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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Friday, July 25, 2008)
Written by White Wolf. By White Wolf Publishing.
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No comments about Vampire: The Requiem Character Sheet Pad.
Posted in Role Playing Games (Friday, July 25, 2008)
Written by Shane Lacy Hensley. By Chameleon Eclectic Entertainment, Inc..
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No comments about Fields of Honor: An Historical Simulation of Warfare in the 19th Century.
Posted in Role Playing Games (Friday, July 25, 2008)
Written by Fanpro. By FanPro.
The regular list price is $29.99.
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No comments about Classic Battletech: Combat Equipment (FPR35017) (Classic Battletech).
Posted in Role Playing Games (Friday, July 25, 2008)
Written by Gary Gygax and Chris Quilliams. By Mongoose Publishing.
The regular list price is $19.95.
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2 comments about The Slayer's Guide To Dragons (Slayers Guide to Dragons).
- What intrigued me first to this book was new information on Dragons. I was pleased to find that it was written by the creator of the black,white,green,& blue dragons in the D&D world, and creator of the D&D world in general, Mr. Gygax. Included also is a very good adventure that is set in the the WORLD OF GREYHAWK!!! A new Greyhawk adventure by the creator of Greyhawk, and new dragon info by the creator of dragons...this book to me is considered more official than any Wizards of the Coast product! Great info to expand your campaign and well written at that.
- The Slayer's Guide to Dragons (SGD) is one of the two most popular dragon supplements for the D20 system. SGD has the distinction of being co-written by Gary Gygax, one of the creators of the Dungeons and Dragons game. The other popular Dragon book, the Draconomicon, was released a number of months after SGD by Wizards of the Coast, and was written (in part) by industry veteran Skip Williams. So, which book is better? Both books are very different, and will fulfill different needs in a game. Let's look specifically at SGD's strengths:
- New dragon age class: Dracos Invictus. What happens when a dragon gets old - REALLY old? According to some sources, they eventually shrivel up and die after a thousand years or so. SGD, on the other hand, takes a different approach: they get bigger. REALLY big. And deadlier - even when they die, their death throws can take out an entire party. While these legendary creatures tend to sleep through most of their later centuries, placing an Invictus in a party's path can amount to an adventure of epic proportions.
- Solid explanations of dragon combat strategies. The book goes into detail about strategies dragons can employ within the current rules - from flight tactics to numerous uses for spells, DMs will have a whole new outlook on how dragons fight.
- Expansion of dragon philosophy. SGD explains and expands dragon history and philosophy rather than rewriting it (as other products have tried to do). For those that like the traditional view of dragons, this supplement will be more acceptable than some others.
- New dragon spells, magic items, and feats. Do your players not fear dragons anymore? Try sending a powerful black dragon after them wearing the devastating iron jaws, casting the adamantine scales spell on itself, and knowing the Chew feat.
- Classed dragons. Not all dragons are the same! Send a shape-shifting draconic bard into your game or battle a barbarian wyrm.
SGD, however, is not perfect, and suffers from the following flaws:
- Lack of information for players. There really isn't a lot of information for traditional players in this handbook. There are no feats specifically for dealing with dragons, no spells to counter the abilities of dragons, etc...
- Lack of reusable content. The book has a lot of material, but big chunks of it are not reusable. There is a 24 page adventure, for instance, but most DMs would run that once at most. The philosophies and habits of dragons are interesting to know, but DMs won't be referencing them on a regular basis. Things like new treasure items, hoard generation tables, encounter tables, and better adventure hooks would have been more useful.
- Disappointing artwork. Especially when compared to The Draconomicon, the artwork in SGD is weak. There aren't a lot of pretty pictures or anatomy diagrams, either, and there probably should be.
Overall, I would highly recommend this book to DMs looking to put dragons in their campaigns (4 stars). For the average player or dragon fan, however, this supplement will not be very useful (2 stars) - buy something like Dragon Magic or Races of the Dragon instead. For the price (retail being $20.00 less than The Draconomicon), this supplement is a winner and should be in a DM's gaming library.
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Posted in Role Playing Games (Friday, July 25, 2008)
Written by John Snead and James Maliszewski. By Arthaus.
The regular list price is $21.95.
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No comments about Gamma World: Out of the Vaults (Gamma World d20 3.5 Roleplaying).
Posted in Role Playing Games (Friday, July 25, 2008)
Written by Dan Greenberg and Teeuwynn and Joshua Gabriel Timbrook. By White Wolf Publishing.
The regular list price is $15.00.
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3 comments about *OP Giovanni I: Last Supper (Vampire).
- This is an enjoyable and wimsical tale set in White Wolf's World of Darkness halfway through the second millenium. Unfortunately this book is no longer in print, but White Wolf, in an effort to remedy this, has reprinted it along with the second book in the series, Blood and Fire. I just finished my first read through the book, and soon I will be telling this tale of the Giovanni's beginnings, via the fall of their founders, the ancient Cappadocians. I hope others who read this will feel the sense of awe and fear that the World of Darkness conjures in me.
- This is an enjoyable and wimsical tale set in White Wolf's World of Darkness halfway through the second millenium. Unfortunately the books The Last Supper and Blood & Fire are no longer in print, but White Wolf, in an effort to remedy this, has reprinted them in this superb compilation, I await the next parts of the series. I just finished my first read through the book, and soon I will be telling this tale of the Giovanni's beginnings, via the fall of their founders, the ancient Cappadocians. I hope others who read this will feel the sense of awe and fear that the World of Darkness conjures in me.
- The Giovanni Saga 1 makes up the first of two collections of books detailing not only the creation of the Giovanni clan but the time and events leading up to it. This edition contains the now out of print first two books of the Giovanni Chronicles (The Last Supper and Blood and Fire). The first book details the main players in the Conspiracy of Isaac, the founders, and other minor players. The second explains the beginnings of Clan Giovanni and the troubles it faced in the beginning. The entire book is set up as instructions for the storyteller, with ideas for live-action roleplay and character stats. The book, aside from a very nonlinear and detailed chronicle, can also be enjoyed by simply reading as any other book. The book includes detailed storyteller information for every possible variation in the story. I recommend this book for anybody who plays vampire, is interested in the Giovanni, wants to host the greatest chronicle ever, or just wants to read a really neat book.
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Posted in Role Playing Games (Friday, July 25, 2008)
Written by Iron Kingdoms. By Privateer Press.
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1 comments about Liber Mechanika (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Iron Kingdoms Setting).
- The Liber Mechanika is the first guidebook released by Privateer Press for the Iron Kingdoms RPG world setting since their award-winning Character (IKCG) and World Guides (IKWG).
Unlike the World Guide, which was entirely fluff, the Liber Mechanika is full of crunchy goodness; a mix of rule and lists sprinkled through with the kind of fluff that gives the Iron Kingdoms their unique bite.
The book is divided into three large chapters (which read more like 'themes'), themselves divided into topics covering anything from steamjack construction to mechanikal limbs.
Chapter 1: Hands-On Experience begins with a completely revised arcane mechanik class description. The original arcane mechanik (AM) was a woefully underequipped wizard variant with a few abilities to aid in creating mechanikal devices. The new AM has an almost entirely new bag of tricks: his BAB stages faster, he gains spells per day faster (for example, the original AM could not cast 3rd level arcane spells at 6th level, the new AM can), and his abilities have been rearranged and added to. Of these new abilities, the fabrication score is the most useful for those characters who look forward to creating mechanikal devices. Fabrication reduces the XP amount needed to fabricate and draft mechanikal plans. Since only the arcane mechanik gains this ability the increased magic creation costs put forward in the IKCG become even more costly and dangerous for wizards and other spellcasters to create purely magical or even mechanikal devices.
The Liber Mechanika introduces four new prestige classes. Each class interacts in a specialized way with the inner workings of mechanikal devices. The field mechanik is a combat mechanik, capable of repairing mechanikal constructs during the heat of battle. The ironhead knows how to squeeze performance out of her steam armor, and is able to customize it in ways never imagined by its original builders. A preceptor of Cyriss seeks to further his knowledge of the Maiden of the Gears by following Her precepts and enigmas. Both clockwork and steam-powered servants are the domain of the mechanist.
Since no d20 book is complete without new Feats, the LM contains 15 feats, of which 6 are updated from the IKCG. Following feats a section on equipment begins with rules on building steam armor. Steam armor is heavy, expensive, customizable armor worn by adventurers and soldiers in Immoren. The design and creation rules cover both light and heavy steam armors as well as customization rules for such addons as servitor bays and cloud venting. Mechanikal limbs are also covered, from construction and maintenance to customizations such as punch pistons and secret compartments. Servitors and their care and feeding follows, including how mechanikal familiars interact with their owners, and enhancements like the porter's scabbard (my sword, Patsy). Servitors can even be taught to reload firearms for their owner, something any gun mage will be happy to hear. Tools of the Trade rounds out Chapter One and covers a range of mechanika-themed mundane equipment for purchase such as the Amblerose rivet gun, portable steam engine, and new firearm customization.
Chapter 2: The Foundry expands on the rules for creating purely mechanikal equipment found in the IKCG including new power sources like the Stormchamber, and new mechanikal components including elemental emitters. Creation of arcantrix wondrous items includes glyphweave garments - essentially cloth woven with metal threads which can be used as rune plates along with several other new components. Warcaster armor is reworked in the LM, replacing and expanding the design rules contained in the IKCG.
Building mechanikal and arcantrix items has always involved a fair bit of number-crunching. Components must be socketed together and run through a power source such as a Stormchamber or arcane accumulator. The process is involved, but players and DMs alike who enjoy working with the meat of the rules will enjoy the steps set forth in the LM. But, for players or DMs who do not have the time or patience to work through the design rules Rob Baxter has also included a streamlined mechanikal creation system. This allows the player and DM to build items with a minimal amount of time investment. Mechanikal devices can be damaged or destroyed in the course of adventuring, so the LM is nice enough to provide rules for when that Thrall Lieutenant sunders a player's mechanikal sword. Several new spells, such as arcane insulator's ability to block dispel magic attacks against magical power sources make life easier for arcane mechaniks, while lash cortex is just about enough to ruin a servitor's - and its controller's - day. The foundry explores some of the mysteries of Cyriss and her enigmatic Cyriss-tech. Cyriss-tech functions better, requires less power, and often defies fundamental mechanikal principles. Creation of Cyriss-tech as well as the inhuman Vessels of Cyriss template are also included.
Chapter 3: Minds of Metal, Hearts of Fire is the owner's manual for steamjacks. These rules replace those found for steamjack creation in the IKCG. Steamjack (and warjack) creation is a process similar to creating steam armor. Chassis design, cortex selection, and attribute increases are covered, as well as a sidebar on converting WARMACHINE miniatures game warjacks to the d20 setting.
The Good
The Liber Mechanika is a great resource tool for designing and using mechanikal items in the Iron Kingdoms. Since magic has its own perils in the IK, mechanikal design replaces on many levels the traditional magic item design found in the DMG. The revised arcane mechanik is a useful core class now, and will find utility in more parties than it used to. The rules are well-written, if a bit convoluted (see The Bad), and although scarce, the artwork throughout the book is top-notch. What background and fluff the LM contains is scattered through the relevant sections and takes into account the ongoing war in Immoren, providing information on how to work specific situations into your campaign (for example, how the party might be treated if it wanders into Khador with a steamjack and no mercenary charter). The information on Cyriss raises even more questions about the newest god in the IK pantheon, but puts some to rest as well. This book is a must for any DM or arcane mechanik player, as well as fans of the IK setting.
The Bad
I had to read through The Foundry twice and create a few items as samples to fully grasp the mechanika/arcantrix construction rules. They are complex, but diligent reading and the much appreciated inclusion of the streamlined creation process will help players and DMs. There are a few typos in the book, things like the ironhead's Mechanikal Aptitude ability being listed as Mechanik in the level table, but nothing that can't be overlooked. I had also hoped to see more pre-generated mechanika/arcantrix items in the book, but the rules for creation take up any room they might have needed. In addition, the conversion rules for WARMACHINE warjacks cover the basic statistic conversions, but leave the rules for weapons and special abilities up to the DM (luckily, Privateer Press' No Quarter magazine has begun converting warjacks over, giving DMs a better starting point for their own conversions). And on the subject of steamjack/warjack weapons only a couple weapons are listed in the equipment section in chapter one, there is no list of weapons (ranged or otherwise) for purchase and installation under the 'jack creation rules.
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Posted in Role Playing Games (Friday, July 25, 2008)
Written by Robert J. Toth. By Green Ronin Publishing.
The regular list price is $14.95.
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No comments about Pocket Grimoire Divine (d20 System) (Arcana).
Posted in Role Playing Games (Friday, July 25, 2008)
Written by Ian "Lizard" Harac. By Mongoose Publishing.
The regular list price is $24.95.
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No comments about Wheel of Fire (Babylon 5 Roleplaying Game).
Posted in Role Playing Games (Friday, July 25, 2008)
Written by Jamie Chambers. By Margaret Weis Productions.
The regular list price is $39.99.
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No comments about Ships Of The Fleet (Battlestar Galactica).
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Vampire: The Requiem Character Sheet Pad
Fields of Honor: An Historical Simulation of Warfare in the 19th Century
Classic Battletech: Combat Equipment (FPR35017) (Classic Battletech)
The Slayer's Guide To Dragons (Slayers Guide to Dragons)
Gamma World: Out of the Vaults (Gamma World d20 3.5 Roleplaying)
*OP Giovanni I: Last Supper (Vampire)
Liber Mechanika (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Iron Kingdoms Setting)
Pocket Grimoire Divine (d20 System) (Arcana)
Wheel of Fire (Babylon 5 Roleplaying Game)
Ships Of The Fleet (Battlestar Galactica)
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