Posted in Role Playing Games (Friday, September 5, 2008)
By Heliograph.
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4 comments about Transactions of the Royal Martian Geographical Society: The Journal of Victorian Era Roleplaying.
- If you like role playing in the Victorian Era, this is a resource that you won't want to pass on.
There are all sorts of nifty things, adventures, floorplans, characters, cross over ideas, and background flavor.
- This volume collects the first four issues of the Transactions of the Royal Martian Geographical Society, a formerly-defunct magazine for GDW's late, lamented Space:1889. I regretted not acquiring these issues when they came out, but now I'm glad I waited. This combined edition is greatly superior to the originals: layout is improved, there are more graphics, and it is nice to have everything combined under one set of covers. The articles themselves are good-to-excellent in quality, and are frequently better than the material released for the original game. Many of the authors are professional historians or graduate students of history, and their depth of knowledge shows. The only thing preventing me from giving this product five stars were the facts that a: my copy (and mine alone, it seems, since I spoke with others who purchased this) was a little defective, and b: this product only covers Space: 1889--which was entirely fine by me, but might limit its appeal to other Victorian-era gamers who aren't great fans of the Space: 1889 universe. Future issues will broaden the coverage, I am told.
I am also told that the editors believe that this product was not 100% perfect, and that there is room for improvement. Personally, I don't see how. I found the product to be excellent, and welcome its release. And if volume 2 is going to be better than this, as the editors promise, it will be _extremely_ impressive indeed.
- I loved the first volume that Mark and Matt put together, and the second was even better. Being a post-GDW-collapse convert to Space: 1889, I didn't even realize that there had been a "Transactions" fanzine. I think that the new format does more justice to the efforts of Mark and the varied authors to improve upon the basic game materials than the fanzine. I think that the second volume would be more useful to those who are looking for more general information on Victorian Era Gaming and not just for Space: 1889. Loved it! Eagerly awaiting the 3rd Volume.
- Space 1889 was not the greatest game ever produced. The marketing of the game seemed weak. And, to be perfectly frank (pun intended), many of the illustrations were terrible! But, inspite of that and the demise of GDW (a tragedy in my not-so-humble opinion), the game lives on in the small enclaves here and there, joined by the internet.
I think that really says the ideas behind the game mechanics were brilliant. And I'm grateful to those who produced the game. Transactions was a great fanzine. It, too, had an ignominious end. Now, with these compilations, it lives again. And better, far better than before! This compilation has accounts of two miniatures games, which lend a great deal to the playing of the game. If you enjoy movies like "Zulu", "Rogues March", "Beau Geste", "Four Feathers" and "the Light That Failed", you'll love this book.
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Posted in Role Playing Games (Friday, September 5, 2008)
Written by Nigel D. Findley and Stephen Atkins. By Fasa.
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3 comments about Lone Star (A Shadowrun Sourcebook, No 7115).
- Disinformation is the key here in LONE STAR, another sourcebook set in the universe of the SHADOWRUN role-playing game. Nigel Findley sticks to the formula he established in his previous sourcebooks, combining standard narrative text with annoying "shadow-bytes" from the denizens of the 21st century; Findley leaves it up to the reader to separate the wheat from the chaff. Many sections of the book read word for word out of another of Findley's SHADOWRUN projects, the novel entitled LONE WOLF; in fact, so much of LONE WOLF is quoted in LONE STAR that if you've already got one of the books, you can safely skip the other. Parts of the sourcebook contain some good ideas for SHADOWRUN adventures, and Findley's writing style makes LONE STAR an entertaining read, so despite coming off as a bit disjointed and superfluous, it should fill the bill for SHADOWRUN fans.
- I must disagree with the previous reviewer. Lone Star is the one Shadowrun sourcebook that you just can't afford to be without. Written by the legendary Nigel D. Findley, Lone Star fills in the blanks for GM's on Shadowrun's own version of law enforcement. If the Lone Star cops in your campaign are more like the Keystone Cops and your runners are complacent get this book and you'll never look back....but your runners will.
- The LS book fully fleshes out the cops, and given the frequency the star is used as opposition for runners,it's pretty suprising it wasn't done sooner. While the LS book is enjoyable, I wish it and the corp sec book would have been combined,since much of the two books material seems to overlap. Whether you are just starting a sr campaign, or you and your jaded players have been going for years, the LS book is worth a look.
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Posted in Role Playing Games (Friday, September 5, 2008)
Written by Gavin Bennett and Genevieve Cogman. By White Wolf Publishing.
The regular list price is $21.95.
Sells new for $11.45.
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No comments about Dark Ages British Isles (Vampire).
Posted in Role Playing Games (Friday, September 5, 2008)
Written by Tim Bogenn and BradyGames. By BRADY GAMES.
The regular list price is $19.99.
Sells new for $34.97.
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No comments about Freedom Force Official Strategy Guide.
Posted in Role Playing Games (Friday, September 5, 2008)
Written by Jess Heinig and Ree Soesbee. By White Wolf Publishing.
The regular list price is $14.95.
Sells new for $29.00.
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4 comments about Clanbook: Tremere (Vampire: The Masquerade).
- An interesting book with great insight into the Tremere Clan. A must have for all who play Tremere
- This books recounts Tremere history yet again. However, unlike the original CLANBOOK TREMERE- a classic source book, revealing the secrets of a mysterious clan- here a young Tremere narrates. Since most player characters tend to be young Tremere getting a sense of just how much such a character would know is very helpful. There are sidebars from a more ancient Tremere, hinting at how the narrator has been influenced by propaganda. (This assumes some background knowledge. You can find that in both the original CLANBOOK: TREMERE and TRANSYLVANIA BY NIGHT. The Tremere legend develops further in NIGHTS OF PROPHECY and TRANSYLVANIA CHRONICLES IV: DRAGON ASCENDANT.)
While Clan Tremere is still highly organized and authoritarian, the description of Tremere society here allows more freedom. It's now possible to play an anarch Tremere with no clan contact and easier to imagine what interests more traditional Tremere would have beyond clan business. Basically, there's less internal politics and more to make Tremere playable in a mixed coterie. However, there's still detailed description of Tremere organizational structure. There's also a bit about the destruction of the Tremere antitribu and (now that they're gone) details on how the curse marking the antitribu worked. (Gee, thanks.) There are many good features- Tremere derangements, merits and flaws, a generous Thaumaturgy section with new rituals (some repeated from the original, some important to Tremere operations) and paths (one revived from DARK AGES), as well as explanations of how Tremere use clan disciplines, an all Tremere coterie, notable Tremere and character templates including spooky occultists and anarchs. MET statistics are often given. The only failings are small organizational problems (we hear about the "Transubstantiation of Seven" long before there's any explanation of what it is) and the need for familiarity with other material to appreciate the full picture.
- I have two "Clanbook: Tremere" books -- one is the 1994/98 edition and one is this 2000 edition. While the feeling of the book is different as one reviewer states because it is told from a different viewpoint, the facts, the information, and the descriptions are pretty much the same. In terms of new paths and new rituals, I found "Blood Magic" and "Guide to the Camarilla" more informative. I think the new view of this book follows very neatly into the overall changes in the tone of the game books. Something very useful are the examples of character design and info on how to fit a "Mind's Eye Theater" player into a table-top game or the reverse. Frankly, our game is a bit of both -- I have had some really really great players/actors so it gives me reason to continue collecting and reading the books for this game. I just feel a bit like this one wasted some of my money because so much is a repeat.
- First, I liked the fact that the history of the Tremere was laid out nicely. However, this book fails to mention the struggle between Tremere and Salout for the control of Tremere's body. It also fails to mention WHY the Tremere Antitribu were destroyed. I may be wrong, but I think that is part of the history of Clan Tremere.
Still, I liked to see how well organized Clan Tremere is. It's obvious why their enemies fear them, as the most powerful and cunning Tremere are the ones in charge. Also, I thought that the various rituals presented in this book were interesting, especially the one that helped other vampires to learn Thaumaturgy. However, I bought this assuming that I would get a better understanding of the discipline of Thaumaturgy, which I did to a point, but not as much as I would have liked. For instance, what seperates Tremere blood magic from, say, Assamite or Setite Sorcery? Also, I would have liked a clarification of how exactly you advance your Thaumaturgy rating as opposed to the various paths that you have. Vampire: The Masquerade rulebook attempted to explain it, but I still avoid creating Tremere characters simply because I'm not sure how to advance in their most important discipline. Also, on the outside binding of the book, there is always the "clan symbol" that goes along with the given clan. I was surprised to see, for this book, a rose! If you're familiar with Vampire: The Masquerade at all, you'll realize that the rose is the symbol for Clan Toreador, not Clan Tremere! Obviously, this isn't a big thing, but I still thought I'd bring it up. To me, it just takes away from the overall presentation of the book; since basically I buy some of the books just to say I have them. I like having the various clanbooks all next to each other, but then when you see one that has a flaw like that (especially on the outside!) it takes away from the, again, presentation. Overall though, it explains a lot about Clan Tremere and it's inner workings, which is probably what most people expect from this book. So therefore, if you're looking for that, you will be pleased. If you want a sprawling history of this clan, however, you should look elsewhere.
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Posted in Role Playing Games (Friday, September 5, 2008)
Written by Brian M. Sammons. By Chaosium.
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No comments about Secrets (Call of Cthulhu).
Posted in Role Playing Games (Friday, September 5, 2008)
Written by FanPro. By FanPro.
The regular list price is $34.99.
Sells new for $21.29.
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1 comments about Classic Battletech Handbook: House Steiner (FPR35001).
- This is an excellent resource for both Classic BattleTech Roleplaying Game and Classic BattleTech combat game. If you like the BT Universe this Handbook makes it even better. For example, in the history section there are maps showing the size of Lyran Commonwealth throught centuries. After every major section (1st, 2nd, 3rd, etc. Succession War) there is a detailed map of before and after the event... As always in BT handbooks there is a political system description, legal, military, but also a detailed economic system (average income per province, almost every major industry, etc). But one of the great surprises is the color section. Great pics of various individuals, locations, symbols and money(!). In the end, there are some new rules for CBT:RPG and CBT (extra paths, new environments, new creatures, a bit of new equipment). All in all, a great resource for players interested in gaining a greater understanding of the Lyran Commonwealth/Alliance and it's role in BattleTech Universe.
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Posted in Role Playing Games (Friday, September 5, 2008)
Written by Laura Hickman and Tracy Hickman. By Margaret Weis Productions.
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3 comments about Out in the Black (Serenity Role Playing Game).
- I love this book the serenity RPG is the closest thing at this time to a new movie or series and is full of adventure. RPGs are not infantile as much as the other review says search After Serenity and The Signal in iTunes Podcasts and you will see that I am right
- This is a fantastic addition to the Serenity RPG. It is half adventure and half sourcebook. If you are a browncoat but not an RPG player, I still believe there is a lot you can get out of this work. One of the favorite recurring characters from Firefly is central to this adventure and it is great to see what sorts of complications she can work up in a different setting. I particularly enjoy the appendix on the authentic old-west card game Faro.
- This is a good adventure for Browncoats who RPG. Love the verse and love the game.
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Posted in Role Playing Games (Friday, September 5, 2008)
Written by Bill Bridges and Kerry Thornley. By White Wolf Publishing.
The regular list price is $15.00.
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1 comments about The Anarch Cookbook: A Friendly Guide to Vampire Politics (Vampire The Masquerade Sourcebook).
- The Anarch Cookbook is well written. It is indeed a manual for Anarch politics, warfare and their way of unlife. With descriptions on strategies for times of peace as well as melee and ranged combat tactics, weapon infos and bomb making. Notes on water cannons, bullet proof vests and shield parry. How to incite riots and revolts and how pacify them again. Useful for Anarchs and counter forces, like the Prince, the Primogen, the police and paramilitary units. It is a manual and for that it's good. On the other hand it lacks everything concerning their history and decision making processes within the movement, either in Camarillan cities, the Anarch Free State or in Sabbat strongholds.
The Cookbook only pictures the USA. The statement all, Anarchs left Europe in an Exodus-like migration, seems to be blown out of proportions. The movement began in the old world and nothing explains why all Anarchs should have left European cities only to live in the then Camarilla controlled American cities. The book misses any comment on the unlifespan of Anarchs. I guess not all of them are neonates. Or is it their doom to die young - even in "peaceful" cities? Though many probably do, a number of Elders from the of the Inquisition might still exist. To resume, it's not an encyclopaedia it's a cookbook.
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Posted in Role Playing Games (Friday, September 5, 2008)
Written by Gary Gygax and Lawrence Schick. By TSR.
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1 comments about Realms of Horror (Advanced Dungeons and Dragons Module S1-4).
- These modules were designed as stand-alone adventures for Advanced Dungeons & Dragons. S1 was the original tournament dungeon used at Origins 1.
S1 Tomb of Horrors by Gary Gygax S2 White Plume Mountain by Lawrence Schick S3 Expedition to the Barrier Peaks by Gary Gygax S4 Lost Caverns of Tsojcanth by Gary GygaxThese four were later (weakly) combined into supermodule: S1-4 Realms of Horror
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