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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Thursday, July 24, 2008)
Written by Rick Barba. By Prima Games.
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2 comments about Stonekeep: The Official Strategy Guide.
- this book was a cracking little book which helped me no end in defeating the dark realm of stonekeep thanks a lot i have now finnished the game and feel a sence of pride and of great wellbeing in saving thera godess of earth and restoring stonekeep to its original beauty once again thaks henry
- i'M A big stonekeep fan and have 5 diferent strategy books about stonekeep and THIS one was the ONLY that REALLY helped me in ALL my problems during the game , so i say "BUY THIS GUIDE AND YOU WON'T REGRET IT" ^^
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Posted in Role Playing Games (Thursday, July 24, 2008)
Written by Kevin Siembieda. By Palladium Books Inc.
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4 comments about Rifts World Book 2: Atlantis.
- This is a well written book, with tons of information on the Splugorth, and other minions of Atlantis. There are also plenty of O.C.C.'s and R.C.C.'s to choose from and loads of ideas for new adventures. A must have.
- Characters such as the Tattooed Men make this book unique and intersting to play. Information about the Splugorth give it the variety of both good and bad characters needed for a good champain. And the equipment and weapons are awsome!
- Although this book is full of great information for players and game masters looking for new and interesting characters to mix it up with in their campaigns, it lacks the depth that other of the rifts world books have. The book may touch on the basic motivations of the Splugorth and their minions and allies, but it doesn't get into the specific plans that each has. These details would make it easier to see how one might work the new powers that be into an existing campaign. The author suggests in the preface that this is some of his best writing to date, but I have to disagree when this work doesn't include any stories or excerpts from the lives of rifts characters that have seen Atlantis and experienced its realities first hand (see Rifts Federation of Magic and one Coalition officer's experience with some demons his troops run into)
- I was really excited to learn about Atlantis in the Rifts main book and looked forward to an intricate, exotic realm. I was left slightly cold.
Rifts Atlantis is the heart of a massive alien empire which thrives on a slave trade, including many unfortunate human and humanoid races. This makes Atlantis could be a bad idea for greenhorn PCs, because if they act up, the heat will be on them in no time. If you do run an Atlantean campaign, you have to be careful in setting up the game balance. On the other hand, there is a great variety of new OCCs, RCCs, and magic, including Splugorthian biomagic (biotechnology meets magic, rather like a technowizard, although this stuff is much more powerful than a technowizard). There is quite a bit of fodder for GMs, and this alone may recommend the game to you. My chief gripe is that with all the new gear and character classes, we have more of a sourcebook than a worldbook. In the Vampire Kingdoms book, we had a map of Ciudad Juarez which showed buildings of note and the turfs of the various gangs. We have some general descriptions of the Atlantean cities, but nothing that really does justice to them. I really think that such a big, advanced and decadent society should have had a deeper treatment, at least for the capital city of Splynn. In short, if you buy this expecting learn about Atlantis, you may not get all that you want to learn (I have, however, heard that there is a worldbook specifically for the Slave Market in Splynn, so perhaps they do justice to the continent after all). If you want new baddies and technology to supplement a campaign in perhaps North America or Europe (i.e., a Splugorthian party is scouting out human settlements or advising demons on how to fight the CS or NGR), this has a lot of stuff.
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Posted in Role Playing Games (Thursday, July 24, 2008)
Written by Steve Kenson. By Green Ronin Publishing.
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5 comments about Mutants & Masterminds (Superheroes RPG) (Mutants & Masterminds).
- When I first went to pick up Mutants & Masterminds, it had just gone into the Second Edition and had unexpectedly sold out - period. Green Ronin had to put out a second printing due to the success of the game. Needless to say, I managed to get a hold of a copy, and I have very much enjoyed the game.
What about the game have I enjoyed? First off, it is a d20 game, and as such, it has some familiarity of the d20 engine. However, it is very off from the rest of the d20 games like Dungeons & Dragons or d20 Modern. The game does not use hit points. It does not have classes or racial packages. Instead, you have 15 points per level to build your character with. The system is very flexible and is meant to be rather cinematic.
The game goes on to use the Feats system of the d20 system and expand upon them. Additionally, you have Powers, which can be adjusted with Extras & Limitations. There is a lot there, but once you have it all in front of you, it runs fairly smoothly.
The game is designed to be a superhero game, but it has a lot of flexibility. You can put together a four-color game, a western-style, suspense/horror or any number of things. Yeah, GURPS and Hero System did this a long time ago, but this version is not nearly as math intensive and allows for more cinematics, not letting the rules overpower the story.
On the other end of things, if you like a very visceral game, this is not the game for you. Yes, it can be violent, but it is not designed to be about killing orcs.
Overall, I really enjoy the game. I have both played and ran the system, and I plan to run more games in the future. Green Ronin produced a quality product that I would recommend to any gamer or comic-enthusiast looking at trying role-playing.
- This RPG is still d20, but a little different. No hitpoints, with a new damage save system and wound conditions.
Art in the book is great, and gives a good feel for the comic book RPG style.
- Indeed, this game can prove fun for people into the super-hero roleplaying world.
However, there are some key points that many skilled gamers need to realize about this book. I found many things which I found to be "over simplified" and instead of adding freedom to gameplay and design, it ultimately limited the variety and fun you experience while playing.
First off, the hit point thing gets most people down. Hit points arent realistic, but on the other hand, the system they implement in 2nd edition is WAY too simplified. If you have a party of Powerlevel 10 heroes, all of them pick a generic attack (usually a blast or superstrength) and they all do equal damage... no variation...nothing. It's always 15+ rank 10 (because 10 is the max, and why not go with the max for a damage character?).
So all you do for combat is roll to hit a relatively easy value (opponent's defense, which has nothing to do with dex even though dex is what is supposed to give your character mobility) and compare it to 25. Every turn. Same thing. It doesnt matter if you have a Rank 10 Fireblast, or a Bolt of water splash the target at rank 10, it all does the same exact damage value.
This is something I have a serious problem with. Not to mention, given the toughness values of a PL10 vs PL10 character, against +10 toughness, you can never really blast away an opponent to pieces in just a few hits. Maybe I want a character to be just as easy to damage, but has a more durable body structure (for roleplaying flavor) such as a relentles robot having chunks of it blown off as it advances. Yet, perhaps the boss, a giant super robot , i want to have the same damage resistance and mobility, but more durability than the smaller ones, yet keep it on the same level of damage output for weapons and whatnot.
When you get damaged, it's not something that you can't really describe accurately as a GM. If the target is hit, he just loses a toughness and keeps going. For a GM , this is so vague that you end up saying things like "um.. he looks a little damaged, but not bad" (or something similar) over and over because you never really know if the next hit will drop the character to dying status or if it'll be just another flesh wound.
Powers are diminished down to nothing but the same effects, but with different names, for the most part (for combative ones, anyway). The distribution of ranks of powers is also unbalanced. It costs only 2 points to be immune to critical hits but 12 points to be a large character (which is usually a bad thing, since your defense and attack drop). You can go completely invisible, whenever you want, as a free action, for only 8 points.
Im disappointed in the fact that Ive made 7 villains so far for my campaign to try to defeat, and yet they all seem to crank out the same damage. Players get bored just wittling down toughness modifiers. The names of the villains and their sub-powers vary, but the general combat just seems to be so generic and bland. Then there are moves like "Corrosion" which is just entirely broken as a power (aka overpowered).
At least with the old system of hit points, things like regeneration and healing could be represented in a numeral form so you can judge how effective your skill will be in that field. All it seems to do in 2nd edition is increase the probability to help a target regain toughness.
I know I'm ranting now about the same things over and over. But honestly, I'm not a fan of these static values for defense and toughness. They should implement something more along the lines of what GURPS has into M&M. That would make it a great game.
Also, lastly, i dont think they should limit powers as much. That's the GM's area of control. Much of the fun of playing D&D was learning how to get modifiers and whatnot to stack with eachother and create an effective character, while not being too over-powered.
- MUTANTS AND MASTERMINDS is an exciting new take on d20 roleplaying, reinvisioning which mechanics are necessary for an enjoyable experience. By dropping classes, hit points, and alignments, MUTANTS AND MASTERMINDS focuses more cleanly on roleplaying aspects while abstracting the war-gaming inheritance of d20. I am reviewing the 1st edition of MUTANTS AND MASTERMINDS; although it is now 5 years old with a newer edition out, the original still retains decent value on auction sites, implying that people are still buying and playing the older book.
MUTANTS AND MASTERMINDS opens with 10 sample superheroes, to showcase what the game is capable of (and to serve as signature characters throughout the book). The colors are bright and bold, with a variety of styles from Anime to realism to 4-color. I think my favorite has to be The Pugilist - no superpowers, he just fights. Hard. There's also Protonik, a decent version of Superman, who hails from the former Soviet Union. There's a little bio that goes with each sample hero as well.
Most of the rest of the book is devoted to crunchy stuff, which is unfortunate in my opinion. It is necessary, of course, to provide all the rules, but the atmosphere of MUTANTS AND MASTERMINDS is so evocative that it is painful to have to return to the world of ability modifiers and spending points. These sections cover abilities, skills, superpowers, gadgets, and flaws. Basically, the things you spend your points on to build a character. I was intrigued that the standard point of entry for a new PC is 10th level - you have a lot of points to distribute. Throughout these sections, there are little superhero comics, usually 3 panels, that illustrate some point. These add a lot of flavor to otherwise dry sections.
The skills and abilities are pretty standard. Superhero powers encompass super-strength, speed, agility, transmuting self and others, flight, immunity to (drowning, suffocation, poisons, etc.), telepathy, regeneration, magic (!), and gadgets. Gadgets are represent superhero equipment, like the Bat Utility Belt, a mechanized suit, or Adamantium claws. There are power stunts that can be added to each power for a small cost, or flaws that reduce the cost. There's also a substantial section on combat, superheroes do a lot of that.
There's a DM section and a sample game, neither of which is terribly inspiring, but at least it's there. The final section has 6 supervillains and their histories, ready to lead plots for world domination, or just local mayhem. These are even more fun than the superheroes (The Atomic Brain !!!), and I was looking forward to reading CROOKS! afterwards.
MUTANTS AND MASTERMINDS has a lot going for it - an original take on d20, exciting sample characters, good artwork in a variety of styles (Dan Breton, of Nocturnals fame, is one), and a good presentation. The superpowers as listed cover everything I can think of, and should allow just about any superhero to be created.
On the downside, MUTANTS AND MASTERMINDS reprints a great deal of standard d20 stuff. Once you own 4-5 corebooks, this stuff gets really repetitive (and you're paying for all those pages). I like White Wolf's strategy of a core guide for their line, with all basic rules, skills, etc. in one book. It is nice to have all of the rules in one place, but I already have them in Cthulhu D20, D&D 3e, and Star Wars; reading it again is a waste of time and money. For all I know, it could be a legal thing to republish all of it. It's a small thing, though, in comparison to enjoyment of the whole book.
- This is by far my favorite Supers Game. Far easier to use than Hero System, and far more inclusive than Champions.
A word of warning, this is 1st edition. Most additional materials are written for 2nd edition.
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Posted in Role Playing Games (Thursday, July 24, 2008)
Written by Adrian Bott and Scott Clark. By Mongoose Publishing.
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1 comments about OGL Ancients.
- It has a very accurated background, although it could be even longer, but it's enought to recreate the ancient world.
The book itself is the only thing you need to play, include rules, background, weapons and armours, beasts, npcs and so on.
The most interesant thing I've found is a complete timeline of the most important empires, which documents reasonably well a campaign of your own.
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Posted in Role Playing Games (Thursday, July 24, 2008)
Written by Richard Dansky and Craig Bolin. By White Wolf Publishing.
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5 comments about Libellus Sanguinis 1: Masters of the State.
- This book details the three "leadership" clans of the Dark Ages, the Lasombra, Tzimisce and Ventrue.
The Lasombra section was fairly interesting. It describes the split in the Lasombra between Christian and Muslim, their secret society known as the Amici Noctis, and a host of new powers. The elder-only powers are a little over the top (which is the tendency in WW) but there are several powers which mix Lasombra disciplines at lower levels, which means young'uns can use them too. The Tzimisce was fascinating. It gave a good feel of how a voivode's estate is run and provides a list of the DA ghoul families, which didn't all make it to the modern day. Finally a write-up on Koldunic sorcery! It needs more detail, though, and I was a little disappointed that Koldunic sorcery seems to be Thaumaturgy with different names. There are elder powers here, too, ranging from the twisted to the obscene. This was, to me, the most interesting part of the book. The Ventrue section is pretty boring, but there is minor interest to be found in the sections on the factions within the Ventrue, especially the Merchant Princes. All in all, a very worthwhile book. I recommend it to anyone who plans to run a Dark Ages game.
- Well, this was a good book. It was full of usefull information on the Lasombra, Ventrue, and Tzimisce. It talked about how they rule over people, their different pollicys, and all the usual things. Basicly three clanbooks (shorter than usual, of course) for the price of one. There was only one thing that not only disapointed me. I have been scouring White Wolf's books for something on Koldunic scorcery, and I came across this. Now, the Tzimisce are arguable the most popular clan in the Dark Ages, right? You'd think White Wolf would at least take the time to come up with a system that was at least a LITTLE different from Thamaturgy! The ONLY difference between the two is the rituals, and they only give you 6 or 7 of them!
- Koldunic sorcery IS thaumaturgy for all intents and purposes. All thaumaturgy is is using the power of vampire blood to power magic. It's like magic in Mage basically, except it uses vitae instead of quintessence or tass. Koldunic sorcery is the same thing. It is using blood to power magic. Simply enough, it is just an ancient form of thaumaturgy that is not as polished as the Tremere form (they had been Magi for quite some time before they became Cainite).
I think it wouldn't make sense to call Koldunic Sorcery as thaumaturgy, mainly because the former predates the later. But, as stated previously, they are basically the same thing.
- The Part about the Lasombra is very interesting and shows the machinations of the Magisters. The Ventrue are perfect Antagonists to them, their completly different approach to power is nice written. But the the part on the Tzimisce is written from the Point of a Tremere, their deadly Enemies, giving a very morbid View to them. On the other Hand, having only your enemies speaking about you, doesn't show your beliefs and aims... ;)
- All societies have their leaders, and Cainites are no exception. However, when you live for centuries, it can be difficult to tell exactly who is in power. From this comes the three fountainheads of leadership. Clans Lasombra, Tzimisce, and Ventrue all carry an air of power, but each knows they are the only true leaders for the Cainites. This book is analagous to the many Clanbooks printed for Vampire: The Masquerade. However, they have grouped them together into clans of like minds, if such a thing can exist with these power-driven demons.
The first book deals with the Leaders-from-the-Shadows. Just as ever king has a king-maker, every king-maker has the one who made him. Just like their Obtenebration that manipulates the shadows, these Magisters are the ones to pull the power behind the power behind the throne. Seeing a pattern? Although they are internally strifeful, they will not let the others know this. Clan Lasombra should run Cainite society, and if they have their way, their shadowy tentacles will eventually touch every aspect of both Mortal and Cainite culture. Their section is a wonderful extension on core book material. It offers more information on the behind-the-shadows workings of this clan. These details are also augmented with clan specific discipline levels and powers. Now players can see the horrific powers of Obtenebration. Not only can they cloak the night, but Tchernabog can even cloak the day! Even if a Cainite cannot summon this level of Obtenebration, a simple use of Dark Steel will slow down even the staunchest of aggressors. Now those who rule from the Shadows are shown to have their own teeth as well. While it is better to let others do the killing and dying for you, the Lasombra will not need to stand idly by. They can go toe-to-toe with any other clan, if that clan ever sees them coming. Book two takes a decidedly different tone by delving into the ultra-horrific world of the Tzimisce. These Cainites are well called fiends by their peers. Although the view is biased and from a Tremere source, it is evident the strength and power they wield is terrible. This is a place not for the squeamish. The Fiends live well beyond the realm of monster. They relish in their unlives and their ancient powers. Beware when you sup with the Fiends for you never know who is the main course. Now this section does give information on both Vicissitude and a little on Koldunic Sorcery. Do no be fooled. Koldunism is not the same as Thaumaturgy. As others not, Koldunism is far older. If this book seems to indicated the two are the same, then obtain Blood Magic and use that instead. Often, one should not just lump the two together. This is what started the war long, long ago. Granted, killing a Tzimisce elder and invading the lands of the Voivode was not a good idea either. Also, most of Clan Tzimisce do not use Koldunic Sorcery. They have instead been infected with Vicissitude, which is the difference between Clan Tzimisce and the Old Clan Tzimisce (see Black Hand). So, use this section to build the better fiend. Remember, these are your lands and have been since before those mortal upstart mages where ever born. Your power traces back to Enoch, to Cain, to Adam himself. You were the keepers of sorcery long before the mages. Book three brings in the ever popular, yet rather plain Ventrue. This is the shortest section because the Ventrue are very straight forward. We are the ones who are to rule, and all others are usurpers. Ventrue is the Kingship Clan after all! I like the section, especially the new skills and discipline power. The data is just as useful as that from the Lasombra and Tzimisce. I personally do not play Ventrue enough to fully rate this section, but it has helped me create some truly loved, or is that loathed, non-player characters. In summary, this book along with the other clanbooks forms the most expansive base of core knowledge that is needed for games. If you want more in-depth clan interaction and knowledge, this is a must add to any collection.
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Posted in Role Playing Games (Thursday, July 24, 2008)
Written by Fantasy Flight Games and Various. By Fantasy Flight Games.
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2 comments about Dragonstar: Guide to the Galaxy.
- In any game being the GM/DM/Referee is like being the Wizard of Oz before Dorothy came to visit. The Galaxy Guide is for the Game Master running a Dragonstar campaign. Like any good storyteller you need to know the history and working knowledge of what lurks beneath surface and behind closed doors of a given setting to give it true life. Described within is the history of the setting, major players for good or for ill as well as some mechanics necessary for the genre that traditional sword and sorcery never need worry its pretty little head about. There are also toys to dole out to the players in the form of spellware (the Dragonstar equivalent of cyberwear)and new monsters to possibly spring on your unsuspecting players. Enchanted armor and equipment(including guns) are discussed here as well. It is an excellant book, but it can be a bit bewildering if you have not read its companion the Starfarer's Handbook first. If you have the basic trilogy(Player Handbook, Dungeon Masters Guide and Monster Manual) from Wizards of the Coast, these two offer a bit of fine tuning as well as new option. Keep in mind that Dragonstar fully works within the framework of the Dungeons and Dragons game just that it presents the game within the fabric of a science fiction universe with slight tang of Fantasy for a bit of extra taste and flavor. If you have the money to get all three, buying this with the aforementioned Starfarer's Handbook and Imperial Supply for the same campaign setting will not only give you a lot of enjoyable reading to do but a very complete science fantasy setting that you can use to transport yourself and your players on a magical, mystical journey into uncharted territory where the only limit are the collective imaginations of your group.
- There's a lot of meat to the Guide to the Galaxy. Reading through it left me wanting to jump right into a new campaign. Together with the Starfarer's Handbook a GM will have most of what they need at their fingertips.
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Posted in Role Playing Games (Thursday, July 24, 2008)
Written by Nicky Rea and Teeuwynn Brucato and Phil Brucato. By White Wolf Publishing.
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1 comments about *OP Ascension's Right Hand (Mage : the Ascension, No 12).
- Ascension's Right Hand is a book about the allies of mages. It is a rather old book before Mage Second Addition but it still has a lot useful information. The book explores the personalities behind the Allies/Familiar Background of Mages. Allies for all the Traditions, Technocracy, Marauders, and Nephandi were detailed. There was a slight emphasis on the allies of the Traditions but that was expected. At the time of the release, they were the only PC-friendly group available. A lot of the material regarding normal human companions is not new but the information on supernatural custos, like familiars, is really useful. This book is great for people interested in playing a toned down game where there is less of an emphasis on destroying things with kewl powerz, but one that focuses more on survival and loyalty.
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Posted in Role Playing Games (Thursday, July 24, 2008)
Written by Matthew McFarland. By White Wolf Publishing.
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1 comments about Exalted Kingdom of Halta (Exalted).
- There's a lot of neat stuff in here. I've always thought Halta was a pretty cool place, and this book really fleshes it out and brings it to life (no surprise there).
There's information on the ruling government, judicial system, military (Haltan commandos rock), and also just plain old daily life. There's info on local spirits, and Fair Folk. The usual extra Manses, Demesnes, artifacts and items. But here's the real kicker. It tells you just how the Bull of the North crushed the Tepet Legions. If you want to know that, you're going to need to at least read through this book, but the whole of it is pretty damn good, so you may as well just buy it!
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Posted in Role Playing Games (Thursday, July 24, 2008)
Written by Vincent Darlage. By Mongoose Publishing.
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No comments about Conan: Hyboria's Fallen (Pirates, Thieves, and Temptresses).
Posted in Role Playing Games (Thursday, July 24, 2008)
By Decipher Inc..
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1 comments about How to Host a Murder: Archeologically Speaking, Its the Pits/Game (How to Host a Murder).
- Great game for the family or for when friends and/ or relatives gather. Lot's of fun. Lot's of suspense, And a great way to burn up extra hours
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Stonekeep: The Official Strategy Guide
Rifts World Book 2: Atlantis
Mutants & Masterminds (Superheroes RPG) (Mutants & Masterminds)
OGL Ancients
Libellus Sanguinis 1: Masters of the State
Dragonstar: Guide to the Galaxy
*OP Ascension's Right Hand (Mage : the Ascension, No 12)
Exalted Kingdom of Halta (Exalted)
Conan: Hyboria's Fallen (Pirates, Thieves, and Temptresses)
How to Host a Murder: Archeologically Speaking, Its the Pits/Game (How to Host a Murder)
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