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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Monday, September 8, 2008)

Written by Dan Birlew. By Prima Games. The regular list price is $16.99. Sells new for $5.77. There are some available for $3.77.
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2 comments about You and Wii: Everything You Need to Know (Prima Official Game Guides).
  1. Die Hard gamers definitely all crazy over the newest systems, especially Nintendo's Wii. But, finding the system in the stores is very difficult right now, no matter where you look. If you do want to find out about the system, before you buy the system, than this book will help you out. You & Wii: Everything You Need To Know is a simple and comprehensive guide that shows you everything you need to know about how to setup your system, from the way to download games from Nintendo's Virtual Store, all the way to how to use the Wii Remote with games like Wii Sports which comes with the system. This is a really good buy for anybody who wants a simple way of installing, and playing the Wii any way around. I definitely recommend this book a whole lot. Although Prima hasn't done a good job making strategy guides for video games recently, this guide is really a great book that delivers well.

    Price: B+

    Convience: B

    Maps & Graphs: B

    Overall: B 1/2+


  2. The book is well written with good pictures and explinations. Much better than the manual that comes with the unit. It is however limited to the games that come with the wii, and basic concepts. Worth 15 bucks to get started, but if you are already using your wii and want in depth reference material this is not for you.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Various. By Excelsior Games. Sells new for $11.95.
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No comments about Traitor: A Universe Adventure.



Posted in Role Playing Games (Monday, September 8, 2008)

Written by Joseph Miller. By Green Ronin Publishing. The regular list price is $19.95. Sells new for $12.46. There are some available for $11.64.
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2 comments about True20 Experts Handbook: A True20 Adventure Roleplaying Sourcebook (Adventures Roleplay Sourcebook).
  1. Why oh why did I get this, its not needed and just mucks up a fine game with more minutia, dont bother.


  2. Since True 20 is a multigenre system it's pretty hard to fill a book with things that will be useful for everyone. I play mostly fantasy and horror so a list of new modern weapons or devices is pretty much a waste of space for me but I realize it might some other gamers very happy. So maybe to make everyone happy a separate "Fantasy Expert's Handbook" or "Sci-Fi Expert's Handbook" could be released. But that's not what happened.

    In the end this book had a bunch of stuff I wouldn't use but it also had some great stuff I would/will use. I thought the rules for creating Organizations were pure, true 20, perfection. I also loved all the extra skill challenges. Poison information was great. Some of the feats seemed to overlap a bit and became very confusing (along with the table that was supposed to help), but there were great new feats too.

    Eagerly awaiting the arrival of my copy of the Adept's Handbook.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Monte Cook. By White Wolf Publishing. The regular list price is $12.95. Sells new for $11.01. There are some available for $7.25.
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3 comments about Requiem for a God.
  1. A bit small, but WOW! It's packed with great stuff. When a deity dies. It gives examples and ideas of what happens to the gods corpse, his church, and his divine power. It was extremely well thought out and put together. Another superb book from Malhavoc Press.


  2. Once again Monte Cook has reached deep into his big bag of tricks and pulled out a winner. This book, which covers the death of an 'Immortal' deity, is done with seriousness and incredible thoroughness. It covers the topic well, and leaves you with all sorts of nasty ideas for a game or five.


  3. As the first event book from Malhavoc, Requiem for a God presents great ideas for the enterprising DM. It includes an excellent blend of story elements and crunchy bits, setting a high standard for future products in the series.

    The Event
    The introduction and the first two chapters (Preparing for the Event and Integrating the Event) lay the foundation for the death of a deity in the campaign: choosing a god, staging the death, and the effects on both society and the universe as a whole. I particularly enjoyed the sections on changes to the religion (believers, clerics, and church organizations).

    One objection some DMs may find to this book is the assumption that gods leave both physical remains and spiritual traces. This was a particular focus chosen by the author, but it may not blend with all campaign cosmologies. The elements of the body (godsblood, godsflesh, divinity sparks) and spirit (demiurge, loosed divinity, energy wells) are the basis of many of the feats, spells, magic items, and prestige classes presented later in the book.

    Crunchy Bits
    Chapter 3 presents four prestige classes: the disaffected (former clerics who fake divine spellcasting ability), the harvester of divinity (a prospector of godly remains), the necrotheologist (a specialist in the study of dead gods), and the threnody (bards in tune with the Great Dirge). The classes are interesting and well-balanced, but they may be a bit morbid for most players.

    Chapter 4 introduces godsblood feats, which require drinking or anointing oneself in the blood of deceased deity. There are a nice mix of constant effect feats (Arcane Resistance grants a save bonus vs. arcane magic) and limited use powers (Overwhelming Presence allows you to awe onlookers several times per day).

    The spells in Chapter 5, the magic items in Chapter 6, and the monsters in Chapter 7 run the range from intriguing (Warp Alignment) to spooky (The Lance of Endless Night) to gross (divinity parasites). The items and monsters could be incorporated into existing campaigns without the dead god story elements, but the spells are a little less flexible (without changing names and explanations).

    Story Elements
    Chapter 8 gives seven adventure kernels ranging from 2nd to 15th level and beyond. Several of the scenarios feature organizations introduced in Chapter 2: Cabal of the Dirge and Memento Mori. The individual DM is left to flesh out the details of the adventure on their own, as is the case with most of the book's materials.

    The sidebars throughout the book are quite useful: checklists for DMs, key terms introduced in each section, and mini stories featuring dead gods (The Final Rest of Theyasmalan, Galathak's Grave). These stories are an excellent complement to the adventure ideas, as is the flavor text in the magic items chapter.

    Overall
    The production, artwork, and content quality is on par with the Books of Eldritch Might. What really sets this book apart from other adventure supplements is the story elements. Although it can't be dropped into a campaign overnight, Requiem for a God will inspire plenty of thought for tomorrow's adventures.



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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Fantasy Flight Games and Various. By Fantasy Flight Games. The regular list price is $19.95. Sells new for $19.99. There are some available for $9.99.
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1 comments about Dragonstar: Players Companion.
  1. While Dragonstar relies more on hard science than actual fantasy it still can be a bewildering place to play around in. The prestige classes and feats in this book help to define your character in the Dragonstar universe as well as new paths for your character to take. Including the Way of the Wolf. Maybe not the actual title but the Companion introduces a new way to spend a given characters hard won XP: Training! With the investiture of experience points and time a given character can develop new abilities and new ways to improve themselves. Options galore is what this book hs in store. No matter how much you love or loathe the Dragonstar setting, some of the material is deffinately worth stealing for something else. All in all a wonderful tool kit for players and GMs alike.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Todd Rooks and Alex Anderegg. By Goodman Games. The regular list price is $24.99. Sells new for $12.84. There are some available for $13.69.
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1 comments about Dungeon Crawl Classics 39: Dm Screen and Adventure (Dungeon Crawl Classics) (Dungeon Crawl Classics).
  1. In the days of old, I remember taping index cards to a manila folder and then duct-taping the edges together; soon pizza stains & soda rings formed and v'wa-la! A seasoned DM screen. Inside these walls the DM snickers and the sound of dice clatter; this DM screen is just what I've been waiting for since High School. Nice and heavy construction the DM screen also has a nice plastic coating that should put up with even the best delivery pizza's or energy drink. Stocked with all the needed quick reference tables this DM screen tops off a nostalgic game table.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Derek Pearcy. By Steve Jackson Games. The regular list price is $26.95. Sells new for $59.00. There are some available for $39.49.
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5 comments about In Nomine (HC).
  1. I'm an In Nomine player from some small time ago, and I was looking at the reviews and found some stuff on Angels being non-offensive and Demons being more... Y'know. Well, in In Nomine you being an angel doesn't mean you have to pray 10 hours a day and only do good stuff. The great thing about this game is its flexibility, and also the amount of creativity and imagination it requires from both player and GM. If your an In Nomine player, you've got to get it. Quick.


  2. The game is good vs. evil - nothing new there! But the wrapping is definately different. A whole universe of angels and demons and more or less potenent (more less than more) mortals contesting in their, sometimes pathetic fashion, to gain the upper hand in a game beyond their comprehension - that is unless they are celestials (angels/demons). They, on the other hand know what is at stake and must therefore follow stringent rules of engagement while conducting a fierce battle for (or is it because of) all humnity. Being so stringent these rules make is nescecary for all celestials to be very inventive in order to succeed in the missions appointed to them. Both the master they serve and their own nature have certain rules of conduct that must be followed at all times. This matrix of celestial conduct and the need to make it work without stepping on anybodys toes is what is so fascinating about In Nomine. Believe me you must really have your wits with you to play this game...but is is worth it!!!


  3. This is the first RPG I have found that allows you to role-play the lives of archetypes of good and evil. You are able to transcend humanity to see the world through the eyes of a Celestial being. Now dont get me wrong, this is NOT Steve Jackson being religious. This isnt really a religous RPG. Wuite the contrary. It shys away from the dark goth that is so popular today and boils the characters down to their essence. But even then there are so many ways to take this. I am deeply religious and honestly I dont like to play demons, but I am also not offended by their protrayl in this excellent universe.

    The only problem with the RPG is that the combat mechanics suck! I get the impression that they tried to make it as simple as something like White Wolf or even GURPS and over did it, a lot. It puts too much emphasis on certain traits and totally ignores other (in my opinion) relevant ones for the sake of trying to keep things simple. There is a point of diminishing returns guys, less isnt always more... It is so simplistic that you WILL want to redo it yourself. There are some changes in this addition, but not enough.

    Bottom line In Nomine is my favorite game after playing for 19 years... at least after I reworked the system.



  4. In Nomine is easily in my top 3 of RPGs. The main problem with it is finding people who are CAPABLE of playing it. I've tried to run two In Nomine cammpaigns for my gaming friends and both have been disasters. Partly its my lack of skills as GM, but it is also players who lack any trace of subtlety. People want to play Malakim ( very warlike angels for you non-players ) and charge after every demon they see. I've tried to slap them down after they do this, as the demon's friends take revenge, but it becomes a cycle of B.S. that wrecks the campaign. I would love to find a group that I could play with, but my current group of frineds, who I enjoy gaming with, are not set up to play In Nomine. I figure it's their loss. Give the system a try, but be warned, it's not hack-and-slash.


  5. The only thing that "saves" this game from five stars is the fact that the rules themselves are severely broken.

    The setting is rich, interesting, fun, original, and well-crafted. The book itself is more fun to read than any I own, with the exception of Nobilis. The prose is clear, concise, and even artistic in the story passages. The system is easy enough to grasp that the game can be run as a one-off or a mini-campaign.

    However, the rules suffer the same problems as the previous GURPS edition: skills are far too compressed. Every task attempted seems either way too easy or ridiculously hard. GMs will have a very difficult time designing reasonable challenges for any group, and character creation is very vulnerable to min/maxing. Some of the races (particularly Shedites and Kyriotates) are almost impossible to adjudicate without making them either worthless cripples or unstoppably powerful.

    I recommend this system very highly, but I suggest that the best way to run it is as a short interlude to a different campaign, or as a one-off, with pre-generated characters. In fact, the most exciting long-term campaign I know of in this system is actually a series of one-offs in which each session new characters that the players met in passing last week are the centerpieces of this week's playing.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Various. By Mongoose Publishing. The regular list price is $29.95. Sells new for $9.99.
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1 comments about Babylon 5: Darkness And Light (Babylon 5).
  1. The information in this book is awesome. There are tons of History on the Vorlons and The Shadows. If you don't want to be spoiled on the History of these first races, and other First Ones, like Lorian's race "The Speakers". There are other races mentioned in the History... and of course there are gaming mechanics for the Vorlons and Shadows, but also for some of the servitor races.. like the Drakh, and Zenier, and a couple others. Some of the planets known for those races as well.

    It is a very informative book... highly recommended if you want to game with those two races, or you are just a Babylon 5 fan who wants to know more about these ancient races.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Arthaus. By Arthaus. The regular list price is $34.95. Sells new for $49.95. There are some available for $8.00.
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5 comments about Warcraft: The Roleplaying Game.
  1. I am not a person who enjoys Tabletop Roleplaying. I bought this book because I wanted more indepth information on the races and cultures of Warcraft, and I wasn't dissapointed.
    BUT, I have noticed some inconsistencies between this Books History of Azeroth, and the history presented to us in the Warcraft PC games manuels. For example, this RPG handbook tells us that Orgrim Doomhammer was Warchief at the time of the First War, when in fact an orc named Blackhand was the Warchief.


  2. Admittedly when I heard about a Warcraft setting being made I was skeptical. Having not had much experience with White Wolf/ Sword and Sorcery, never having been a Vampire player, I didn't know what to think. Yet I had seen Ravenloft and others so I had hope.
    Though some minor errors and small quibbles exist, the Warcraft setting is a thoroughly enjoyable source book. A wealth of information is given on the basic aspects needed to start and understand a Warcraft campaign, short of monsters of course.
    The modified classes are simply changed but in a manner that makes for a fairly different experience, and the prestiges are for once actually worth aiming for.
    The influence of Blizzard on the setting is very apparent and something to be thankful for, though some changes are given for the most part it truly carries the feel of the Warcraft world game players have come to enjoy.
    Definately a good addition to anyones dnd Library.


  3. When reading the book it seems that there was very little teamwork with blizzard and the writers of this book.
    Everything relates to WC3 and TFT during its release date but any new info after that time isnt in the book and sometimes disprooves what the book has to say. the only reason i bought this book is for WC lore. Luckily half the book has history on many of the places in Azeroth, hopefully Blizzards history and this books history match up.


  4. This RPG setting is sure to be a favorite of every Warcraft fan.

    It provides a lot of lore information, and it was made with Blizzard's input so it is "cannon". The races and classes are all pretty interesting, and there are plenty of new feats and spells. I previously played Forgotten Realms, but got tired of the setting because it lacked "color." I'd definitely say the Warcraft RPG has "color," and that's what counts.

    My two complaints: The tinker's technology creation abilities are way way too open to exploitation as they currently stand. I'd advise a DM to carefully lay out for his players what they can and can't create to avoid unbalancing a campaign.

    Also, I wish this book had more information. For example, the necromancer prestige class, the blood elf race, and the gnome race are three very important parts of the Warcraft universe but they were not included in this book. Instead they can be found in the Alliance and Horde Compendium. You pretty much need this book, the A&HC, and the Warcraft Monster Manual to run a campaign.



  5. My group and I decided we needed something new and different for our games. So we ordered this book, with an uneasiness about it being based on a game. After recieving it we carefully removed it and began to play. It was much better than our expectations, and seemed like everything 3.5 should have been in a warcraft universe. Many classes are made prestige, and there are interesting starting classes. The setting is interesting and entertaining and is a nice breath of fresh air compared to others. The supplements for this series also add new and interesting features. I would recomend going for the newer book, World Of Warcraft RPG. It may have returned some prestige classes to core classes, but they still play the way they should. This almost justifies the 3.5 update, as it is required to play.


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Posted in Role Playing Games (Monday, September 8, 2008)

Written by Ian Lemke. By White Wolf Publishing. The regular list price is $12.95. Sells new for $19.95. There are some available for $0.07.
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5 comments about Laws of the Night (Mind's Eye Theatre).
  1. This book is great for those Children of The night who are bored of "sit-down" role-playing. With this book you get everything you need, from merits and flaws to info on bloodlines! This book is set up well for new and old players alike who want to get into LARPing (live-action role-playing) I give it two thumbs up!


  2. I loved this book, it's the perfect reference for any gamer. It is very complete but still stays concise. You can find the answer to almost any question in a matter of seconds. It is easy to carry over and insures the fluidity of the game.


  3. I STARTED PLAYING THE GAMES 3 WEEKS AGO I GOT THE BOOK 1 WEEK AGO IT MADE PLAYING THE GAME A LOT MORE FUN AND I KNEW WHAT I WAS DOING.


  4. It should be noted that there is a revised edition of this book (September 1999, by Jason Carl). There seem to be some fairly significant changes, so if you are looking for a manual to explain the rules of an existing LARP, find out which edition they are using before you make your purchase.


  5. umm.. I like it. it will make dwiggit happy.


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You and Wii: Everything You Need to Know (Prima Official Game Guides)
Traitor: A Universe Adventure
True20 Experts Handbook: A True20 Adventure Roleplaying Sourcebook (Adventures Roleplay Sourcebook)
Requiem for a God
Dragonstar: Players Companion
Dungeon Crawl Classics 39: Dm Screen and Adventure (Dungeon Crawl Classics) (Dungeon Crawl Classics)
In Nomine (HC)
Babylon 5: Darkness And Light (Babylon 5)
Warcraft: The Roleplaying Game
Laws of the Night (Mind's Eye Theatre)

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Last updated: Mon Sep 8 05:50:47 EDT 2008