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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Monday, September 8, 2008)
Written by Dan Brereton. By Green Ronin Publishing.
The regular list price is $29.95.
Sells new for $14.37.
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5 comments about Mutants & Masterminds: Nocturnals - A Midnight Companion (Mutants & Masterminds).
- Ths sourcebook is filled with great art, intriging settings and a plethora of information on everyone's favorite midnight defenders. The book includes an original story that leaves you with a cliff hanger to run with. Characters in the world of Nocturnals are designed to be a little less powerful than your typical Mutants and Masterminds heroes, which is good for the pulp-style that pervades the beloved comic book series.
Most of the text is statistic free, with the exception of the last section, which is filled with stats on every character in the book. I think the rational is if you are not a gamer you don't have to sift through the rules to get to the story. IN my opinion, the character generation portion was kind of weak (as I was looking forward to getting the skinny on some creepy powers). Unfortunatly that did not happen. Other than that weakness, the book is great for comic and game fans alike.
- This is a very pretty book that reads like the worst gamer geek telling you about how cool his character/campaign is. It opens with blow by blow accounts of several Nocturnals books that show why some stories are better as comics than prose.
I'd like to give it the benefit of the doubt and say that Nocturnals fans (I've not ever read them) might enjoy it, but from a straight gaming perspective it was less than useful.
- the 'Midnight Companion' is pretty, it's a valuable gaming resource for gamers, but more importantly, its a lavishly illustrated insiders' view of the world created by author and NOCTURNALS creator Dan Brereton. Its clear Brereton opened up the vault of secrets, without sacrificing the ambiance that captivates fans of the trade paperbacks this companion guide serves. 'A Midnight Companion' won three ENnies last summer- the top gaming industry awards, for best art direction, best licensed gaming product and best interior art.
The Midnight Companion is also a gorgeous art book in its own right. Brereton and a hand-picked group of illustrator peers provided beautiful drawings and paintings to great effect. these never been a gaming sourcebook that looked like this; sketchbook selections, and art on every single page. simply a treat for the eyes.
in addition to all this, Brereton introduces a dozen new characters, a handful of which appear the book's high point, an 18-page comic story called 'Spectres', that finds the Nocturnals facing off with The Murder, a gang of evil spirits who've escaped Hell. Look out for new villian, "Rictus", easily the creepiest Nocturnals villian to date.
I love this book, and have bought several copies for friends desperate to borrow and thumb through my own.
- I picked up Dan Brereton's Nocturals the other day because it had additional rules for Mutants & Masterminds in it. I knew it detailed out a supernatural-style setting, but I did not know much more about the book.
The book is definitely much more.
It is more than a role-playing supplement. The book is a guide to the world Dan Brereton uses for his comic books, the Nocturnals and Gunwitch. I delved into the book, and I was absorbed by the artwork, the details about the setting as well as the comic included in the book. I found myself wanting to know more about the Brereton's work. I bought Nocturnals: The Dark Forever from a local comic shop.
I know it sounds like the book does not have as much application to Mutants & Masterminds as one might think. Yeah, you have a number of pages on examples of "replacement Nocturnals" and some new feats. The stats of the comic characters and mooks are also supplied. However, there is more to the book than "how to play a Nocturnals game."
Several pages discuss the facets of the Nocturnals' setting and breaks it down to its key elements. It is rather interesting and helps enrich any gamemaster's sense of setting development. Additionally, variant settings are proposed, providing seeds that one may follow to their own ends.
The book does an excellent job in providing a view of the supernatural/occult genre of comic books. You have an in depth view of Brereton's work, but the view does not end there. I would recommend this book as a worthwhile supplement for Mutants & Masterminds as well as good material for an occult-style campaign. Finally, if you are a Nocturnals fan, it is a must have!
- I'm a bit hesitant to write a review of NOCTURNALS: A MIDNIGHT COMPANION. It's an award-winning gaming book and resource to the roleplaying game Mutants & Masterminds. It's also an introduction to Dan Bereton's The Nocturnals. I've thought a lot about how to put this in the best possible light, so here goes.
Most of NOCTURNALS is a review of the graphic novels by Dan Bereton on the Nocturnals, a gang of misfits from a wide array of origins including other dimensions, genetic engineering labs, and ancient races under the sea. The plot so far is revealed and all major characters have bios. The artwork is taken from the graphic novels, and stunning is perhaps the only word to describe it. It's truly impressive and I wish I had a better understanding of art history to describe the style. There is also an original comic titled "Spectres" to give you an idea of one of Dan Bereton's graphic novels.
The gaming aspect of NOCTURNALS describes the location of Pacific City, who the major players are, and what goes on after the sun goes down. the system is d20 for compatibility with MUTANTS AND MASTERMINDS. There are sample characters to use, and feats and weapons more appropriate for the setting. There is also a chapter on setting mood, choosing a theme, and how to play within the setting.
The part that focuses on Dan Bereton's work is very nice. After reading about his Nocturnals, I was tempted to go out and buy his books myself! Unfortunately, the author of NOCTURNALS: A MIDNIGHT COMPANION hasn't done a great job of condensing and summarizing the series; you have to know what to pick, and what to leave out. Well, what you get is entirely too much "they're not afraid of anything", "they don't concern themselves with what other people think", "they don't take crap from anyone".
That translates into the problem with using NOCTURNALS as a game supplement - the characters, as presented, are nigh-invulnerable, endowed with a wide array of supernatural powers, have above-average strength, intelligence, stamina, and attractiveness, have access to a lot of money and a super headquarters, are above the law, and most of their adventures are driven and ended by unexplained magic/supernatural intervention. Either the Nocturnals are not portrayed accurately, or else who would want to roleplay as them? They're better than humans in every way possible except for their extremely tragic backgrounds. Real people have flaws beyond "I'm so superior to other people that they bore me" - what's the point of playing someone more strong, attractive, intelligent, powerful, and rich than everyone else, with magic, artifacts, and control over spirits? It might sound neat on paper, but within a game where can the character go except to "even more awesomer!" ?
The part of NOCTURNALS that describes the creation of Dan Bereton is fantastic and reflects on his skill as an artist. It should inspire people to buy more of his work. Trying to extend his characters to a game supplement seems ill-fated - some great books just can't be made into good movies, and I'm afraid that the world of the Nocturnals is not well-suited for roleplaying.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Wizards of the Coast. By Wizards of the Coast.
The regular list price is $14.95.
Sells new for $6.99.
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5 comments about Living Force Campaign Guide (Star Wars Roleplaying Game).
- This supplement was one of the first to appear for the WoTC Star Wars RPG. At that time I rated it three stars. Not fantastic, but worth picking up for specific reasons. The Cularin system detailed in the book is a great place to run single adventures, or even an entire campaign. Now that other, more useful sourcebooks are out, you might say except for narrow cases, this sourcebook is less worthwhile than it once was.
As others have pointed out, the system seems a bit "overstuffed". There's one of everything, from a Jedi Academy, to overflowing spaceports, to cultural conflicts, to an indigenous sentient species. Alas, like a strip mall, having a taste of each facet of Star Wars roleplaying dilutes the overall product. Also, keep in mind the material presented gives you a complete system as of the events of Episode I. If you fast forward to the Rebellion Era or beyond you may not be interested. If you play in the RPGA's Living Force campaign, you are definitely going to need this book. If you are a GM, you may consider this one if you are looking for fresh new places to explore. If you think Star Wars rolepaying is about visiting the worlds firmly established in Star Wars lore (on screen and in print) then this book won't add to your experience.
- Note that this is not a hardcover, and I don't think it ever was.
Lots of info on a campaign setting for the rpg, but for only this one system. Star Wars is about a broad galaxy.
- Note that this is not a hardcover, and I don't think it ever was.
Lots of info on a campaign setting for the rpg, but for only this one system. Star Wars is about a broad galaxy.
- As an avid collector and player of the d20 Star Wars system, I found the Living Force Campaign Guide very dissapointing. I thought that it would point me in the direction of getting involved with the RPGA, or at least explain how it works. Instead, there are only two pages in the back on it with a few web addresses. I still don't know how it works.
The rest of the book is a very dry, vague desciption of the Cularin system. The system is so broad and generic that any reasonable GM should be able to re-create the same thing with a pencil and piece of paper. Its obvious that the authors wanted the system to be able to fit into any campaign at any time, but that makes it just to generic. In summary, don't bother buying this supplement if you are looking for material for your RPG game.
- As an avid collector and player of the d20 Star Wars system, I found the Living Force Campaign Guide very dissapointing. I thought that it would point me in the direction of getting involved with the RPGA, or at least explain how it works. Instead, there are only two pages in the back on it with a few web addresses. I still don't know how it works.
The rest of the book is a very dry, vague desciption of the Cularin system. The system is so broad and generic that any reasonable GM should be able to re-create the same thing with a pencil and piece of paper. Its obvious that the authors wanted the system to be able to fit into any campaign at any time, but that makes it just to generic. In summary, don't bother buying this supplement if you are looking for material for your RPG game.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Fantasy Flight Games and Iain J Brogan and Eric Olson and Greg Benage. By Fantasy Flight Games.
The regular list price is $49.95.
Sells new for $32.05.
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5 comments about Fury of Shadow: The Final Battle of Erethor (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Midnight Setting).
- While in physical quality, this is a very attractive set, it is overpriced, and the writing is flat. The quality of this line seems to be going downhill with each publication.
The booklet of character sheets are the same sheets that are available online, and seem to have been put in as filler. The GM screen is of the odd, horizontal design, and seems to be rather random in it's placement of information. On some occaisions, the information on the screen contradicts what's in the main book. The maps in the map booklet are too tiny, and the poster map included lacks the one inch squares so it can be used with miniatures (which is a personal preference, but I also found the map lacking in detail as well).
The book itself is attractive, as is most of the artwork, but the writing is flat. The authors seem to be trying to turn the setting into more of a Tolkien clone, and the elves end up feeling very distant from the players. I believe this setting has been turned over to some sort of fan site to be produced, and the quality has suffered for it.
- Fury of Shadow has many good points, but it has a couple annoyances that could have been cleared up to make a better product.
First, the good. It is filled with details for a large swath of the continent of Eredane. By combining the stories and ambitions of several key characters (both friend and foe), an overriding campaign is instantly created. Plots within plots, character scheming, and political intrigue are all readily available for the DM to place the characters into truly epic setting-altering events. Details of the geographical regions and locations can be used as miniature settings- i've already got many ideas for the Plains of Blood and Ash.
There are a few minor scars on this product though. The localized maps in the book are in black and white, but contain such detail it becomes difficult to read. The giant poster map of Eredane is very nice, but because Fury focuses on the war upon Erethor, the new details are limited to the center of the map. The result is a map with plenty of detail in the center, but with no new information on the edges. The writing is good, though with so much detail a reader might get confused- i often found myself asking, `now who was that character again?', and then flipping back through the book to keep things straight.
But overall, an impressive product. Even if you're not running a Midnight campaign, I don't see how you could not find good ideas for your own campaign from this set.
- First of all...I agree with the person who said this was overpriced. It's one of the reasons I don't like boxed sets. And I see no reason for this to be a boxed set, to be honest. The maps aren't very detailed, and not created by a professional cartographer, which I would expect for a product in this price range. The writing is choppy, and the plot lines are overly complicated.
The screen, from what I saw, wasn't very helpful, and the character sheets don't seem any different than what I can get online. This product in no way lives up to the hype.
If it is true, and this is being produced by the official fan site...then I can certainly see why the quality has gone downhill. That particular site is cliqueish, and the members are rude. It's sad, to see this line marginalized this way, not to mention that FFG seems to have been hit with the whacky stick of profit.
- If you've seen my previous reviews for the Midnight Campaign setting or some of its supplements you know I've had nothing but great things to say about this dark, foreboding, and enthralling fantasy campaign. The Fury of Shadow box set continues to keep the bar set very high as this supplement moves the battle for the world of Aryth into Erethor, the homeland of the elves. The first three chapters of the guidebook details the various Elven lands and how the evil of the Dark Lord Izrador has already affected the lands. Major points of interest are including in the descriptions of each land and also serve as adventure hooks for the GM. Areas such as the Spider Haunted Thorn Webs of Tanglehorn, The Darkening Wood, and the massive, steel tree known as Silverthorn all make wonderful jumping off points for the GM to begin an adventure. And then there is the ominous Obsidian Spire that churns with foul magic and evil creatures.
Succeeding chapters detail the free Elven peoples and their struggles against the dark forces as well as documenting the history of the war within Erethor and the forces that the Dark Lord has brought to bear against the Elves. This is where the Midnight products really shine. There is a depth and richness to the history and people of the Midnight setting is lacking in many campaigns. You can tell that the designers spent a great deal of time developing the milieu rather than just cookie cutter places and names. Rather than do all the work for you, Fury of the Shadow outlines several adventures that the GM can then flesh out and develop further. These outlines also include encounters to help the GM out.
The final chapters provide a wealth of resource material including the new monsters you'll encounter such as Bog Hags, as well as major NPCs, new feats, and new prestige classes. The boxed set comes with a beautifully illustrated poster sized map, a regional map book, a GM screen, and character record sheets. I would concur with some of the other reviewers that at $50, it may be a bit on the pricey side but you can get it for about 33% off at Amazon which definitely makes it worth the money. As with all their Midnight products, Fantasy Flight Games spares no expense in the production. The cover art to the box and books are first rate as is the interior art. It's perhaps a small thing, but one that sets them apart from other companies producing RPGs. These really catch your eye when you see them. It's for this reason that Midnight has moved to the top of my list of favorite campaign worlds.
Reviewed by Tim Janson
- I bought this box set when it was firs published. Read it and loved it; and over the next several years flipped through it from time to time. Recently, I have re-read the book and have fallen in love with it again.
The box contains the following: a big map of Eredane, character sheets, DM screen, map booklet, and 160 pages soft cover campaign book (the meat of the box).
I must confess that the while the big map is nice, it is really just a blown up image of the map from the Midnight campaign setting book, with no additional information; the character sheet did no impress me much (and I do not even know where they are now), and the DM screen serves its purpose as long as it hides my notes and dice rolls (I don't really care what is written on the inside of it).
The most important part of the box is of course the campaign book. This book is a must for any DM who plans to run a campaign in Erethor, or who just wants to expand his/her knowledge of the elves and what they are facing.
I'll break down the chapters for you:
Chapters 1 to 3 describe the various regions of the elven forest Erethor that are directly affected by the war with the Shadow (Izrador): the Caraheen (central), Veradeen (north) and the Arrun jungle and Druid's Swamp (south). The Caraheen receive the most attention with a page count that almost equals both the south and northern area, which is a shame. The relatively quite coastal area of western Erethor, the Miraleen, does not receives it's own chapter, and while it get several other mentions in other areas of the books, I think that some more information on this area of Erendane would have been welcomed. Even though, all three chapters a choke full of great locations and interesting personalities with enough quirks and twists that a cunning DM could have his players constantly on edge and asking themselves whether they should truly trust\hate\love\etc. that particular person (and in my opinion, one of the most important parts of a Midnight campaign)
Chapter 4 goes into a little more detail about the various elven societies (all four), their strength and how they fight the Shadow, what could happen should the Shadow succeed in corrupting or defeating some of them, as well as some adventure hooks. The chapter also provides on some other groups that help/hinder the elves in their fight such as the Cult of the Witch, Roland's Raiders, and the Pirate Princes.
Chapter 5 provides an excellent recounting of the war on Erethor for the past 99 years, an Arc by Arc (months in Midnight) description of the Shadows "final" and greatest offensive against the elves, and some of the Witch Queen plans to counter such an offensive. It is important to know, and the authors keep reminding us, that this chapter is a possibility of things to happen to provide adventure seed and\or a backdrop to the party's adventure in the elven forest.
Chapter 6 describes the Shadow's forces besieging Erethor, the location and difficulties these forces have, their plans of conquest, the personalities and ambitions of the various captains (with all the conflicts between them), giving us a better understanding of how they might react; and as well as the elven forces and how they try to counter the Shadow's minions. This is another excellent part of the book with plenty of ideas.
Chapter 7 provides general adventure ideas in Erethor for both good or evil parties, and three short encounters taking advantage of the various areas described in the book. Chapter 8 gives us the new monsters and several important NPCs complete with their personalities and quirks. Chapter 9 is the shortest and gives us a handful of feats and one Prestige Class, the Erunsil Blood.
The book on the whole is very well written. Short stories (several paragraphs at most) dot the chapters and give readers a more in-depth look at what the elves and orcs fighting in this warfront feel. You cannot read a page of this book without an adventures idea, if not a whole campaign, jumping out at you (in fact, I recommend reading this book with a notebook and pen on the side. Just in case).
There are no meta-plots in this book. The authors keep reminding the reader that everything written down are suggestions and ideas, a possibility of things to come, nothing more. They leave enough gray area for the DM to run around in and fit and mold into his/her own campaign.
The book in black and white (as all Midnight books are) and I like this because I believe it very fitting for this dark setting. While I do not like the cover art of the book, I do like the interior art. The map booklet is also black and white, and I have no problem with that either; I do not think it detracts from them, and still believe they are very good.
The original box set cost $50, and I do think it was a little too much for what the box offered. But, at the current price here on Amazon ($33), this box set is good value for your money.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Skip Williams. By Wizards of the Coast.
The regular list price is $12.95.
Sells new for $110.66.
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No comments about City Sites (Advanced Dungeons and Dragons 2nd Edition).
Posted in Role Playing Games (Monday, September 8, 2008)
Written by Michelle Lyons and Mark C. MacKinnon. By Guardians of Order.
The regular list price is $39.95.
Sells new for $3.97.
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3 comments about Trigun D20.
- This book is mainly a review of what occurred in the anime series, And Gives little for a campaign, other than setting, and thrown in stats for the main characters. If you do plan to buy this though, make sure you already own the Big Eyes Small Mouth book(s)
- I'll admit to not having played BESM yet, but the system intrigues me, especially the d20 variant. That said, I paged through this book at my local borders and was incredibly dissappointed. 80% of the book is nothing but a synopsis of the anime series. It focuses entirely on the anime and doesn't include anything from the manga. I can bet money that the only people interested in Role-Playing in the Tri-gun universe are folks that have watched the anime, read the manga and are true fans. This book will tell these people nothing they don't know already. It only serves as a very nice reference and episode synopsis which I will admit is useful for GMs, especially for details like the more minor characters in the series, which is why it gets at least 2 stars. However, almost no game content is in the book and if you really want to role-play Trigun, you're better off buying the BESM d20 book and using your episodes and manga as reference material. At the very least they could have included an adventure module to give novice GMs a push. Nice try, but not enough to warrant the price by any means.
- I first picked up this book in the light it would help my recreate the Trigun feel for my BESM games, however I was sorely mistaken. The book spends 145 of its 194 pages dealing with character and the anime episodes description before it even starts on any D20 material, although when it does finally get round to it the content isn't exactly great. It mainly focuses on the main characters of the series and how you would go about making them using the BESM system. This is alright, although I don't really consider it very necessary seeing as I don't ever intend to use any of the characters in my games. So really, it's acceptable as a base or comparison for any characters you may create, but that's about it. Once you have gotten past that, more problems arise, as to be honest 90% of the D20 material IS the characters stats for the BESM system. And that means your more or less left with a few pages dealing with other topics, it helps you with transport and a bit of description for the towns as well as and a couple of recommended rules for cybernetic implants. But really that's it, that's all the D20 material you get in the book. It isn't sounding to great now is it?
In conclusion; the book lacks content for role-players using it with the BESM system, rather its more suitable for the Trigun fanatic that wants to be able to spitfire facts about the anime series at will. Not for someone wanting to recreate the Trigun universe using the BESM system.
I got the book thinking it would be devoted to D20 as the books name would suggest, but face facts; it isn't. If you are looking at getting this purely for your role-playing needs, don't. If your getting this purely for the information on the characters and the anime series, rather than the role-playing content then this book is perfect for you. In my opinion this should never have been made as a D20 book, no, more along the lines as a Trigun reference book.
I was lucky in that I got the book online, at a cheaper price I got a legal copy of the book in PDF format, so I was lucky. But if I were able to go back knowing what this book really contained, I would never have bought it. I love Trigun to bits and everything but this book is a terrible disappointment.
(I gave it three stars really because the artwork was nice I thought, that and even know the content isn't what I wanted I can't deny its still well done.)
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Andrew Bub. By Prima Games.
The regular list price is $19.99.
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2 comments about Prince of Persia 3D: Prima's Official Strategy Guide.
- I can not say enough about this book! It was a tremendous help. My biggest complaint abut plot-based video games is that the goals and objectives can be too hard to figure out. Several times this was the case for me while playing "Prince of Persia 3D." I was so frustrated, I contemplated quitting the game. However, this book by Andrew Bub helped smooth out all of the incongruities that the programmers of the Prince of Persia failed to rectify (in my opinion), and helped me finish the game. Mr. Bub's writing style was intelligent yet easy to read, obviously written by someone who has spent a lot of time "in the trenches." I look forward to his next stategy guide!
- I purchase Prince of Persia around christmas time cause it had some great graphics. Then I started playing it. I was a man with no sense of purpose so I guess at thing alot and read the manual over and over again to no avail. The game was no longer fun. I was like a lost boy in the woods without a compass. Finally I dicided that it was time to do somthing so I bought the book. Now I have a compass better yet this book is more like a GPS unit. I have completed two level and boy is this game fun. If you are lost and need to find your way than this book is for you.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Philippe Boulle and Ken Cliffe and Adam Tinworth. By White Wolf Publishing.
The regular list price is $15.00.
Sells new for $28.99.
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5 comments about Montreal by Night (Vampire: the Masquerade).
- It's complete book and wonderful, because it have all you need, like complete maps, people names, all all all the things it diserve 5 stars really!
- Real good, a lot of stuff like characters, places, plots, intrigues
- This book has all the hall marks of a black dog book. Nightmareish pictures and well laid out storyline of the city gives this a scary look at the sabbat. Well worth the money.
- Montreal by Night has terrific characters, intrigues, and story ideas. After reading it, you will want to run a Montreal campaign.
What evil lurks under the mountain? A few folks know, and avoid it to the best of their abilities. Not even the Nosferatu dare visit the sewers in Montreal. This is a very graphic book, well-deserving of the Black Dog category. The Sabbat do some very nasty stuff, but it's often all in fun. Ever wonder how they play football? How they play bobbing for apples? Here's a hint: Montreal entertainment often focuses on a most wonderful quadripalegic Samedi midget....
- No, it is not for the nervous or the easily offended. And yes it has possibly the grossest, most degenerate illustration in it that I would never want my mother to see. HOWEVER, this is still the very best book that I have seen in the "By Night" series. Yes, many of these vampires are sick, sick puppies even by White Wolf standards but guess what: THERE ARE WORSE THINGS OUT THERE THAN THEM! Mysterious, mysterious and very, very dark things. And there are mysterious, mysterious and very, very dark vampires here to whom it falls to combat them. Some of the packs- the Shepards, the Librarians and even the (relatively wholesome) Navigators- sound like worlds unto themselves. The Shepards even have their own twistedly mystical Path of Enlightenment, unique to this supplement. There is a very original vampiric society in this book that gives the Sabbat a whole new dimension. Even if you can't imagine your campaign ever getting to Montreal, this supplement is a must have if you want ideas for a truly Gothic atmosphere (as long as you are over 18, of course!) One drawback: the book uses the old virtues for Sabbat characters- but a creative GM can adapt. (Used to it by now, right?) Utterly fascinating! And here I thought I was a good person....
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Kevin Hassall. By Chaosium.
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No comments about Adventures in Arkham Country (Call of Cthulhu Horror Roleplaying, 1920s).
Posted in Role Playing Games (Monday, September 8, 2008)
Written by Fantasy Flight Games. By Fantasy Flight Games.
The regular list price is $7.95.
Sells new for $7.01.
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No comments about Runebound Second Edition Challenge Card Expansion: Shadows of Margath.
Posted in Role Playing Games (Monday, September 8, 2008)
Written by Paul O. Knorr and Michael J. Varhola and Skirmisher Game Development Group. By Skirmisher Publishing.
The regular list price is $19.95.
Sells new for $7.95.
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5 comments about Tests of Skill: A d20 Adventure and Sourcebook for Fantasy Role-Playing Games.
- Just when you think d20 reference books have all gone flat, out comes Skirmisher with one that rocks! A must buy for the serious gamer.
- This is the most impressive sourcebook I've seen in a long time. It is essentially a conglomeration of encounters all set in the same general area. While many of the encounters seem a bit overpowered, each has a number of non-combat options to make them easier, or even completely avoidable. I LOVE this, and try to do similar things in just about all my games. If you think ahead and use all of your abilities, your encounters should be much easier than just storming straight ahead. The guys at Skirmisher understand this, and have come up with what I think are some really interesting scenarios. Perhaps the best compliment I can give this book is that I will use it enthusiastically in my future games. And the AC/DC references don't hurt a bit, either.
- There's nothing better than writers who are combat vets - with an important part of the game knowing when NOT to fight; Knorr and Varhola share their knowledge of tactics with you. Reading this will make most people better players //
- This is a refreshing sourcebook filled with interesting scenarios that will challenge and refresh your game. Say good bye to the dry, repetitive "kill the monster" adventures. Its a breath of fresh air to have your players utilize that dusty section of their character sheet that tracks their skills.
- This a great addition to any d20 campaign, but particularly D&D ones! It finally gives playable options for overcoming obstacles sans fighting. Well there is fighting and battle scenarios in the book, but their are also lots of scenerios, and ideas for more, that involve more thinking and skill use then base attack score and spells per day. A good buy!
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Mutants & Masterminds: Nocturnals - A Midnight Companion (Mutants & Masterminds)
Living Force Campaign Guide (Star Wars Roleplaying Game)
Fury of Shadow: The Final Battle of Erethor (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Midnight Setting)
City Sites (Advanced Dungeons and Dragons 2nd Edition)
Trigun D20
Prince of Persia 3D: Prima's Official Strategy Guide
Montreal by Night (Vampire: the Masquerade)
Adventures in Arkham Country (Call of Cthulhu Horror Roleplaying, 1920s)
Runebound Second Edition Challenge Card Expansion: Shadows of Margath
Tests of Skill: A d20 Adventure and Sourcebook for Fantasy Role-Playing Games
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