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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Monday, October 6, 2008)

Written by Emily Dresner-Thornber. By Guardians of Order. The regular list price is $19.95. Sells new for $2.99. There are some available for $4.99.
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1 comments about BESM Revolutionary Girl utena: The Rose Collection.
  1. This book and it's follow upBESM Revolutionary Girl Utena: Book 2 The Black Rose Collection (there was supposedly a 3rd but, I've never seen it available) Are intended to be used as RPG manuals. Which is great if you're into playing the BESM RPG's but, that doesn't apply to most Utena fans. But, A compendium of detailed character and story information alongside many lovely stills from the TV series is a bit More interesting to most fans. These books delivery exactly that and are a completely wonderful resource for Utena fans! They contain detailed information on the episodes (this book contains episodes 1-13), on the places around Ohtori academy, about the characters and the symbolic imagery used in the show!
    Written for intelligent well informed fans of the show these are wonderful, Must-have resources for any Utena fan.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Ed Greenwood. By Margaret Weis Productions. The regular list price is $44.99. Sells new for $14.99. There are some available for $23.71.
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No comments about Ed Greenwoods Castlemourn Campaign Setti (Castlemourn).



Posted in Role Playing Games (Monday, October 6, 2008)

Written by Bill Slavicsek. By TSR. There are some available for $3.20.
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2 comments about Night of the Walking Dead (Advanced Dungeons & Dragons, 2nd Edition: Ravenloft, Adventure/9352/RQ1).
  1. A fairly good introduction to Ravenloft for DMs and players, but yet seems to fail to provide the necessary level of horror that the writers of Ravenloft materials are always stressing. Certain elements seem glossed over, and other suggestions are impossible to carry out. A chase scene is called for, but based on the map, it seems hard for a chase scene to ensue--there is much space between houses and one does not get the sense that in this small town anything resembling an alley or a wrong turn could actually exist. Despite an attempt to create an atmosphere of horror, the action seems largely driven by a gradual increase in number and strength of opposing creatures. There are other adventure modules for low level players still in print that are also more interesting. The one benefit of Night of the Walking Dead is its brevity--it can be completed in two or three sessions.


  2. My PCs had become a little too powerful, and in the beginning I felt this adventure would be a breeze for them. Suddenly, they're facing the main enemy and I have to bring in an NPC priest to stop them all from dying. This adventure will let your PCs know they are not immortal.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Ed Greenwood. By TSR Inc.. The regular list price is $19.95. Sells new for $13.25. There are some available for $6.67.
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5 comments about Secrets of the Magister (AD&D Fantasy Roleplaying, Forgotten Realms).
  1. Though the concept of the Magister as a Highlander-for-magi "there can be only one" concept promises high adventure and danger, this book doesn't seem to live up to that. One might term the Magister an avatar of Mystra, although that would not quite be correct... it's more a position akin to a research professorship bequeathed by the ultimate Dean of Studies. Too much filler material, drawn with a broad brush and overly stereotyped - this book seems like it should have been a couple chapters in a larger text rather than padded out to fill its own volume.


  2. Ed Greenwoods books all have the failing of perfect character syndrome, where we get to see a god-like character have paper-thin see-through "human problems". Gods have nothing better to do than hang around and chew the fat with his characters, etc.. This one is no different. In "secrets" spells are cast that don't exist, all kinds of effects that aren't even vaguely plausible in the context of F.Realms. take place. I promise this is the last one I'll read. Please god bring back Dark Sun!


  3. I bought this module and convinced my DM to allow my character a shot at becoming the Magister. After successfully attaining that high esteemed place, she was continuously was bombarded by mages attempting to destroy her (and thusly quickly raised herself to phenomenal strength). This module does not tell you how to role play the magister...it tells you what comes along with being the Magister, what you must do and a long history of the Magister. The people below seem to forget that Ed Greenwood created Forgotten Realms and whatever he says goes. Sure the Magister is a powerful person but wouldn't it take a more powerful mage to take her down? You see PCs who live long enough to reach high level should be rewarded with such honors and that is what this book is for. It is an excellent way to retire a mage who has done everything. The key to this module is how the DM uses it not what the module says.


  4. In secrets of the magister it tells you if u look close enough how to be an invincible level 1 mage with all satas 25 and unlimeted wish spells. the invincibility comes with casting i think its a 6th level spell in an area described i the book and to get 720 wishes have the magister give u the ability to cast wish, just read closely and its all possable great book buy it.


  5. Being an educated DM I decided to use the book as a module instead of a guide. By turning my evil campaign against the magister it created a wonderful module for high level characters... I changed the rules alittle (as always) but it seem great and made a perfect exit for the players characters... All my players agreed that they enjoyed that adventure more than most others they had went through... Be creative... Many books can be used in multiple ways....


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Matt Staroscik. By Privateer Pr. Sells new for $9.95. There are some available for $3.97.
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5 comments about The Witchfire Trilogy Book 1: The Longest Night (Privateer Press d20).
  1. This is a very well made adventure for the Iron Kingdoms d20 campaign. It serves as both an introductory adventure and a brief look at the new game system. I've been playing Dungeons & Dragons for over 12 years, and this is one of the most exciting new campaigns to come about in some time. I highly recommend this product to anyone who wants something that maintains the feel of Dungeons & Dragons but puts a few more twists on the idea. At 64 pages, you can't find a higher quality d20 accessory for this price. Of all the new campaigns coming out for the new 3rd Edition of D&D, this is the only one to make me say, "hey, I can't wait to play games in this world!"


  2. Tired of dungeon and dragon adventures set in medieval times? Fast forward the time frame a little to the age of steam an age that never existed save in such classics as Jules Verne's 20, 000 Leagues Under the Sea. This first adventure surrounds an evil artifact and one teenage girl's thirst for vengeance. Firearms exist in this adventure so DMs need to be a little wary about the possibility of the PCs getting their hands on them. However they are considered exotic weapons so getting them and using them may not be that much of an option. Privateer Press's website promises further development of this setting if you find you like the idea after running this adventure of a Steampunk style campaign. It's a refreshing idea whose time has come. Looking for a change of view and change of seting to a more "civilized" age? Try this adventure on for size.


  3. The Witchfire Trilogy is a series of adventures modules set in the Iron Kingdoms campaign world. Here you will find steam power, firearms, and even 12-foot-tall mechanika constructs called Warjacks- but make no mistake, this is still a fantasy setting, not steampunk.

    Volume 1 of the Witchfire Trilogy, shown here, should progress a party from 1st to 3rd level. Each module of the trilogy is a superb, intelligently planned adventure that is also filled with Iron Kingdoms background material and a wide array of immersive artwork.

    My gaming group was chomping at the bit to try out a new campaign setting, and fortunately, one of my friends recently started DMing the Witchfire Trilogy. Right from the first session the detail, intelligence, and sheer fun that was put into the modules was clearly evident. As our characters reached the city of Corvis, we were greeted by the sight of steamships and sailing ships in the harbor, steamjacks working on the docks, and a strange notice (in the form of an actual handout to us) warning the citizenry not to impersonate a Fell Boatman during the local festivities. I immediately knew that this was not your father's D&D campaign.

    The Witchfire Trilogy deserves all of the positive industry reviews it has ever received. However, let me state quite clearly that despite all of the acclaim, no single copy is worth the ridiculous prices that have been showing up here on Amazon. As I write this, there is a copy of Vol. 1 selling here for $189. Do not patronize this dealer. While it's a dealer's right to sell for any price he likes, it's my right to call such price-gouging ludicrous and reprehensible, especially since this series is out of print only temporarily. Privateer Press has announced that they will be releasing the Witchfire Compilation at some point after the Iron Kingdoms Campaign Guide. This product will combine all three modules into a single book and update them to D&D 3.5 rules.

    If you can't wait that long, I would suggest waiting for a cheaper copy to show up here or at one of the major online auction sites. My DM did, and he purchased all three volumes of the trilogy at the original market value.



  4. A few months ago, my girlfriend expressed interest in trying to DM a campaign. She looked at the covers of the books in the series and was drawn in (The same way I was at GenCon when I bought them.)

    Everything started off well, but towards then end it all fell apart. She did notice that some of the NPC stat blocks were incomplete (missing spell lists). She also noticed several NPC that had feats they did not meet the requirements for. Also, the statistics of some very important plot items were not even included in this book, you had to read ahead to the second book to find it out. She didn't plan on reading all three books at once, and I had no reason to think she would have to.

    I helped her deal with that, but then we got to the end of the plot where you had to make a choice between A or B. Well, our party didn't like either choice and refused to choose. The encounter didn't give the DM any hints as to how the NPCs might react. Nothing at all. It's almost as if the author assumed you would choose A or B, and when we didn't, the DM, lacking experience, wasn't able to ad-lib it all herself. A little help from the module could have possibly saved the campaign,

    As the NPC "persuasively" argued there point, we managed to kill one of them, effectively ruining the plot for the next two books. We all quit the campaign (DM included) and have never played any of the other books in the series.

    After about a month I was finally able to convince my girlfriend to try to DM again, but for now, we are sticking to the free modules on the WotC website.



  5. I owned and ran this book at one point and time, and my players detested it. The Iron Kingdoms and some of its unique culture and flair offers some nice flavor and possibilities, but my players absolutely felt the adventure way too linear, and too prone to highly restricting free will. The plot line plods along without possible tangents or opportunities or guidance to the DMs out there to go "off track" due to player choices, and defaults too much into antagonist confrontation situations where players have no hope to win and achieve victory. Obvioiusly there will be moments in games where players can't win the battles, but there should be glimmers of moments where highly creative groups have at least the slimmest chance and this book didn't offer that. People were selling this book at one point here for over $100, and that's just nuts. To me, it's worth the base $10 if nothing else for the content to add to a campaign environment.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by C. Blackwood. By Mongoose Publishing. Sells new for $24.95. There are some available for $84.98.
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1 comments about Babylon 5: Crusade (Babylon 5 Roleplaying Game RPG).
  1. Very good shape, made it in time for game as advertised.
    I didn't know that this book was even made, but it is helping me run my game quite well - a lot of data that would have been difficult to justify by the seat of my pants.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Steve Kenson. By Green Ronin Publishing. The regular list price is $39.95. Sells new for $20.56. There are some available for $20.46.
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1 comments about Mutants & Masterminds: Paragons Campaign Setting Sourcebook.
  1. Paragons is an excellent real world setting for the Mutants & Masterminds system. Unique sources for powers, and different ways on looking at the world and the universe around you. Its not a MUST have, unless you prefer to use your M&M for this kind of gaming.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Richard Dansky. By White Wolf Publishing. The regular list price is $12.00. Sells new for $11.50. There are some available for $10.50.
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4 comments about Kithbook: Sluagh (Changeling: The Dreaming).
  1. This book contains the history and secrets of the enigmatic Sluagh. Shunned and looked down upon by most of the other Kiths in general, a deep and probing look is given to the reclusive Kith with reviews of the other Kith from their perspective, information on great Sluagh 'heros' and a dreaded secret every changeling player should know...


  2. It's just beautiful. Beautiful. Chock full of good and useful information. What secrets do the Sluagh hide? What do the Sluagh know? What new and exciting merits do the Sluagh have? All contained in one in colour book! Find out, buy this book! It's a must have!


  3. If i had to choose a book out of the ones I've read abut Changeling, I'd choose this one. Why? It's simple: the information is not only interesting but also very ample. Before I read this book I tought that sluaghs were just ugly, smelly and disgusting faeries. Who wants to play a character that cannot raise its voice above a whisper? Now, I'm grateful I overcame my prejudices: sluaghs are far more than that. Useful for those who love secrecy, and mystery, and the darker side of the Dreaming.


  4. Of all the Changeling books I own, this has to be one of the more disappointing, esp. because, as a long-time player, I was very fond of sluagh as a kith. I found the artwork to be far too 'cute' to take seriously, and the opening story, while entertaining, contradicted much of the Player's Guide, and corebook impressions of the kith. Instead of their 'Whispers' Flaw having been born from 'Whispers being more terrifying than a shout' (Player's Guide), we have a tale of their voices having been bats slain by the Tuatha as revenge. We are told of secret Seelie-Unseelie Wars, when WW canon until then had been Kith solidarity, no matter what. The reason and motives behind Wraith/Sluagh linkage was changed...again. And murder by Iron for talking too much? Puh-leeze.

    This is not to say the book had NO redeeming qualities. It DID have interesting sections on Abbey Lubbers (sluagh that punished the wicked rich) Truth (and why it is important), and Wheelings and Dealings (How their network works) that seemed to keep to the spirit, and was entertaining.

    However, the editing was a bit sloppy; the Flaw, 'Knows Too Much,' was left in by mistake. It was intended to have been cut. As it is, the book contradicts ITSELF, with tales of reincarnated 'Sluagh of Note' in the back.

    One somewhat redeeming quality I found in the book was in the Merits and Flaws, which, on the whole, were decent. Excepting the editing error.

    As a whole, however, for creatures of born of darkest Nightmare, of whisperers in the dark and things that slither and Watch, I was left with far too warm and fuzzy of a feeling. And having expected something perhaps a bit more...horrifying...this rather compounded my sense of disappointment.



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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Steve Jackson Games. By Steve Jackson Games. The regular list price is $5.95. Sells new for $3.06. There are some available for $3.95.
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No comments about Car Wars Div 10/Set 1.



Posted in Role Playing Games (Monday, October 6, 2008)

Written by Steven C. Brown and Robert Hatch. By White Wolf Publishing. The regular list price is $18.00. Sells new for $14.74. There are some available for $2.97.
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2 comments about *OP Book Of Chantries (Mage).
  1. The book of chantries is an absolute necessity. Mages, like humans, are social beings. They require interaction with other Mages. The Book of Chantries allows mages and storytellers to focus on the social aspect. It allows players to group together to create a chantry or to even join the largest of all chantries, Doissetep.

    In the book there are detailed descriptions of Tradition Chantries, Technocracy Constructs and Nephandi Labyrinths. Each of these includes information on story ideas, NPCs, Locations, Nodes, History, Art and much, much, more.

    The book also has a section that explains how to create chantries. In this section are details of how chantries are defended, how sanctums work inside chantries, how nodes are added, and the horizon realms chantries can have. And many other bits and pieces.

    The Book contains Information on a few rotes. This is probably the most useless page. The rotes are short, boring, uncreative, and a waste of space. On the bright side it only takes up one side of a page so it does not lower the over all value of the book to much.

    There is also a short story called "Harvest Time". This centers on a Verbana hereditary chantry owned by the Crombey's. It is an OK story. It is original and an asset too anybody looking for a new idea for a story, however I did not care for the ending it suggested and take a different route every time I use it.

    Altogether a great book! A page is wasted on rotes, but everything else more than makes up for it. A must have for every mage player and storyteller interested in chantries.



  2. This really old and out-dated Mage book gives detailed information concerning Chantries and how to make them. It starts out with some very basic stuff about Chantries and Cabals, but then goes on to give a handful of sample Chantries. The first five are Tradition Chantries, including Doissetep, the corrupted Euthanatoi House of Helekar, the Lodge of the Gray Squirrel, Vali Shallar and a haunted mansion controlled by the Hollow Ones. By far and away I found the Lodge of the Gray Squirrel and Vali Shallar to be the two most interesting of these. The former being a pan-Native American Dreamspeaker realm dwelling the spirit worlds of the Dine (Navajo) and including Native American medicine lodges and survivors of Tecumseh's war. Vali Shallar, conversely was an ancient Mayan-Toltec Dreamspeaker realm that was invaded by a group of Akashic refugees from Tibet and Nepal. Today it is split between the two Traditions and fuses Asian, Latin American and Pacific cultures together. I've brought both into games in the past, particularly the first (and both made it into the revised setting). Others might find more use for other Chantries, particularly Doissetep and the House of Helekar which feature in the revised metaplot.

    There are also details concerning Chantries controlled by the "enemy". One chapter covers the Technocracy and includes Null-B, the Technocracy's greatest Construct, as well as Iteration-X's slave labor facility in MECHA and the Progenitor's realm of Moreauvia where they use genetic engineering to create beast men. The next covers the Nephandi, including a sea of darkness ruled over by a Dreamspeaker barrabi and the criminal underground of Chicago's Chinatown which is led by a fallen Akashic. Alot of this stuff smacks of second edition stereotypes about the Technocracy being "evvvvvil!" but you can still get lots of use out of it. It closes out with some great rules for creating Chantries in depth (and EVERY aspect you can imagine) plus some legendary Chantries, but also includes an annoying game you can run involving Sam Haight (*ick*) plundering from a Verbena farm Chantry in rural Kansas. Just ignore it and its a fairly decent, if dated, book.



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BESM Revolutionary Girl utena: The Rose Collection
Ed Greenwoods Castlemourn Campaign Setti (Castlemourn)
Night of the Walking Dead (Advanced Dungeons & Dragons, 2nd Edition: Ravenloft, Adventure/9352/RQ1)
Secrets of the Magister (AD&D Fantasy Roleplaying, Forgotten Realms)
The Witchfire Trilogy Book 1: The Longest Night (Privateer Press d20)
Babylon 5: Crusade (Babylon 5 Roleplaying Game RPG)
Mutants & Masterminds: Paragons Campaign Setting Sourcebook
Kithbook: Sluagh (Changeling: The Dreaming)
Car Wars Div 10/Set 1
*OP Book Of Chantries (Mage)

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Last updated: Mon Oct 6 12:00:24 EDT 2008