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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Bill Slavicsek and Andy Collins and J.D. Wiker. By Wizards of the Coast.
The regular list price is $9.95.
Sells new for $23.41.
There are some available for $47.83.
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3 comments about Gamemaster Screen (Star Wars Roleplaying Game).
- So it's no secret that having a GM screen is important both for hiding your die rolls and having quick reference information on the other side. I you GM frequently, you should probably have one of these.
I, however, have simply taken a folder and photocopied the information I know I frequently refer to from the Core Rulebook. I've even drawn a cool scene on the outer side. The screen I've made works better for me than the screen from Wizards does. However, the GM screen doesn't exactly cost a fortune. If you'd rather buy one than go through the work to make one, I wouldn't call it unwise.
- It seems as though every game out there has developed a GM"s screen. I can still remember the oooold AD&D screens: back then, there was a player's screen and a DM's screen, and my personal DM had taped the two together into a huge shield that covered almost half of our card-table gaming area.
Those days, it seems are long gone. Modern games (especially the D20 system) require less and less charts, graphs and tables to run. The "new-wave" games are slick, streamlined, and make sure that very little of the storytelling experience is slowed down by chunky rules and the flipping of pages. Thusly, there are fewer instances where a GM needs to glance at charts. Nonetheless, it is indeed helpful to have a screen to secure the GM's "secret notes" from the all-prying eyes of her greedy players. In this respect, the Star Wars screen is alright, but not "awesome". It, like the game itself, is very similar to the D&D screen. In fact, most of the charts are SW versions of D&D charts. For instance, the Fundamental Actions in Combat chart is the exact same chart as on the D&D screen, but instead of the column that lists "5-foot step?" (allowed), it reads: "2-meter step?" (allowed), with "yes" or "no" listed for each action. The SW screen also lacked any of the important Force- and Starship- tables. I was dissapointed to find that Vitality-point costs and starship size modifiers were not present on this screen (luckily I typed up the tables myself a few weeks before I purchased the screen). The main saving grace for my four-star rating was the presence of the "Multiple Ranged Attacks" table, taken straight from the Combat section of the rulebook. This, I have found, I have used more than any of the other charts on the screen. The artwork on the "players side" captures the feel of Star Wars, with a non-disjointed picture that combines the front and back covers of the rulebook (you can actually see Anakin and Darth's faces colliding together) as well as several pictures of the example PC's from Invasion of Theed and the Rulebook. In conclusion, I'd have to say that the screen is not a bad screen, it's just not an excellent screen. Using the D&D version didn't slow down play at all, if you simply convert the movement distances from standard to metric in your mind. The Multiple actions chart is by far the most useful, but just in case, keep your rulebook close at hand for starship- and force- related actions. Nonetheless, lets face it, it looks cool to have the right screen for your game, anyway.
- Being a brand new GM, and a pretty new gamer (been doing it for less than a year), I felt it beneficial to get a screen for my first campaign.
This is a decent screen, has lots of charts that we prefer not to memorize (cover and concealment, in particular), and is lacking others (starship combat especially). Pretty much all this has already been mentioned in other reviews. The reason it only gets three stars from me is that I am using the Expanded and Revised Rule Book, so some of the charts are outdated. Fortunately, after a few minutes of pencil marking the screen, I had it fully updated, so it wasn't a big deal. But, be aware before you buy it. If you have the Revised Core Rulebook, be sure to crosscheck before you just accept the screen. Of course, as a GM it's up to you if you prefer the Revised rules...
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Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Various. By Mongoose Publishing.
The regular list price is $19.95.
Sells new for $34.88.
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1 comments about Seas Of Blood (Dungeons & Dragons/D&D D20 Accessory).
- This is right now the best book for the d20 system dealing with the open seas. New prestige classes and ways to tinker with old classes work wonders. However, nothing really revolutionary is in this book, so if you have to penny-pinch, you can live without this for a while, but do intend to pick it up.
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Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Michael Mearls and Dean Poisso. By Goodman Games.
The regular list price is $25.00.
Sells new for $11.97.
There are some available for $12.95.
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2 comments about Underdark Adventure Guide (D20).
- Although it's based on the d20 system (shudder), it's got a good bit of information for inserting an underdark system into any game world (or just using the underdark AS the game world). I'm currently starting out a few PCs 'below,' and this has given me a great deal of info and inspiration to start fleshing out the world, for more fun and excitement, once they leave the city they're currently adventuring in (I planned it that way, as I needed to create more of the world before I could get them out and about).
All in all, it's a good book, although a little more system-independence would've been nice.
- Instead of the Underdark Adventure Guide, this book is a sourcebook for Morningstar, a fantasy campaign setting. It has nothing to do with Drow, or Mind Flayers, or the Underdark.
I can't speak to the quality of the book, except to say that this isn't what I meant to purchase.
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Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by John Nephew and Teeuwynn Woodruff and John Terra and Skip Williams. By Wizards of the Coast.
The regular list price is $18.00.
Sells new for $52.96.
There are some available for $6.00.
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No comments about Monstrous Compendium: Mystara, Vol. 19 (Advanced Dungeons and Dragons, 2nd Edition Series, MC19).
Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Keith Kolmos and Keith M. Kolmos. By Prima Games.
The regular list price is $14.99.
Sells new for $0.90.
There are some available for $0.36.
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3 comments about Red Faction -PC: Prima's Official Strategy Guide.
- this book can help people beat the game an tell cheats
- Valuable information here, a little short winded, but enough info to get you through every level.
- I thought this was a very comprehensive and thorough Strategy Guide. Prima has a long record of good Strategy Guides and i trust them with this one.
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Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Jess Heinig and Ree Soesbee. By White Wolf Publishing.
The regular list price is $14.95.
Sells new for $29.00.
There are some available for $17.91.
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4 comments about Clanbook: Tremere (Vampire: The Masquerade).
- An interesting book with great insight into the Tremere Clan. A must have for all who play Tremere
- This books recounts Tremere history yet again. However, unlike the original CLANBOOK TREMERE- a classic source book, revealing the secrets of a mysterious clan- here a young Tremere narrates. Since most player characters tend to be young Tremere getting a sense of just how much such a character would know is very helpful. There are sidebars from a more ancient Tremere, hinting at how the narrator has been influenced by propaganda. (This assumes some background knowledge. You can find that in both the original CLANBOOK: TREMERE and TRANSYLVANIA BY NIGHT. The Tremere legend develops further in NIGHTS OF PROPHECY and TRANSYLVANIA CHRONICLES IV: DRAGON ASCENDANT.)
While Clan Tremere is still highly organized and authoritarian, the description of Tremere society here allows more freedom. It's now possible to play an anarch Tremere with no clan contact and easier to imagine what interests more traditional Tremere would have beyond clan business. Basically, there's less internal politics and more to make Tremere playable in a mixed coterie. However, there's still detailed description of Tremere organizational structure. There's also a bit about the destruction of the Tremere antitribu and (now that they're gone) details on how the curse marking the antitribu worked. (Gee, thanks.) There are many good features- Tremere derangements, merits and flaws, a generous Thaumaturgy section with new rituals (some repeated from the original, some important to Tremere operations) and paths (one revived from DARK AGES), as well as explanations of how Tremere use clan disciplines, an all Tremere coterie, notable Tremere and character templates including spooky occultists and anarchs. MET statistics are often given. The only failings are small organizational problems (we hear about the "Transubstantiation of Seven" long before there's any explanation of what it is) and the need for familiarity with other material to appreciate the full picture.
- I have two "Clanbook: Tremere" books -- one is the 1994/98 edition and one is this 2000 edition. While the feeling of the book is different as one reviewer states because it is told from a different viewpoint, the facts, the information, and the descriptions are pretty much the same. In terms of new paths and new rituals, I found "Blood Magic" and "Guide to the Camarilla" more informative. I think the new view of this book follows very neatly into the overall changes in the tone of the game books. Something very useful are the examples of character design and info on how to fit a "Mind's Eye Theater" player into a table-top game or the reverse. Frankly, our game is a bit of both -- I have had some really really great players/actors so it gives me reason to continue collecting and reading the books for this game. I just feel a bit like this one wasted some of my money because so much is a repeat.
- First, I liked the fact that the history of the Tremere was laid out nicely. However, this book fails to mention the struggle between Tremere and Salout for the control of Tremere's body. It also fails to mention WHY the Tremere Antitribu were destroyed. I may be wrong, but I think that is part of the history of Clan Tremere.
Still, I liked to see how well organized Clan Tremere is. It's obvious why their enemies fear them, as the most powerful and cunning Tremere are the ones in charge. Also, I thought that the various rituals presented in this book were interesting, especially the one that helped other vampires to learn Thaumaturgy. However, I bought this assuming that I would get a better understanding of the discipline of Thaumaturgy, which I did to a point, but not as much as I would have liked. For instance, what seperates Tremere blood magic from, say, Assamite or Setite Sorcery? Also, I would have liked a clarification of how exactly you advance your Thaumaturgy rating as opposed to the various paths that you have. Vampire: The Masquerade rulebook attempted to explain it, but I still avoid creating Tremere characters simply because I'm not sure how to advance in their most important discipline. Also, on the outside binding of the book, there is always the "clan symbol" that goes along with the given clan. I was surprised to see, for this book, a rose! If you're familiar with Vampire: The Masquerade at all, you'll realize that the rose is the symbol for Clan Toreador, not Clan Tremere! Obviously, this isn't a big thing, but I still thought I'd bring it up. To me, it just takes away from the overall presentation of the book; since basically I buy some of the books just to say I have them. I like having the various clanbooks all next to each other, but then when you see one that has a flaw like that (especially on the outside!) it takes away from the, again, presentation. Overall though, it explains a lot about Clan Tremere and it's inner workings, which is probably what most people expect from this book. So therefore, if you're looking for that, you will be pleased. If you want a sprawling history of this clan, however, you should look elsewhere.
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Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Steve Jackson. By Steve Jackson Games.
The regular list price is $9.95.
Sells new for $6.16.
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No comments about Ogre Shockwave.
Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Fantasy Flight Games Staff. By Fantasy Flight Games.
The regular list price is $24.95.
Sells new for $22.94.
There are some available for $13.00.
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2 comments about Path of Shadow (Dungeons & Dragons d20 3.0 Fantasy Roleplaying).
- This is a great source, it has 19 prestige classes with their respective organization that not only can be applied to the rogue class but also to the ranger and bard classes, their all well balanced, but most importantly you would want to play them all.
It also has 13 legendary classes, this is a great concept, because it will give you more options for high level campaings, and because the tests you would have to take to achive them would give your DM more material for adventures (and this adventures will be very exiting). The art of the book is also great, some people won't like it because it's black & white, but I think it's perfect for a Book called Path of Shadow. If you are looking for a great source book with complete information (and that is better than the oficial one) this is it.
- This little gem contains a number of cool ideas. My players aren't rule lawyers, so they trust me to pull together neat ideas for their characters. Path of Shadow has lots (I mean LOTS) of classes and abilities that you can either use as presented, or do what I do and merge them into existing classes. This is a 3.0 book, but I'm not having any trouble using it with 3.5.
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Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Steve Kenson and Mike Colton. By Contemporary Books.
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3 comments about Portfolio of a Dragon: Dunkelzahn's Secrets (Shadowrun RPG).
- The Big "D" is dead, and he's left a will. This book sets in motion events that will guide the world of Shadowrun for years to come. As well as ahving a chapter concerning the events of Dunkelzhan's death, it has a transcript of his will (courtesy of Captian Chaos, as always). With over 200 separate entries for GM's and player alike to use, this sourcebook is unlike any other FASA has put out. It allows the PC's to be active an go out after the missions they want, instead of waiting around for Mr. Johnson to call. A must have for anyone playing Shadowrun
- In _Super Tuesday_, Dunkelzahn (the only great dragon to cultivate a popular public image) became a serious candidate for the presidency of the UCAS. This book opens with the event that shaped so much of later Shadowrun history - Dunkelzahn's assassination on the night of his inauguration.
As with the other really great Shadowrun sourcebooks, this volume is organized as an electronic document from the fictional Shadowrun world, as posted at that spiritual home of shadowrunners everywhere: Shadowland. Captain Chaos (sysadmin extraordinaire) begins by posting nearly raw coverage of the assassination, then Shadowland chat (some in the form of articles by major shadowrunners like the Chromed Accountant) interspersed with backtalk, rumors, and on-line quarrels from the various folk who post to Shadowland. Lots of ideas for GMs here. First, of course, there's the death itself, and the who-killed-Dunkelzahn theories as the murder continues to go unsolved. The primary focus of this book, though, is Dunkelzahn's last will and testament (Captain Chaos includes the full text of the bequests). The Big D left large chunks of nuyen to found various foundations and study groups, the entire estate being administered by the new Draco Foundation under Nadia Daviar, who's gone from the Big D's mouthpiece to one of the most powerful women on the planet. The individual bequests, though, leave a lot of room for speculation and for adventures. (On occasion, the purpose of a bequest is made clear by later events; this was still happening as of the release of _Year of the Comet_, so it's still to one's advantage to get a copy of this book just to get the text of the will.) Many of the bequests could give rise to adventures either to protect an item in transit from the Draco Foundation to the new owner (or to acquire it), such as the undiscovered da Vinci "Seraphim". Some items offer even more scope, having unspecified properties, such as the dagger Wyrmtooth (to his security advisor) or the Ring Ouroboros (to Ryumo). Some bequests, of course, are famous: the Big D owned HUGE blocks of stock in various competing AAA megacorps through various shell companies - enough to change the balance of power in various boardrooms across the world now that the secret's out. The most notorious (at least, up to the present) gave the chief of internal security of a AAA megacorp 4 million shares and an accompanying seat on the board of directors - but of *another* AAA megacorp, a blood enemy. Other bequests include bounties on toxic shamans and practitioners of blood magic, with particular reference to Aztlan. And, of course, there are the conditional bequests, e.g. "to the first party to find my lair in the Caucasus Mountains". Heck, the will alone is worth the purchase price. It's followed with postings from various runners who've gotten involved with the bequests, one way and another, and the dirt they've dug up on some of the more mysterious items. (Not just outlines for how an adventure based on a bequest might be designed, but a good read.)
- This book did not deliver what I wanted at all. The summary of the book stated that it was supposed to give ideas for GM's to write their own adventures. However I would have liked some ideas and stats on the items that Dunkelzhan handed out in his will so I would know what my players were up against.
The will was the only good thing in the book and was NOT worth the money I paid for this book.
If you are a Shadowrun GM or a player, do yourself a favor and pass this one up since you can download the will from their website for free.
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Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Bruce Bauch and Ethan Skemp. By White Wolf Publishing.
The regular list price is $19.95.
Sells new for $28.00.
There are some available for $21.40.
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No comments about Past Lives (Werewolf the Apocalypse).
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Gamemaster Screen (Star Wars Roleplaying Game)
Seas Of Blood (Dungeons & Dragons/D&D D20 Accessory)
Underdark Adventure Guide (D20)
Monstrous Compendium: Mystara, Vol. 19 (Advanced Dungeons and Dragons, 2nd Edition Series, MC19)
Red Faction -PC: Prima's Official Strategy Guide
Clanbook: Tremere (Vampire: The Masquerade)
Ogre Shockwave
Path of Shadow (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Portfolio of a Dragon: Dunkelzahn's Secrets (Shadowrun RPG)
Past Lives (Werewolf the Apocalypse)
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