- Four years ago, demons en masse entered London through a Hellgate portal. Set in 2024, this second book in the trilogy opens 4 years after the cataclysmic event of the first book, 4 years after a battle in which the Templars sacrificed themselves in a battle to thwart or at least delay the demons. In GOETIA, Simon Cross, a rogue Templar, is put to the test while Warren Schimmer, bound by a demon, tries to survive. Having once dismissed the Templars' story of demons, Simon now takes up the spirit of his late father's mission even as other surviving Templars and the Cabalists attempt to thwart him at every turn. Templars want to destroy the demons whereas the Cabalists want to study demons and harness their power. Warren's relationship with the demon Merihim becomes more complex as he tries to disentangle himself from the Faustian bargain that bound him to the demon in mind and body. Will his new ally be able to break Warren free from his bondage and to what end? As the battle enters into the fourth year, greed and other much more nefarious objectives permeate previously natural political alliances and rivalries. As Simon and Warren fight to preserve themselves, the once clear but now less tangible line between friend and foe might endanger not only them but any hope for a human inhabited world. Can Simon, a man of honor fighting for good, save the world and humanity? Will Warren free himself of the demon's hold? Can anyone survive the opening of another portal, Goetia?
GOETIA is a book that will appeal to both players and non role playing book-lovers alike. Mel Odom paints an awesome picture of a landscape that changes as the demons transform it in a Burn. In futuristic London, now inhabited by demons, the worst case disaster scenario plays out. Basic survival needs disappear. Power no longer preserves what very little food remained. Community resources and support no longer exist. The last remnant of people in London, now scavengers, turn against one another in a struggle for daily survival when the mere need for sustenance exposes a person to the horrible death, by human or demon. The death count is unmeasurable. Set against this backdrop, ancient organizations battle for supremacy against each other and the demons.
In the second book, Mel Odom takes the characters so finely developed in the first book and allows the reader an even richer insight into their motivations and conflicts. Armed with cutting edge technology and ancient arcane wisdom, Simon Cross must look within himself like never before. In a doomed world, the choices he makes reveal a sense of honor and integrity that goes far beyond the call of duty in this fight of ultimate good and evil. Warren also looks more deeply into himself to harness the strength needed to break free. His growing powers within and an unusual guide in his personal battle create depth and suspense right up until the final earth-shattering revelation!
In GOETIA, Mel Odom increases the level of intrigue several notches as political alliances entangle characters, creating deeper and deeper levels of danger. The battles and the battle strategies intrigue while new twists in alliances create a breathtakingly eerie vision of a futuristic world teetering on destruction as demons and humans enter the ultimate fight between good and evil. GOETIA mixes unforgettable imagery of zombies, demons and Goetia itself with fast, riveting action. Mel Odom enriches this story with Biblical references, medieval history, H.P. Lovecraft and even a look into Aleister Crowley, a historical figure, famed (and infamous as well) for his studies of demonology. Mel Odom creates an awesome work of science fiction as he infuses futuristic with ancient and modern history in this classic archetypal battle of good versus evil, a battle that Mel Odom paints with his own unique insights and originality that both resonates and thrills. GOETIA will appeal to readers wanting a powerful imaginative kind of read that looks at things like honor and hope in the very worst of times. The ending will have readers chafing at the bit to read the third book!
- I'll be succinct: it's a trilogy written based on a video game that hasn't been enormously succesful. That said, the books are actually better than the game. If you are into Science Fiction, this trilogy has some elements of that, but it's by no means even close to Hard SF. This is much more Fantasy than SF. Again, that said, these books are good. They are fairly quick reads. The strongest points are the characters and the action. Odom knows how to build a strong cast, including protaganist, anti-hero, and antagonist. If you like SF/Fantasy you'll like this. If you are partial to SF (and lean away from Fantasy) you won't like this as much.
- It's entertaining but there's not much depth.
This book was better than the first in that it made some significant advances in the story, and there were actually some exciting moments.
The story plods along aimlessly. I read it in short spurts until the end when things really picked up.
The writing is solid, but it just lacks flair. It's like reading a script.
I don't read many fantasy books, and I guess I expect too much from the genre. It just does not stimulate the mind or challenge you.
I noticed the 40k Horus Heresy books in the "people also bought" section. I read the first in that series and it was absolutely fantastic.
Try it out!
I will read the third book, but I wouldn't recommend this series unless you really love the game (I do).
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Posted in Games (Thursday, July 24, 2008)
Written by Andy Collins and Bruce R. Cordell. By Wizards of the Coast.
The regular list price is $29.95.
Sells new for $14.65.
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5 comments about Libris Mortis: The Book of the Undead (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
- I would say that this book is greatly overrated.
A lot of the rules laid out are bland or silly-do we really need rules codifying the eating habits of the undead? Further, the majority of the new undead are absurd and the feats have struck me as... lacking.
More time could have been spent on fluff material instead of trying to cram in as much weird new crunch as possible.
That said, some of the prestige classes are fun to use for antagonists. There are undead varients and premade liches that can provide quick adventure material. I wouldn't say I'm sorry I bought this (I got it cheap), but a good half of the book is useless to me unless I want to make use of the gross-out factor mosters.
- One close look inside this book and you will quicky see that it was written for the Dungeon Master. This does not detract from it's sincere reading enjoyment for everyone. I find the prestige classes offered to be interesting, but mainly for NPC's, the true necromancer was a big disappointment, and has no where near the flavor of the Dread Necromancer presented in Hero's of Horror. Great art thought. I contrary to others am interested in detailed descriptions of the Undead, such as eating habits, this can really enhance the role playing of such creatures, and deepen plotlines. As a PC, you can make good use of some of the items presented here, whether you are a Cleric of Nerull or a Paladin or Pelor. Will you use this whole book in its entirity? probably not, but you will probably use some of it. If you use a lot of undead in your campaign, then this book is dead on for you.
- Where to begin? I suppose I should begin by saying that if you can't stand the sight of cysts, and disembodied heads being swarmed and eaten by rats, then you shouldn't get this book. Also, if you can't stand the thought of children perishing then being brought back and being used by an evil Necromancer to sow chaos, then you might steer clear of this book. But if the aforementioned doesn't bother you, or already has your mind filled with a million and a half ideas for your campaigns, then let's talk.
Firstly, let's talk about... oh, I don't know... say, the monsters. There's fluff and there's crunch, first of all, or if you don't know what that means, things that are overall useless and things that have you saying, 'bout time. Brain In A Jar? Who needs that? Grave-Dirt Golem? I know what you're thinking, 'Oh, No! Not another Construct!' but bear with me, while it's not necessarily necessary, it is fun to have a Golem made of dirt, with bones of people who perished and were unlucky enough to have their graves used for the Golem. Besides, it fits a Necromancer, or any class, really, who builds Constructs for whatever reason who likes to hang around graveyards. So yeah, like I said, fluff and crunch. Also, there's fluffy, crunchy creatures including the Slaughter Wight, the Wheep, and the Spectral Lyrist. I'll leave it to you to decide what's fluff and crunch among those, and every other new monster in the book.
Secondly, let's talk about the prestige classes, there's classes like the Death's Chosen, the True Necromancer, and the Pale Master. Now, those aren't the only classes in this book, there's also the Dirge Singer and the Master of Radiance. I'll talk about those. The Dirge Singer, as you've probably guessed, is a prestige class for the Bard who specializes in songs that fill their enemies with sorrow and dread and, by my gathering, I haven't read in detail yet, can control some undead. The Master of Radiance is a prestige class for a druid, but you also have to have some levels as a cleric, at any rate, the Master of Radiance can use spells that channel sunlight and destroy undead who are destroyed by sunlight (blasted vampires). And on the subject of Clerics, I know, they're lame, let's not kid around here, about all they can do is heal and turn undead. But in this book, they can also summon undead. Yes, Clerics of Nerull, rejoice. You can summon undead to do your dirty work, while you use your Inflict spells to keep them at full strength (Instead of doing damage, Inflict Grievous Wounds recovers a lot of damage for that Huge Skeleton you summoned).
Thirdly, and the last I'm going to write about, is the nuts and bolts of campaign planning included in this book. The people who made this book were generous in giving several sample undead to use as minor villains, or use as the big baddie for your newbie players if your a DM. They also included a few scenarios to use if you're running an undead-centered campaign, including World of Shadows in which undead and the living coincide in day to day life, and Undying Rulers where powerful undead like a lich or a vampire rules the land. Needless to say, if you're the DM, you can change things about these and the other campaign over-views presented as you see fit. Do the undead and the living live in harmony and work together in World of Shadows? Did that lich just recently come into power after a very long line of undead in Undying Rulers? It's up to you. Of course, they're not stand alone. You can use these campaing overviews in conjunction with others described not only in this book, but others, as well, but you'd have to be pretty crafty to interweave a whole bunch of them.
It's ultimately up to you whether you want this book or not, I'm just trying to point you in the right direction if you want an undead-centric campaign or at least to incorporate undead into your campaign. Also, it's a pretty good read as is.
- This book is an outstanding resource for dm's and players alike. It has several different functions, without going into the specifics of chapter by chapter reviews (which has already been done).
First, it includes a section on the various "ecologies" of the undead. This is an outstanding tool for designing new undead, designing campaigns and plot hooks for players. Several techniques are described for how undead feed and their effect on the undead psychology.
Second, the book provides for a way to rapidly return a player to the game. Nothing is worse than having a character die early in the session and having to wait for your character to be raised or to make a new character to continue play - with this manual, you can rapidly join back in the game AND have a quest to complete at the same time - either the destruction of your sire, or the raising of your corpse. Much in the spirit of Ghostwalk, this manual allows for the game to go on even when your characters' pulse didn't.
The book also contains a selection of new items and feats geared toward undead. Whether your character hunts undead or is one himself, there is something in here for them. In addition, it is useful for DM's in the same fashion to "bulk up" one of the villians with these additional feats and powers and thus suprise the players.
All in all, another outstanding product from WOTC.
- Libris Mortis: The Book of the Undead should be in the library of any self respecting Cleric of any deity or alignment.
It will inform you of what each type of undead can do and therefore ensure you will be properly prepared when facing them. If you're more inclined to seek controlling such creatures, Libris Mortis will also help you in deciding which kind would be best suited to your needs.
Happy Undead Hunting.
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Posted in Games (Thursday, July 24, 2008)
Written by James M. Dowling and Jeffrey P. Hess. By Schiffer Publishing.
The regular list price is $125.00.
Sells new for $82.71.
There are some available for $122.50.
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5 comments about Rolex Wristwatches: An Unauthorized History (Schiffer Book for Collectors).
- This is a great book, its full of detail and has more detail than any other watch book produced ever. This has to be the bible of all Rolex books.
It has hundreds of case ref's and movement details, you will not find a book as good. The pictures are great and all in color.
I wish I bought it years ago. Saying that, this is the only downfall, its a few years old now, about 11, so it does not have the latest models.
If you want to know every detail on Rolex movements and case numbers this is the book for you.
- This has been called the Rolex bible. I dont agree with the phrase but it merits the award.
It is fantastic. No other wordfor it. Excellant pictures. Great facts and well put together.
- The best Rolex book available. Known among collectors as the Rolex bible it is easy to see why.
The quality of pictures nearly all color is beyond any other watch book published. The history sections flow from page to page and makes light reading.
As a guide and reference book on Rolex watches. It is simply the best.
I don't know much about the authors but they show their love for the watches in section after section. The price is fair; this is a very large well put together book.
I would like to give it 10 stars. The work involved producing it certainly merits it.
- This is a fantastic Rolex reference which is rich is history, background information, and abundant full-color photos. This is a must-have reference for the serious Rolex collector.
- Similar to Rolex watches on which this book focuses, it's heavy, quite large, and overpriced. Again similar to Rolex watches, it does the job fairly well. Generally good to excellent photography traces the evolution of Wilsdorf's watches from "unknown," to a famous name. Furthermore, Wilsdorf understood the value of publc relations and advertising campaigns to boost his product to what's probably the most recognized brand of Swiss mechanical watches. While the book is lavish in its photographic presentations, there are too few words. Especially with watches, I want to know original and current selling prices, too. I yearned for a newer edition. Of course there can't be one every year, but this volume is better suited to the collector of older watches. I'd love one highlighting post-2005 Rolexes. But, you sure can't slight the research accomplished. Tops in that regard, few cover older Rolexes as completely. As a photographer who owns six Rolex watches, I appreciate the photography, and respect the teeth-pulling exercises the authors no doubt went through to locate the pictures. I prefer smaller books that are more conveniently sized for reading and storage. My library leans like the famous tower due to myriad so-called "table- or coffeetable-top" books that are oversized. Sometimes, as is this publication, that's the only way I find the material I seek: books about cars and watches. A slick, perhaps thicker, paperback edition possible to read lying down beats hell out of these large, cloth bound, impractical volumes. This book, at its price, is a product only a "watch buff" or a Rolex fan will likely cough up $125.00 to own. I'm both, plus I got it for $75: a "bargain," I suppose, maybe much in the same way Rolexes are when compared with several finer Swiss timepieces, such as Patek Philippe, a brand against which all watches are weighed,watchmakers often say. Rolexes are no Patek Philippes, of course, but they don't sell new for $100,000, $200,000, $300,000 or more, either, and sans diamonds as well! As a "gearhead" and watch hound for more than 50 years, I say a Rolex is similar to a Dodge pickup loaded with leather, GPS, Sirius and all the toys. They're tough, rough, practical. As mechanical devices go, they're reliable as granite. Each has a strong, masculine, but very attractive presence, and either one that's serviced religiously will work a century more. This isn't the best watch book I own, nor is it even the best Rolex book I have, but those of us dedicated to horology and Rolexes may say, as did I: "To hell with its dimensions, ungainly weight and price: I gotta' have it!" Unless Auntie Maude is the bearded weight lifter at the circus, don't send her after it. Plan to sit at a table to flip through it comfortably. (Be sure to order the 3rd edition, circa 2006!)
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Posted in Games (Thursday, July 24, 2008)
Written by Kaizen Media Group. By Prima Games.
The regular list price is $19.99.
Sells new for $11.27.
There are some available for $7.70.
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4 comments about Blue Dragon: Prima Official Game Guide (Prima Official Game Guides) (Prima Official Game Guides).
- Prima games has not always produced guides that would rank high on my personal favorites list. Especially in the RPG department. But every now and then you get a good guide, and Blue Dragon is a good guide. It's filled to the brim with details. Just about everything you wanted to know about Blue Dragon is here.
The guide begins by introducing you to the characters, where it gives them a standard bio. It'll also introduce you to your enemies. It then jumps into the Game Basics where you'll basically learn about the games system. Just about everything you need is here. You'll learn about the complexities of the game system, achievement, battle skills. Just about everything. It's exhaustive, but it helps.
The game then jumps into the Shadow Classes where it'll tell you all kinds of things. Under each class they give you a description, list out all the abilities and give you tips on just which skills you might want to learn. This is followed up by a list of all the spells obtainable under each class. After this the guide finally jumps into the walkthrough.
The walkthrough is huge. The walkthrough is divided first by disc, and then by quests that you'll undergo on each disc. Each quest will list off five "milestones" you have to do. The walkthrough then proceeds to help you through each and every one of those milestones detailing just how to go about your business. The walkthrough is very well organized, with some big, gorgeous screenshots (taken in widescreen) to help you out. There's also plenty of artwork to enjoy as you flip through the guides pages.
The maps are detailed, with an items list to accompany each one. The walkthrough also calls out new enemies as you encounter them, but they don't exactly provide an enemy list for each area. Achievements are called out and they'll tell you how to get them. Their boss strategies, while not perfect, are helpful enough, and the guide typically warns you when you're running into danger.
The walkthrough is overall, extremely detailed and well laid out. The screenshots are extremely detailed and clear. Some parts of the walkthrough are even written with a sense of humor. After the final boss there's a section dedicated to some of the optional stuff. Another something worth checking out if you're out to master the game.
The guide then moves on into the extras chapter. This is mostly full of appendices. It begins with the achievements appendix by listing off all the achievements and telling you how many points you'll get for them. Again, another section that's pretty detailed and exhaustive. Especially because there are quite a few achievements. The next appendix is the barriers, showing you where all those trapped treasure chests are.
Afterwards the guide moves on into the real appendices. Stuff like the items list. Items, weapons, armor, accessories. It's all here. This is followed up by the monsters section. This section is not done in alphabetical order but by the monster's number, which is pretty much set up by family. More than likely you won't need the monsters list, but if you do there's no index or anything to help you locate the monster you're looking for.
After all these huge sections the developers of the guide end of with showing you an art gallery. It's all beautiful artwork, but probably not a section you'll find yourself completely immersed in. There's enough fan art throughout the guide as it is.
If you need help with Blue Dragon, this is definitely a good guide to look to. It has just about everything you need and then some. A well organized guide that won't have you flipping pages like a madman because you can't find something. This is the all around perfect guide for Blue Dragon.
- Although a total remake of final fantsy IX, it figures since it's the same creator of the mentioned series who created this same game, the game is much fun, and the battle system, although nothing new or innovative, is entertaining enough to keep one playing for hours and hours.
I really recommend this game to new and old gamers. Its level of difficulty is relative to how experienced you are in RPGs, but I'd say even an 8 year old kid can get a hang of it and enjoy it if RPGs are his thing.
- Without this guide i would have wasted dozens of hours trying to do what this guide helped me to do
- The game is actually a lot better than i expected. I've been wanting that "good rpg" game for a while now, to the point where i bought Jade Empire for the PC, and have played a few "crap de la creme" titles along the way. I even bought a PS3 for the rpg titles that are coming out, lol. So, if you can't tell by now, i'm a hardcore rpg fan.
Ok so Blue Dragon starts out kind of funny at first. The voice acting get's kind of comical at times and the little voice that gives you the hints was requesting death by the mute button on my remote! Luckily, i found that you can turn her off in the options menu. Phew...
The scenary (for some reason scenaries in rpg's are a big deal to me) at first isn't so great. It's like a desert, and considering i hate that type of environment, it was a turn off. Still, i kept playing because i could see the potential there. Eventually you end up in some pretty lush environments, and thankfully it's not a long wait. The story line isn't as deep as something like Final Fantasy, but isn't as weak as say, Dragon Quest. Yes, Dragon Quest does have some pretty weak story lines. lol Blue Dragon's story is actually pretty intriguing.
Shu (the main character) seems like he's been watching Power Rangers his whole life and wants to be the hero of his time, and his friends just jump in. What makes the storyline interesting is the way it unravels. One minute you're in a boring desert walking around, and the next you could be plummeting underground (... yea how do you fall underground? You'll have to play it to find out!) to some ancient ruins.
I already made this review longer than i expect so i'll end with this. There's nothing in this game to keep it from being Awesome. The only turn off a player might have is that it plays like the old traditional Final Fantasy's. By that i mean, The overworld walking, the turnbased fighting via menu with "fight, defend, items, steal, etc." So if those things don't bother you, this game is for all you guys, like myself that have been waiting for a good rpg. Ah, yes... sweet satisfaction! Reminded me of when i first started playing Chrono Trigger. Which btw, This game has an excellent music score.
Only reason i made it 4 stars, is because the game has to be pretty much flawless to get 5. That, and the story of course must be phenomenal. I guess i'm just a critic! ^^;
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Posted in Games (Thursday, July 24, 2008)
Written by Wayne Robert Williams. By Delta.
The regular list price is $11.95.
Sells new for $4.19.
There are some available for $3.18.
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5 comments about The Dell Crossword Dictionary (21st Century Reference).
- The Dell Crossword dictionary is terrific! I have used Dell for years to help with my crossword puzzles, and found them to be totally complete--moreso than most other xword dictionaries.
- This little Crossword Dictionary by Dell is the best little book for me. I keep it in easy reach. It has helped me learn quite a few words that were unfamiliar to me and gives me a wide vocabulary in my everyday conversations with people.
I thank Dell for a wonderful addition to my library.
- Very helpful when you need help doing crossword puzzles. The proper
names are listed by first and also last names. It is the best cross
word Dictionary that i have used.
- I don't think this edition is as easy to find subjects in as the original.
It doesn't have as many difficult to find words. I'de prefer my old version of 20 yrs ago if my dog had not eaten it.
- I received this book on time and in perfect condition. It is a fine little book as far as it goes. However, at the same time that I bought this book, I also bought THE MILLION WORD CROSSWORD DICTIONARY, which is the best, bar none, crosswored puzzle solving aid I have ever used. I tend to use all my other crossword books secondary to it.
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Posted in Games (Thursday, July 24, 2008)
Written by Audrey Grant. By Baron Barclay Bridge.
The regular list price is $19.95.
Sells new for $13.57.
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No comments about Defense in the 21st Century, 2nd Edition: The Heart Series (Acbl Bridge; Heart).
Posted in Games (Thursday, July 24, 2008)
Written by Andrew J. Rausch. By Chronicle Books.
The regular list price is $24.95.
Sells new for $11.95.
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3 comments about Obssessed With... Hollywood: Test Your Knowledge of the Silver Screen (Obsessed With) (Obsessed With...).
- Its a game, its a book, its just plan fun. YOu don't have to be obsessed with film, Hollywood or Brittany to enjoy this great find. More than a book, its a great parlor game. Any group- young or old will enjoy the multiple choice question and answer format of this clever book. Just open to any page- punch in the question and your answer selection from the A/B/C/D format. Now puch it into the handy elctronic gadget attached to the book. It will let you know if you are right or wrong and direct you to the next level question.
Its most fun with a group- Maybe your lunch crowd. A great way to pass the time. Great conversation starter- leave it out on the coffee table for anytime fun.
- Never mind Hollywood, you will be obsessed with this book. Be careful, because if you have a relatively advanced knowledge of movies and Hollywood lore, be ready to spend the afternoon flipping pages and answering questions. Very cool idea.
- Obssessed With... Hollywood: Test Your Knowledge of the Silver Screen (Obsessed With) (Obsessed With...)
I'm so glad I finally got this movie trivia book! I passed over this book a few times over the holidays, but now that I've finally gotten myself a copy and taken time to read it / play with it, I'm wishing I would have gotten this earlier. I definitely could have seen giving this as a gift to my fellow movie junkies. And I would have certainly enjoyed playing this myself some more if I would have gotten it earlier.
This book is packed with very good film trivia questions, though not too difficult. Over my first couple of hours of playing I was at about %50. Definitely easy enough to keep my interest and challenging enough to joggle my memory.
The lower right corner houses an electronic answer box that randomly gives you question numbers to flip to. You also use this box to answer questions, and it gives you instant feedback and tracks your accuracy.
The book itself, while solid, could have been put together better. The bookstore had a few copies where the electronic answer box had broken free from the book. In addition, after playing for a while I've come to think the binding is too tight. A spiral binding would have made flipping through the questions easier.
Regardless, the content is very good and this thing is surprisingly addictive. If you love movie trivia and want something fun to kill a few hours, this will do it.
They've also got a similar book about Baseball which I also bought. Obsessed with...Baseball: Test Your Knowledge of America's Pastime (Obsessed With...) I would definitely look into this series for other topics. This may not be as cool for home use as some of the newer multimedia trivia games, like the various "Scene It" games Scene It? Movie Travel DVD Game. Still, this book is very portable and well designed with great content. At the price of around $16-$17, it's not a bad value.
Definitely give this one a try.
Enjoy!!!
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Posted in Games (Thursday, July 24, 2008)
Written by Bruce R. Cordell and Jennifer Clarke-Wilkes and J. D. Wiker. By Wizards of the Coast.
The regular list price is $34.95.
Sells new for $10.49.
There are some available for $10.01.
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5 comments about Sandstorm: Mastering the Perils of Fire and Sand (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
- First, the obvious. This book, being the second in the series of Environmental supplements, follows the same format as the first book, Frostburn. It covers the environment, new races, classes and feats, equipment, magic, monsters, and adventure sites. I find it good that WotC is formatting its books in a common structure.
The Environment section is missing a few important things though. It touches on volcanic areas, but the rest of the book mostly focuses on deserts. It seems the volcanic stuff was either added in as filler, cut out for space, or the sections were written by different people. Its not clear whether this is supposed to be the "Hot Environment" book or just the "Desert" book. Also, there are a few notable environments missing. The plane of Mithardir in Arborea is totally missing. And it would have been nice to see a mention of Athas, the desert world of Dark Sun.
The new Asherati race seems very derivative of the D'Resh characters from Magi-Nation, from the physical appearance/description to some of their peculiar talents. The Ashworm Dragoon prestige class evokes visions of riding the sandworms in Dune, though its hard not to find similarities to that epic. Most of the other prestige classes are interesting, and can play very interesting roles in a campaign.
With the equipment, we have the hydration suit, a derivation of the Dune Still-suit - perhaps a necessity, but still pretty obvious. There are also obvious versions of real-world items such as suntan lotion or crude oil. The sand vehicles - desert variants of sailing ships - are good additions. But I would have liked to see more originality here.
The monsters have a good variety of challenges. A new (deceased) race called the marru are mentioned in several monster descriptions, though not in a lot of detail. Desert varieties of many creatures (dust hag, sand dragon, dry lich, etc.) are complimented by other novel creatures. But again, there are some hidden derivations. It is difficult not to compare the saguaro sentinel to any number of other cactus creatures which have appeared in anime, gaming or so forth. But the Sand Hunter is clearly derived from Vernor Vinge's Tine race from A Fire Upon The Deep.
I have no problem with people creating derivations. Its common enough in gaming, but it would be good to see credit given. I would suggest a list of references to other material in the future. This would not only credit ideas, but it would also let gamers find good extra material and ideas for campaigns.
There is still a wealth of information here, and I can say the book is a valuable resource for GMs who want to run desert campaigns or adventures. While not quite up to the standard set with Frostburn, its still a solid supplement
- After Frostburn, which is a very similar book which I liked, I expected this one to be good too. I was wrong. Let's face it, we buy the supplimental DnD books for feats, prestige classes, spells and a few quirky magic bits. Most of the rest of these books are pretty poor. Once in a while the author takes the theme to another level, which I think they did with Frostburn to some extent, and Libris Mortis too. Sandstorm is almost a waste of time. The races, prestige classes and quirky magics are horrible and almost useless in any campaign. A good part of the feats are the same. And there isn't much mentioned on desert themed campaigns to complain about. "sigh". I'd recommend buying something like Heroes of Battle instead.
- I'm a big fan of the Frostburn, Sandstorm, and Stormwrack series. If you're not planning to DM, the books provide interesting alternatives for your characters. If you DM and plan to do your writing for the campaign, these books are an excellent way to add flavor to your campaign. My favorite aspect to this book (and all of the environment books) is, not surprisingly, the guidance it gives in creating the relevant environment. Unlike one of the other reviewers, I view the prestige classes, feats, etc. as secondary. The point of this book is creation of waste environments, and this book is superb for that.
- Make no mistake, sandstorm is a book about SAND. There is a discussion of volcanoes "hot" environs in general but they are little more than footnotes. Those seeking cultures and what not from Al-Qadim, or who are looking for Fading Sun (or whatever the old TSR official Psionics campaign was) classes, materials, and what not will be sorely disappointed. They could of EASILY bundled it up in this tome but they didn't. The book does cover many types of arid wasteland, describes the geography and of each and how you would determine what is what. They introduce a few new races for campaigns taking place in deserts (though not for Al Qadim or Fading sun as was said). I almost never use or allow races from splatbooks but I did like one of them. The class variants were purely to make the characters more survivable in a desert as were the prestige classes. This book really isn't for players. Where this book really shines is in it's adventures (three are included). Finally I have adventure ideas in deserts FOR ANY LEVEL CHARACTER!
- Anyone who's read one of my reviews of a Bruce Cordell product has probably come to expect a certain amount of praise. Sandstorm, the first in a series of D&D supplements to deal with setting as environment as opposed to setting as community, has three authors listed on the cover. Bruce R. Cordell, Jennifer Clarke Wilkes and JD Wiker (look, someone besides me eschews punctuation after an initial). This book is a relatively strong product which is undermined more by the Wizards of the Coast vision of Dungeons and Dragons than its specific content. The details are interesting and relatively well-written. Some of them positively capture the imagination. However they are crammed into a certain framework of design that has plagued all D&D books for a while now. This is the first time I've reviewed a book with this structure, so bear with me if I vent just a bit.
The first chapter of this book is the strongest. It deals with the waste itself, and let's face it, you're buying or not buying the book for this chapter. Here we deal with the realities of the waste. Heat. Dehydration. Survival. First this chapter addresses the real threats of a mundane waste, such as sand and the elements, the effects of glare and wind. Then the chapter veers off into the fantastic, things that could only be found in a magical world. These include everything from planes of fused glass to semi-sentient dunes, to ghost voices, to special poisons and diseases. Finally it ends with a description of the different styles of waste, complete with a list of features and the percentage of the area that would be dominated by those features.
Now the book lives or dies on this chapter, and I think it lived. It's interesting and it stimulates the imagination. It hands the DM practical information as well as a launchpad into the fantastic. Honestly my only real disappointment with this chapter is that they included those percentages for the terrain features of the different types of wastes and didn't take that any farther. Honestly, how hard is it to jump from there to a full-blown mini-table. You could use it that way as is, but you'd have to count down the chart to make it work and only a slight massaging of the data could have made it so much more useful.
So that's it. Now you know whether or not you want to buy the book. "What about the rest?" you ask. "Is the rest of the book just filler?"
A lot of it is, yes.
Let's look at the rest of the book chapter by chapter.
Chapter 2 is races, classes and feats. Now I have to admit. The very title of this first section makes me want to chew out my own tongue. I mean, honestly. When did someone decide that they needed to add a new race or two in every book. I've been gaming for years and some of my worlds have been around from the beginning. Am I just going to pop in a new race with every supplement? It would turn my campaigns into a joke.
The first part of the race section is just so much wasted space. It introduces two new races, just as you'd expect. The first look like gray aliens from UFO abduction stories spray painted a pleasant deep tan. The second are a race of desert goblinoids that have names and culture similar to Native Americans. I mean really.
Evidently the handing over of Dark Sun to a web presence precluded the inclusion of Muls and Half Giants. I can understand that, but as for the rest?
After this, the chapter becomes more useful. It takes the standard D&D races and discusses how to treat them in a waste environment, complete with a few swapped out abilities. The section on classes are much the same. This is how a supplement should handle races and classes. It came as a certain relief.
Next we come to Feats, and this is as interest section. It has a nice selection of feats but the main feature in the introduction of Touchstone Sites. These are ancient locals with which a character can bind himself. Doing so grants the character certain powers, both basic and advanced, that go hand in hand with his connection to the site.
My only problem with this section is a bit of murkiness about what happens when you take the feat to bond with multiple sites. In one place, it says that you can only have one of the basic abilities at once and must sacrifice it when orienting on a new site (by going there and recharging your vital energies.) A bit lower it says that you never lose these basic abilities. I think they changed to rule during an editing pass and missed one of the references. It's happened to me so I understand it, but that doesn't help you. You'll have to look for errata.
So I've already chewed out my own tongue. Next comes the section that makes me want to swallow it whole. Prestige classes. I thought these were a great idea at first, but now the glut of prestige classes has made them lose almost all meaning. In addition, the lack of any real game balance from one to another has made them an absolute nightmare to include in any game. This is the perfect example of a good idea that someone tried to take out for a ride only to find that they had to run it around and around and around, digging a trench like poor, enslaved Conan.
Sort of like I just did to that simile.
All right. So if I had my way, I'd never see another prestige class outside of a very specific setting situation (such as the various knightly orders of Krynn). That being said, I can grudgingly admit that maybe they aren't that bad in this context. A waste is completely alien to the climate of most fantasy. If they call me tomorrow and tell me they'd already decided against putting anymore prestige classes into their main supplements, but they couldn't see a way around it in this book, I'd forgive them. Is my phone ringing? No. I don't think it will, either.
Okay. So I made it past that section of the book without letting my own frustration get the better of me. It speaks well enough for the book.
Next comes equipment. This section has nothing spectacular about it. They ripped off Dune still suits here, but they really probably needed too (they ripped off worm riding in the previous chapter). Let's face it. Dune has done more to shape genre perceptions of the waste than perhaps any other work in history. Don't think of it as theft. Think of it as homage.
Magic is also a fine chapter. Here they treat with new types of spells, such as those that cause dehydration. They to a fine job of adding new deities and domains to deal with life in the waste. I liked it.
Chapter 6 is all about monsters. They could have snuck Muls and Half Giants in here and satisfied everyone, but alas, I'll have to go online for them. Again, I was fine with this section on waste monsters. If you run a waste campaign, you'll probably spend most of your time in this section, so they gave it just under a third of the book. Considering how tired monster sections are becoming in D&D books, I think they did an admirable job.
The final chapter contains three adventure sites, about twenty pages of what are essentially mini adventures. I was rather pleased with this section, because it speaks to a need in the audience. Whenever a new book comes out, everyone in a gaming group who likes the work becomes excited to add the new content into their games. I remember in the old days of 2nd Edition. When the Complete Fighters book came out, we started a new campaign of all fighters. When complete Thieves came out we did the same. We'd learned our lesson by the time Priests came out, if I remember right. We probably went back and started a new campaign of all fighters.
But I digress.
This section is fine. Instead of causing a rash of new campaigns and hundreds of illegal downloads of PDF versions of the old "I" series of modules, here we have the bones of three adventures. Twenty minutes of thought and a DM could easily dress them in the duds of his own campaign. Then the players can get the sand and the dust out of their system and make an informed decision about whether to continue gaming in the waste for the long term.
So, honestly, if you feel like gaming in waste environments (even in the planes), this book is probably worth your money. Does it have problems? Yes, but really, these aren't problems with this one book, but with the design philosophy of Wizards. If these elements don't bother you in other books, they probably won't bother you here. If they do bother you in other D&D supplements, well you've either stopped buying them or you've learned to deal with your frustration.
So in short, considering the structure imposed by Wizards, this is a fine work. Not the greatest achievement in Wizards history, but I'm happy to add it to my library. Now, let's get Cordell back to solo projects. I have games to run.
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Posted in Games (Thursday, July 24, 2008)
Written by Ed Miller. By Two Plus Two Pub..
The regular list price is $17.95.
Sells new for $8.00.
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5 comments about Getting Started in Hold 'em.
- I have read four books on holdem poker and this has the best and most understandable format of any of them. I would recommend it to all beginners and to most intermediate players also, that are interested in improving their game.
- I agree with the reviewer that said that this book has replaced Lee Jones' book as the best introductory text for beginning players. Where I differ from most reviewers is in the idea that this is only a "beginners" book. I disagree. This book is great for anyone who plays poker including advanced players in that it acts as reinforcement for concepts we know but sometimes forget or ignore. It basically explains advanced concepts in a simple way and for that reason it is valuable to anyone. I remember that even though I was already a winning player when I read this book, it still improved and strengthened my understanding of concepts such as pot equity, the danger of hand domination, importance of aggression and so on. If I had a close friend just starting out in hold 'em, this would be the first book I would recommend to him, followed by Millers other classic, "Small stakes hold 'em- Winning big with expert play."
Great book, you can't go wrong with this one.
- I have played poker for years, but Hold'Em is a very different game and Ed Miller's book Getting Started in Hold'Em is an excellent introduction. Other books I've bought seem to assume the reader already has some experience at Hold'em, but I was looking for information before sitting down to a game. Without condescending, Miller explains the game in detail and shows the differences in analysis and strategy from other poker games.
- I've got this book in my bag right now. And I've bought over 20+ poker books; a half-dozen DVDs; and plenty of poker magazines.
I'm rereading it to review some of the NL cash concepts...which one reviewer ridiculed...but I thought it made alot of sense...essentially its NL short stack cash strategy...play tight and put your stack in the middle with premium or very good hands. I like that he admitts...this probably won't make you the most popular guy at the table.
In other parts of the book...he goes over the concept of pot equity in an easy to understand fashion...which I still appreciate. After you read this book you're either aware of....or refreshed on...some very solid poker concepts/principles.
The NL tournament section is short...true. Nothing remarkable. But still useful for a beginner. I looked at it more as an add-on than anything else.
good luck
- I bought this book at the same time I bought "winning low limit" by lee jones. Had previously read ITH by mathew hilgger, but lee jones's text is so great in the way it presents strategic information, I now prefer it to ITH.
As for this book, I have no idea what the people who say this is a great introduction for hold'em are talking about.
The presentation is confusing, the book contains a lot of fillers with little valuable information. Rules of hold'em aren't that complicated that requires the extensive chapters on reading the board as this necessarly comes with experience and doesn't take that long.
As for strategy, I admit Miller is a bit more agressive than lee jones(which depends on the stakes you play in) and does present very valuable ideas, but I think the presentation is less than functional for complete begginers, for whom this book is intended.
It is a cheap book...in all ways possible.
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