Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by BradyGames. By BRADY GAMES.
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5 comments about Harvest Moon Magical Melody Official Strategy Guide (Bradygames).
- This book is very good. It tells about all of the items in the game and how much u can get if you ship them. It also includes all of the recipes for cooking, over 200! The map in this game is 100% correct(the other person just cant read one!)To sum it all up this book talks about tolls, fishing, mining, farming, caring for animals, selling, making friends and get a spouse. It also includes maps. Plus it covers Harvest Moon: DS. THIS BOOK ROCKS
- My daughter and I have been waiting for a guide book. I hope there's one with each new game.
So far, we like the book. We also like the fact that it covers two games. We would like for it to have more information on the DS game but oh well.
- I never received the Harvest Moon Strategy Guide, so I can't review it. The last info I received said that it was on backorder.
- I'm new to the Harvest Moon series and received Magical Melodies as a Christmas gift. I'm not that impressed with the game and even less impressed with the game guide. The game guide is confusing and doesnt give good details. I've bought other guides in the past and have been pretty satisfied. If your new to the series, the guide should be able to answer simple questions, but it doesn't. I agree with the other reviewers, wait until you can get the guide online.
- I ordered this in mid-October for Christmas. I am still waiting (mid February).
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Robin D. Laws and FASA Corporation. By Fasa.
The regular list price is $22.00.
Sells new for $33.99.
There are some available for $27.93.
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No comments about The Theran Empire (Earthdawn).
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by J. Michael Kilmartin and Matt Staroscik. By Privateer Press.
The regular list price is $12.95.
Sells new for $10.95.
There are some available for $6.85.
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3 comments about The Witchfire Trilogy, Book 3: The Legion of Lost Souls (Privateer Press d20) (W Trilogy).
- I have all three books now. I like them a lot.
- YOU HAVE TO BUY THIS MODULE! This is the best-written module that I have come across in a LONG, LONG time. As a DM that hardly runs games from any module, I must say that I WILL BE RUNNING these three in the very near future.
- Since my DM hasn't actually reached this part of the Witchfire Trilogy yet, I will keep my comments brief. Note that this book is still available for sale on Amazon, while the previous two volumes are not. At some point, Privateer Press should release a combined compilation of all three volumes. However, if you need a copy of this book now, I suggest that you get it. While you should still be able to find all three volumes for reasonable prices elsewhere, artificial price gouging from third-party sellers here on Amazon has started to become a problem.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by FanPro. By FanPro.
The regular list price is $24.99.
Sells new for $15.20.
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No comments about Classic Battletech: Technical Readout 3025 (FPR10985) (Battletech).
Posted in Role Playing Games (Tuesday, October 7, 2008)
By West End Games, Inc..
The regular list price is $25.00.
Sells new for $17.00.
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2 comments about Star Wars: The Movie Trilogy Sourcebook.
- The Movie Trilogy Sourcebook combines information
about aliens, ships, planets and characters in the Star Wars
galaxy taken from Galaxy Guides One, Three, and Five. The
game statistics have been updated to Star Wars: 2nd edition
rules. The book is well-organized, neatly combining
everything you know and do not know from the three movies.
The book expands the epic saga's story with small anecdotes
about anything from a tale from R2-D2's "eyes" to Boba
Fett's tracking of Han Solo. For the Star Wars fanatic or
avid Star Wars role-player, this book is a must-have.
- I have this Sourcebook with a copyright date of October, 1997 - probably was reprinted.
Whether you are a game player or a reader of Star Wars, you'll love this book. What a wealth of information!!
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by C. Moore and R. Isaacs and K. Hite. By Last Unicorn.
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5 comments about Star Trek: The Next Generation Role Playing Game (Star Trek Next Generation (Unnumbered)).
- While the presentation is great, the game itself suffers from a lack of definition in the Skills section, which is the core of the game. Too many skills are left vague and unquantified, which really leaves the GM to make their own list of skills from the suggestions in the book.
- I'm very pleased with this. For a long time, I had to make do with the old Star Trek Roleplaying Game from FASA Corporation, scrounging what source material I could to kluge together a campaign. Fortunately, Last Unicorn Games has produced a beautiful product which does an excellent job of capturing the feel of the Next Generation. The book uses primarily color photo stills from the television series, though there are some illustrations which are generally very good. I've been running a Next Generation campaign with a group of six players for the past few months, and generally the system has worked smoothly. The game uses a number of six-sided dice, one of which serves as a "Drama Die", a generator for Dramatic Successes or Failures. There was some confusion as to how attributes and skills worked (roll the attribute number of dice, add the level of the skill to the high roll), and the book is a little scattered in relating some of this information. The skills themselves tend to be very open fields, in order to reflect the ST:TNG tendency of characters who seem to know at least a little about a whole lot of things. The system is simple, but even more importantly, the writers seem to really understand what makes ST:TNG different from the other Star Trek settings (in terms of themes, mood, and so on). Last Unicorn has been producing a large line of products for this game which are generally of high quality, and they have been working with Paramount to make sure everything is accurate (or as accurate as you can get with a weekly television show). The main drawback that comes to mind is that LUGTrek takes the position that players should play lower-ranking characters instead of the command crew of a starship. This is reflected in the rulebook's included adventure, "Shakedown Cruise", but I found it simple enough to adapt to an all-PC command crew. LUG's other published adventures for this game allow for the possibility of PC captains and such, and thus far, there are no printed adventures which force your players to play the characters from the show (thus putting LUG one step ahead of FASA). In summary, I would highly recommend this book to anyone interested in running a Next Generation campaign. Last Unicorn is doing some excellent work here!
- I've been waiting to review this book until I've had the opportunity to run a few sessions. Now that I have run a few sessions, I feel I can give an objective review. There is no doubt that this is a comprehensive and handsome book. I enjoyed the chapters pertaining to the UFP, its history and organization. Character creation is lengthy, but well worth it. On the average, it took my players about 45 minutes to an hour each to make characters. All of them have ended up with richly detailed characters. The Icon rules system is at its core simple. Roll the appropriate number of dice (based on the governing attribute for the skill, modified by edges) take the highest die and add it to the skill level. Rolling the target number or higher equals a success. A number of optional rules can be added. There are two reasons I didn't give this book more than three stars. The first is the lack of organization. The first few times I played, I found myself constantly flipping pages. Purchasing the Narrator's Tool Kit is helpfull for the GM screen. But that brings me to another problem with LUG's games. The Cost. The initial cost of the Core book is high, and I found it too disorganized to play without the screen. That puts the initial cost of this game at over $50; however, if the Narrator is willing to make "cheat sheets" vs buying the Tool Kit, then the cost can be cut by a third. In my humble opinion, for ( ) this should have been a three book box set with the GM screen included.
- This book is a great way to get started, but it just didn't go into enough detail on how to generate characters, how to use certain skills and how work the game itself. It's a definately a 5 star game, but don't buy this book alone. Get a companion to go with it, otherwise you'll be asking your fellow RPGers what's going on.
- For those who enjoy Star Trek and wish to role-play it, this is a good book to start with. This book details info that other, (non role-playing) books don not have. You learn about Andorians, and other species that have been lost in the tv shows, and you learn Starfleet procedures. This is a recommendable source to read even if you don't role-play. Unfortunately it leaves information out, like all the basic starships of all races. This leaves the reader to go by many other books for complete information.
The system is hard to get used to as well. If it doesn't work, it can be an informative book for someone who wishes to simplify the managing and character system. But it is informative and allows a better understanding of Star Trek themes, storeis and concepts.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Ken Hite. By Steve Jackson Games.
The regular list price is $24.95.
Sells new for $15.71.
There are some available for $13.49.
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No comments about GURPS WWII: Weird War II.
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Forrest Marchinton and Deena McKinney. By White Wolf Publishing.
The regular list price is $19.95.
Sells new for $34.95.
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1 comments about Tribebook: Uktena (Werewolf).
- Honestly, I may be somewhat biased as the Uktena are my favorite Tribe, but I would have to say this is the best Tribebook that was printed for Werewolf: the Apocalypse. The intro fiction was quite enjoyable, introducing us to Erishka Derr, a young Choctaw Uktena who just liberated a stolen Native American fetish from a museum and is acting as a body guard to Jolon, a kinfolk travelling to various Uktena septs around the world (and to Erishka's journal, a very clever plot device the authors used to insert differing opinions and commentary into the book). Together their travels help to introduce the Uktena Tribe in a really enjoyable manner.
Chapter One: Smoke Talk takes our protagonists to a small Seminole Sept in Florida where they learn about the Tribe's history from their arrival in the Pure Lands to the present debate about the Red Star, and everything in between. The Tribe's claiming of Uktena as a totem, the Anasazi, the arrival of the Wyrmbringers (Aztec Uktena were the first to meet them, starting with Shadow Lords who followed the conquistadors), the fall of the Croatan, the Trail of Tears, the War of Tears and the Tribe's arrival in Australia, the war for the Plains and much more gets covered. Even details on the Uktena's decision to include worthy outsiders. In addition, several sidebars provide info on stuff like a small Uktena cult that ate the hearts of it's enemies, the Ghost Dance (allegedly started by their Paiute kin), occult practices in the modern world, slavery and even opposing views on creation and the arrival of the Wyrmbringers. The chapter also closes out with a nice timeline, showing major events both in Uktena history and Native American histroy, with a definate focus on Nations of the california, southeast, southwest and Central America, like the Aztecs, Cherokee, Choctaw, Comanche, Navajo and Hopi. Enough here for any historical game, even if you know next to nothing about Native American history. Feathered Dances, Hidden Hearts, covers the culture and society of the Uktena Tribe, and finds Jolon and Erishka going to a Cherokee Sept in Appalachia, a Navajo-Hopi Sept in Arizona, a Hawai'ian Sept, a Sept on the Texas-Mexico border and finally an Aboriginal Sept in Australia's Outback. Along the way we learn about Uktena views on the Litany, Auspices, Rites of Passage, Moots, Breeds and the Triat. A deeper look is taken at Uktena Totems, including Uktena himself and his home realm of Galunlati, and theres lots on Kinfolk both Native and non-Native. Theres also a look at the Camps, like the Earthguides, Bane Tenders, Scouts, Ghost Dancers and others. A new Camp, the Web Walkers (who study the Weaver), has formed, and the Society of the Bitter Frost has fallen to the Wyrm (a lesson in the dangers of hatred). Info on the Uktena's territories, from the Americas to Siberia and the Pacific Islands, is also given. It closes out with a look at outsiders, including other Tribes (even the Bunyip and Croatan), other Fera and various odds and ends like vampires, Nunnehi, shaman and witches. The next Chapter, Deep Waters, gives all kinds of gaming goodies. Theres advice for fleshing out Uktena, such as culture, tribal relations and magic/spirituality, in addition to suggestions for Backgrounds. Amongst the crunchy bits are some new Abilities (Stickball, Gesture and Tribal Lore), lots of Gifts (some adapted from the old Tribebook and the Wild West, others being entirely new; Another's Moccasins, Indian Giver and Becoming Uktena are all pretty cool!), several new Rites (Mockery Curing Way and the Rite of Bane Binding are particularly memorable) and even new Fetishes and Talens (Snake Bow, Flint Arrow Shirt, Ulunsuti and Vision Paint, amongst others, are really neat). Theres also new Totems, like Gila Monster and Wild Turkey, and new spirit allies (including a wild turkey-gaffling). This chapter goes on examining key Septs across the world, including not only updates of Uktena Septs from Rage Across Appalachia, Rage Across Australia, Caerns: Places of Power and Rage Across Russia, but also a new Caern in Arizona that studies Aztec magic! It then ends with some advice for making it scary and mysterious, and some recommended reading. The selections are all excellent, ranging from the fiction of Manly Wade Wellman and Tony Hillerman to Native American mythology, Hawai'ian native activism and James Mooney's History, Myths and Sacred Formulas of the Cherokee. All are good reading. The book ends with Bottomless Pools, which provides five Uktena templates as usual, one for each Auspice. Suprisingly, all of them are pretty cool and innovative, and they include a healer who mixes modern medicine with shamanism, a museum curator who liberates tribal fetishes, a lupus who seeks out new indigenous kinfolk, a traditional Navajo Singer and a investigator of the occult. Theres also a look at some Uktena of note, including not only the signature character Amy Hundred-Voices but a number of the characters from the text. Theres others too, like Tysoyaha a Miccosukee Ragabash who travelled to Africa to learn about the black slaves the Wyrmbringers brought to Florida and met with one of the Ananasi! And of course, theres an Uktena character sheet you can use in the back of the book. All in all, this was an amazing book. Everything about it really captured the feel of the Uktena. It was especially interesting to see the focus on making them connected to Native cultures, especially the Maya, Ute, Zuni, Pueblos, Apache, Chickasaw, Seminole and other southern groups. While definately Native American feeling, the book makes it pretty clear that they are not connected to any one culture (in fact at one point they mention how sandpainting is something of the Navajo, not of theirs) yet at the same time open to all manner of indigenous peoples throughout the world. Occaisonal reference is made to Haitian voudon, the Hmong, Pacific Islanders, Maori, Lapps, Bedouin, the Ainu of Japan, Mongols, Yakuts and other native peoples the Uktena have taken in. It really is a nice book, probably one of the best resources for Werewolf. Check it out.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Sam Chupp. By White Wolf.
The regular list price is $10.00.
Sells new for $4.00.
There are some available for $1.00.
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2 comments about Bone Gnawers Tribebook (Werewolf: The Apocalypse).
- This is a wonderful book if you play or have ever wanted to play a Gnawer. It goes down deep and dirty into all the little secrets that make playing a Gnawer fun and disgusting. I recommend it to anyone who ever wondered about the dirty life of the Bone Gnawers...Great read and an essential to any World of Darkness library.
- GREAT BOOK! Two thumbs up here
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Greg Kramer. By Prima Games.
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5 comments about Omikron: The Nomad Soul: Prima's Official Strategy Guide.
- This is the best strategy guide I have ever used. Everything was completly explained in detail and was very easy to follow. The game was very hard and without this I could not have beaten it. If you own the game or are going to buy it you will definatly need the guide, and trust me, it's worth it!
- The game is similar to Resident Evil:CV, and if you are like me, they you probably have trouble solving puzzles. In the game, there are many objectives that are completed by being different people, and you may have trouble figuring out how to solve the puzzles and who you have to be to solve them. Although strategy guides defeat the purpose of these types of games, it is also no fun if you get stuck and cannot find your way around the game. I recommend this book if you get stuck easily. Prima's Strategy Guides are very thorough, and with this book you won't miss any secrets.
- Omikron: The Nomad Soul is much, much more than a game. It is an entire world. When you start it, you truly feel that you are leaving this world and entering another. All the cliches like groundbreaking, innovative, and evocative hold true with Omikron but they do not do it justice.
Omikron: The Nomad Soul is so vast, so deep, and so multi-threaded that the Prima Official Strategy Guide is an absolute must have. No matter what your level of familiarity with Omikron is, you really do need this guide. There are many places that you've never visited in Omikron, many characters you've never met, and many sub-plots you've never followed. And they are all here in the Prima guide. The incredible level of detail, the descriptions of the numerous elements encountered in the game, and the why and how of doing what you do while in Omikron are all here. Page after page of full color screen shots, maps, descriptions, character studies, hints and tips, and much more are to be found in the guide. It is beautifully done with 175 full color glossy pages packed with information about Omikron that the serious devotee has to have to get the most out of the world/game. Omikron: The Nomad Soul is sure to become a classic in interactive entertainment, and the Prima Official Strategy Guide is a great accessory to the world/game, and is also quite beautiful in it's own right. Buy this book, you will not be disappointed.
- Omikron: The Nomad Soul is much, much more than a game. It is an entire world. When you start it, you truly feel that you are leaving this world and entering another. All the cliches like groundbreaking, innovative, and evocative hold true with Omikron but they do not do it justice.
Omikron: The Nomad Soul is so vast, so deep, and so multi-threaded that the Prima Official Strategy Guide is an absolute must have. No matter what your level of familiarity with Omikron is, you really do need this guide. There are many places that you've never visited in Omikron, many characters you've never met, and many sub-plots you've never followed. And they are all here in the Prima guide. The incredible level of detail, the descriptions of the numerous elements encountered in the game, and the why and how of doing what you do while in Omikron are all here. Page after page of full color screen shots, maps, descriptions, character studies, hints and tips, and much more are to be found in the guide. It is beautifully done with 175 full color glossy pages packed with information about Omikron that the serious devotee has to have to get the most out of the world/game. Omikron: The Nomad Soul is sure to become a classic in interactive entertainment, and the Prima Official Strategy Guide is a great accessory to the world/game, and is also quite beautiful in it's own right. Buy this book, you will not be disappointed.
- Omikron is a very fun game, but sometimes it gets pretty tricky. Some of the navigation through rooftop labyrinths just aren't something you're going to get right away, and there are other things like secret characters, or directions on how to obtain the goals. One thing is when you're trying to blow up a bridge, there's this big section you have to run through and switch buttons on to create a distraction while shooting and running to a specific door that will take you to rafts that will take you to the bridge. That's pretty crazy. The book tells you what to do. It has great graphics, easy to understand step-by-step directions, and helpful hints on what you could do to make it easier before you go into these parts of the game. It was very useful to me and I highly recommend it to anyone who has the game.
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