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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Monday, October 13, 2008)

By Chaosium. The regular list price is $23.95. Sells new for $15.62. There are some available for $10.00.
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No comments about The Stars Are Right! - Nine Disturbing Tales of Mankind's Corruption (Call of Cthulhu Horror Roleplaying).



Posted in Role Playing Games (Monday, October 13, 2008)

Written by Bryan Steele. By Mongoose Publishing. The regular list price is $34.95. Sells new for $34.90. There are some available for $20.57.
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No comments about Conan: Trial of Blood.



Posted in Role Playing Games (Monday, October 13, 2008)

Written by Heather Grove and Greg Stolze. By White Wolf Publishing. The regular list price is $14.95. Sells new for $25.00. There are some available for $11.50.
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5 comments about *OP Clanbook: Toreador (Revised Ed) (Vampire: The Masquerade Clanbooks).
  1. This is a good book with some problems. Unfortunately, it doesn't have all the features usually included in the new CLANBOOK series. There are discipline variations and noteworthy Toreador but no merits and flaws. By contrast, the original CLANBOOK: TOREADOR stood out in terms of features offered including an impressive merits and flaws list. (Some resurface in the DARK AGES Toreador material in LIBELLUS SANGUINEUS II.) The original also included the often referenced legend of Toreador and Nosferatu (new CLANBOOK: NOSFERATU and DRAGON ASCENDANT). If this new CLANBOOK series is intended to replace the original, it should have been here. The new CLANBOOK: NOSFERATU, for example reused much important material from its original but, for some reason, the new TOREADOR resists that.

    The book offers two perspectives on Toreador history- one from a recently awakened Medieval elder (ignorant of modern BOOK OF NOD scholarship) and another from a young, African Toreador. Other Toreador give insiders' perspectives. These various voices are differentiated but often not starkly enough (despite intriguing multicultural names) to add interest.

    The text is, however, generally well written and engaging. Between post-modern aesthetic theory (yes, really) and political ruminations, there is interesting discussion of African Toreador, the Toreador strategy of encouraging others to underestimate their clan and welcome development of the Toreadors' relationship with the mortal world. Apparently, Toreador can use their absorption in beauty and involvement with mortals to prevent degeneration of their own humanity. Involvement in the mortal world even gives them a different, more human, more urgent time sense.

    There is relatively little about Toreador antitribu beyond a player character template for a follower of the Path of Cathari (apparently- they misspelled "Cathari" and listed incorrect virtues). Unfortunately, this antitribu character is a rather generic Sabbat. (See MONTREAL BY NIGHT for better Cathari characters.)



  2. I've been an avid player of V:tM for a few years now and I think that in contrast to the first clanbook, I think this one has a little more to it. I own both books and was extremely happy to see the added features to the new book. Although I was a tad bit upset over the lack of certain elements. I think that if you indeed, decide to purchase this book, also get the older version.


  3. I have to admit, this is the first of the new Clanbooks that genuinely disappointed me. I pored over Tzimisce, Ventrue, and Lasombra, and was delighted with what I found in Tremere and the others I've seen. In contrast to the non-Revised edition, I found Clanbook: Toreador to be a pale imitation. As other reviewers have stated, gone are the additional Merits and Flaws of the first edition. Similarly, the guidelines for creative expression in the game, which provided an interesting framework to see if artistic pieces met with the standards of their creator, have similarly been removed. I'm sure an argument could be made that they were overly mechanical in their treatment of art, but it's nice to have a framework to examine, even if individual Storytellers or players disagreed with the system.

    There's been a recent move in the Revised Edition Vampire books to make ancient history more nebulous, which is probably a good decision. Not every Clanbook has to reveal the ultimate secrets of the Antedilluvians, but the Revised Toreador book heads too far in this direction, I believe. The history insinuates that famous figures from Greece and Rome were Toreador, seeming to fly in the face of the Revised Edition's move *away* from making every celebrity a Vampire.

    The medieval elder who narrates the clan's ancient history spins a yarn that I'm sure was designed to shake up our conceptions of what Noddist history is all about... but just ends up falling a little flat. There isn't enough there to make me think we have the story wrong... only enough discrepancies to make me believe our first-person narrator is misinformed. Similarly, the focus on moving away from Eurocentric conceptions of Toreador is overdone. What was handled elegantly in Clanbook: Tzimisce Revised (with its treatment of Indian and African methusalehs), now reads like a sophomoric attempt to apologize for previous editions by overly focusing on Africa. There's little to no treatment of Toreador in the Middle East, ignoring a fascinating period of the Toreador's development that the Dark Ages books are expanding almost monthly.

    In the end, Clanbook Toreador Revised failed disastrously for me. It's the first of the Revised Clanbooks that I wouldn't recommend to anyone, and would instead direct you to its predecessor.



  4. The best thing about the revised clanbooks is that they are mainly focused on improving the game's setting and literature.

    Clanbook: Toreador is not an exception. Compared to the previous clanbook, this one almost brings no mechanics and game systems. I think this is OK, since in the main Storyteller rulebooks we already have more rules than we might be able to explore in a lifetime.

    As a storyteller, what I really expect from a clanbook is to give me a deeper view on the clan, and this book does it very well.

    The text is mature and intelligent, and avoids wasting much time with silly statements such as "the Toreador divide themselves into two groups, the Artists and the Poseurs", and things like that.

    The reading is also interesting and fun. This Clanbook tells us a lot and still keeps many things mysterious, as it should be.

    Read the original clanbook too, if you like. You will find some useful rules and system that are completely absent here.

    But, if roleplaying is the most important part of the game for you, and if you like to have a good time reading, this one is the book for you.

    It's an inspiring and charming view on the most passionate of clans.



  5. The best thing about the revised clanbooks is that they are mainly focused on improving the game's setting and literature.

    Clanbook: Toreador is not an exception. Compared to the previous clanbook, this one almost brings no mechanics and game systems. I think this is OK, since in the main Storyteller rulebooks we already have more rules than we might be able to explore in a lifetime.

    As a storyteller, what I really expect from a clanbook is to give me a deeper view on the clan, and this book does it very well.

    The text is mature and intelligent, and avoids wasting much time with silly statements such as "the Toreador divide themselves into two groups, the Artists and the Poseurs", and things like that.

    The reading is also interesting and fun. This Clanbook tells us a lot and still keeps many things mysterious, as it should be.

    Read the original clanbook too, if you like. You will find some useful rules and system that are completely absent here.

    But, if roleplaying is the most important part of the game for you, and if you like to have a good time reading, this one is the book for you.

    It's and inspiring and charming view on the most passionate of clans.



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Posted in Role Playing Games (Monday, October 13, 2008)

Written by David Pulver. By Steve Jackson Games. The regular list price is $22.95. Sells new for $14.35. There are some available for $4.99.
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3 comments about GURPS Psionics (GURPS).
  1. I owned this book. I got very excited. I was very disappointed. THe Pisonics were so much weaker than magic. THe balance was not there for the two systems. They were also very differnt. That made for stumbling in the game. Loss of fluidity. Hopefully they will revamp it.


  2. This supplement is great! The powers that affect modern technology can really add a powerful edge to any adventure. And as for the magic players that can't figure out how to make psionics work the way they want it to, just put all of your points into kinetics. When your character can snap the necks of any of your adventure's villans with an unskilled push, you don't really need to be creative.


  3. I've been playing rpgs for over 2 decades now, and only got into GURPS pretty late in the game. I wanted to do a psionics-only gameworld and when I found this book, I got everything I needed.

    I am a Gurps V3 Revised person (haven't looked at Gurps V4), but this book keeps me from wanting to upgrade to V4.

    Pulver is one of GURPS' best writers, in my opinion, and in this book, he has thought out so many cool things for you to use as a GM (or as a player). Particularly what I like is a section called "Advanced Psionic Techniques" that takes all of the psionics powers to the next level, namely, letting you use the powers in tandem with other powers. Things that PCs will want to do, such as use Clairvoyance with Telekinesis to screw up enemies' internal organs -- there it is. How do Telepaths joins up in a Gestalt and combine their powers? There it is. Overall, the rules work well to create a balanced world.

    Some powers are obviously better than others. It is a shame that Pyrokinesis and Cyrokinesis are less useful (and just harder to apply in the game world) than Telekinesis. But as a GM, tweak a little here and there, and all of the powers become pretty viable.

    The campaign worlds suggested by Pulver are all intriguing -- take bitz of what you will. The new advantages/disadvantages as well as drugs and cybernetics all make this book useful in the long term.

    I've been running my psionic campaign now for over six months and I still have my players enjoying this world. I recommend you get the SUPERS book to use alongside it in case certain psionic powers (like Pryokinesis) need a little cinematic push (in that case, let the player buy Fire Ball, Flame Jet, etc.).


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Posted in Role Playing Games (Monday, October 13, 2008)

Written by Stephen Dipesa and Kraig Blackwelder. By White Wolf Publishing. The regular list price is $26.99. Sells new for $10.94. There are some available for $9.99.
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1 comments about Mage Boston Unveiled (Mage the Awakening).
  1. What do you need to run a Mage chronicle in the city of Boston? You probably want to know some of the highlights of the town, what's worth seeing and doing, the known history of the place. You might also want to know the secret history of the place, who the movers and shakers are, and what plots are going on. Maybe some secrets to show and tell.

    BOSTON UNVEILED covers almost all of this. My only complaint, and the only omission from the book, is something of a tourist guide to the town; what is there to see and do. Although it is simple enough to google that information these days, I always appreciated that in my Cthulhu citybooks, and I really wish it had been included for those of us too lazy to look it up ourselves. Otherwise, BOSTON UNVEILED has got it all.

    BOSTON begins with the secret history of the place (city and colony), what went on behind the Sleeper scenes, how power was gained and lost. It sets up the power structure and conflicts described in the next chapter, which takes up the bulk of the book. The Boston consilium is described, both the people and the protocols. All of the cabals in Boston are described (person by person) and how they interact with each other. This section also includes local Banishers, Seer groups, and Tremere. The neighborhoods are also described in terms of their magical potential.

    By far the best section was on Story hooks - the other stuff. Many were good, but the story of The Prince of 100,000 Leaves blew my mind. A lot of the content of gaming books is somewhat arbitrary - you can make up the stats for your own cabal of mages, write your own consilium procedure, your own architecture, etc. But then you read something that is genius and that you could never have made something so good - it makes the whole book worth reading by itself. I refuse to spoil anything of the legend, except to say that it ties into the Salem Settlement hinted at in the core book.

    There is also an adventure that is sort of interesting - a Nepalese spirit that consumes souls and then rebirths one of them. Don't know that I would run it, but the ideas are worth pilfering.

    BOSTON UNVEILED is a great citybook, and of course you can always transplant all of the characters to a city of your choosing. The off the map stuff is by far the best content and definitely worth the purchase price for story ideas.


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Posted in Role Playing Games (Monday, October 13, 2008)

Written by Monte Cook. By White Wolf Publishing. Sells new for $23.99. There are some available for $23.95.
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1 comments about Legacy of the Dragons (Arcana Unearthed d20 3.5 Fantasy Roleplaying).
  1. Monte Cook's Arcana Unearthed campaign setting is perhaps one of the most ground-shaking publication in the d20 world since the announcement of the third edition rules. It tosses out many of the old stand-bys of the D & D game (arcane vs. divine magic, alignments, the traditional character classes and the customary cosmology, just to name a few changes), and I expected that the monster manual would follow the same trend.

    There are some darned nifty monsters in here, like the rune reaver and the unnamable, but too many of the creatures are just variations on an old 3.5 theme. The night beast is a shadow with a few extra powers, the vallorians are dark elves with a new back-story and fewer spider . . .

    Don't get me wrong, this book is a fine addition to any Arcana Unearthed campaign, and some of the monsters will work well in just about any fantasy campaign you might be running, but I was really expecting something that would deepen and heighten the Arcana Unearthed experience and this came up short.


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Posted in Role Playing Games (Monday, October 13, 2008)

Written by Bruce Boughner. By Arthaus. The regular list price is $21.95. Sells new for $9.00. There are some available for $5.53.
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1 comments about Ravenloft: Champions of Darkness (d20 3.0 Roleplaying).
  1. Okay, this one read like a playground seesaw. Sometimes it was really good. The new feats and prestige classes were amazing. But sometimes it was just plain bad. Jander Sunstar is listed as Chaotic Evil, though his description in his novel and short stories, as well as the description in this book, show him as noble and self-sacrificing. He's also missing MANY feats. To top this off, the adventure ideas in the book aren't really very imaginative. Overall, the book is worth the money for the feats and prestige classes, alone. Just don't expect much more.


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Posted in Role Playing Games (Monday, October 13, 2008)

Written by Philippe Boulle and Joshua Mosqueira-Asheim and Lucien Soulban. By White Wolf Publishing. The regular list price is $15.00. Sells new for $27.89. There are some available for $11.40.
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3 comments about Constantinople by Night (Vampire - the Dark Ages).
  1. The best By Night is still of course Chicago By Night, but Constantinople By Night is excellent. If you are looking for a twist on your Dark Ages game, and want something a little different from the typical Germany/Transylvania campaign I highly recomend this book. The vampric storyline is compelling, and offers a city founded by a "trinity" of Methusulahs determined to surpass both Rome and Carthage. Of course this has gone terribly wrong in typical World of Darkness style, and the supplement places the characters in a decaying empire on the verge of collapse. The NPC's are generally quite interesting and often very old and powerful. Many of them have a unique "Byzantine" outlook on their unlife, and religion plays a major factor in this Christian Empire. I have been running a game in Constantinople for nearly a year now, and my players are thouroughly caught up in the various intrigues and are enjoying it. This is THE place in the Dark Ages to have a political campaign, and thanks to the strength of many of the elders you will not have to put up with the players killing every Cainite that annoys them. The main problem with this book is that while it gives a very interesting vampric society it does not give nearly enough detail on mortal society in 12th century Byzantium. Therefor expect to do a fair amount of research if you want to be historically accurate. All in all an excellent book, and one that I am enjoying immensely.


  2. An excelent source guide for any who wants to lead a cronicle on this particular citie. All the history, the myths und the "dark secrets" are here. Starting for a detailed description of each area in constantinople, as well each clan and vampire of importance in the city. A remarcable historical und fantastical work. Make your imagination goes free trought this historical city.


  3. Okay, this is an older book, intended for use in the original Vampire: the Dark Ages, but it still is an excellent source for use in a revised Dark Ages: Vampire game. Just mess with the time line a bit and adjust the NPC stats and your pretty much set. This book bascially covers the undead night life in Constantinople and the Byzantine Empire. Basically, Constantinople is ruled by an unholy trinity of ancient vampires (Michael the Toreador, the Dracon of the Tzimisce and Antonious the Ventrue), and is horribly mired in plots and conspiracies of the undead. The introduction gives you some basic information on life (and unlife) in Byzantium, and a few recommended sources which I strongly recommend you read if you want to learn anything about the Byzantine empire.
    The next two chapters cover History and Geography, in that order. The section on history presents a (somewhat brief) overview of Byzantine history, including events involving the undead in the city of Constantinople. The timeline goes all the way up to 1204 AD, but the main setting is supposed to be 1197. However, as I said, storytellers can feel free to alter the setting or time line however they please (indeed, the history section even includes a side bar about alternative histories). The next chapter, geography, covers all the important (and interesting) areas of Constantinople, as well as some brief mention of Asia Minor, Greece, Crete, Maceadonia, Thessaly, Thrace, Bulgaria, the Balkans and the Aegean Sea.
    The next chapter goes into politics and literally Byzantine alliances between the three major factions in Constantinople, as well as numerous minor factions. The main idea here is that each of the elders (Michael, the Dracon and Antonious) have created their own families, with smaller lineages pledging fealty to them. Hence, the major clans are the Michaelite Toreador, Antonian Ventrue and Draconian Tzimisce. Each smaller lineage owes loyalty to one of them, such as the Children of Judas (Setites) and Magnus Orthodox Lasombra, who owe their loyalty to the Michaelite Toreador. Numerous smaller factions (which are not lineage based) are also presented, such as the Inconnu and the Dream Circle.
    The next chapter covers the undead denizens of the city, giving stats for many of them (including Micahel; fortunately no stats are given for the Dracon or Antonious) so you can add them as NPCs. Each clan is presented, along with the Baali, Salubri, Caitiff and even a Mage (who appearently has been embraced and become the Ravnos signature character by revised). Many of the characters are of high generation, so be warned. All of the characters are also provided with a note on their Future Fate as well. Following this are some plot ideas for STs, divided into three sections: the Son (stories for new players or characters not from Constantinople), the Father (the intrigue that grows as the Fourth Crusade approaches) or the Holy Ghost (mystery and the bizarre). Some of these plot ideas are actually pretty good too.
    And finally, the book closes with a simple map of Constantinople. Personally, I think this would have been a bit more helpful in the section on Geography, but thats just me. Anyway, if you can get your hands on this book, go for it. With just a bit of re-working, you can easily squeeze it into any Dark Ages: Vampire game.


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Posted in Role Playing Games (Monday, October 13, 2008)

Written by James Jacobs. By Paizo Publishing, LLC.. The regular list price is $19.99. Sells new for $13.59.
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No comments about Pathfinder #17 Second Darkness: A Memory of Darkness.



Posted in Role Playing Games (Monday, October 13, 2008)

Written by David Pulver. By Steve Jackson Games. The regular list price is $36.95. Sells new for $23.39. There are some available for $18.95.
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3 comments about Transhuman Space (HC) (Transhuman Space).
  1. Pulver has really outdone himself with this book. With everything from simple genetic upgrade humans and memetic warfare, to intelligent octopi and autonomous sentient computer programs roaming the world computer networks, Transhuman Space really gives plenty of bang for the buck. Story ideas will leap at you from every page.


  2. I've been following various transhumanist/cybernetic "movements" for years and have dabbled with "hard science" RPGs like Traveller, Underground and Millenium's End. Of course, Cyberpunk 2020 is at the top of the genre.

    The well-researched writers of Transhuman Space masterfully integrates the most salient aspects of our continuously evolving and chaotic state of science and society into a haunting yet beautiful vision of our future. Even if you've never played GURPS or roleplaying games, the background information on the world of 2100 is worth the price alone.

    Pulvers manages to incorporate today's conceptual technologies such as virtual reality, genetic manipulation and artificial intelligence into this game universe without the superficial pulp of sci-fi pop-futurism.

    One point is that I don't recommend this game for novices unless every player has at least the main book and has a firm grasp of the technologies involved. The only drawback in terms of popularity is that THS does have a high learning curve because there are just so many new entities, each with its own game mechanics, that don't exist at this level in most other games. (Slinking, mind emulation, telepresence, smart matter, surveillance society, augmented reality, 3D printing, uplifting, etc.)

    One of the writers even goes as far as to say Transhuman Space does not use theoretical technologies such as faster-than-light travel or teleportation and certainly does not use psionics, magic or supernatural game devices. In some ways, Transhuman Space is more mature in its science than Star Trek. THS does for space RPGs what Delta Green did for Cthulu.

    For its subject matter, Transhuman Space is also refreshingly void of political posturing or trite moralism. The world of 2100 makes no apologies about cloning, eugenics, "parahumans" bred for slavery, etc. It comes off as a sobering cautionary tale rather than condescending finger-waving and preaching.



  3. Finally, here is a game that reflects how human nature will affect the future. I have played many games in relation to human self evolution, (deep blue, Stradrive, trinity, cyberpunk 2020, Traveler, etc.) but this is closer than any others. There is no FTL, no matter transporters, and no aliens that we did not create ourselves. It is set in our own solar system; which has been sadly neglected by other games in the sci-fi genre. And the culture of humanity has changed greatly, and yet it is still similar enough that I could grasp it easily. The motivation is the same, the means have changed. Overall I would say that this game is one of the best out there. Even if you are not in to games, just reading it is worth the price of admission.


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The Stars Are Right! - Nine Disturbing Tales of Mankind's Corruption (Call of Cthulhu Horror Roleplaying)
Conan: Trial of Blood
*OP Clanbook: Toreador (Revised Ed) (Vampire: The Masquerade Clanbooks)
GURPS Psionics (GURPS)
Mage Boston Unveiled (Mage the Awakening)
Legacy of the Dragons (Arcana Unearthed d20 3.5 Fantasy Roleplaying)
Ravenloft: Champions of Darkness (d20 3.0 Roleplaying)
Constantinople by Night (Vampire - the Dark Ages)
Pathfinder #17 Second Darkness: A Memory of Darkness
Transhuman Space (HC) (Transhuman Space)

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Mon Oct 13 01:29:12 EDT 2008