Game Books

Google

General

Games

Board Games

Backgammon
Bingo
Checkers
Chess
Chinese Checkers
Dominoes
Go
Mah Jong
Monopoly
Scrabble

Card Games

Blackjack
Bridge
Canasta
Cribbage
Euchre
Gin
Hearts
Pinochle
Poker
Hold'em Poker
Solitaire
Spades

Gambling

Baccarat
Blackjack
Craps
Horse Racing
Lotteries
Poker
Roulette
Slot Machines
Track Betting
Video Poker

Puzzles

Logic & Brain Teasers
Crossword Puzzles

Role Playing Games

Role Playing Games
Ars Magica
Call of Cthulhu
Champions
Chivalry & Sorcery
Dragon Warriors
DragonQuest
Drow
Dungeons & Dragons
GURPS
Macho Women with Guns
RuneQuest
Shadow World
Shadowrun
TMNT
Traveller
Trinity
Vampire
Villains and Vigilantes
Werewolf
Witchcraft
World of Darkness

Video Games

Video Games
Strategy Guides

HobbyDo


Search Now:

ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Keith Herber. By Chaosium Inc.. The regular list price is $23.95. Sells new for $14.75. There are some available for $14.75.
Read more...

Purchase Information
1 comments about Spawn Of Azathoth: Herald of the End Of Time (Call of Cthulhu Horror Roleplaying).
  1. Chaosium has a reputation for producing some of the finest RPG adventures and "Spawn of Azathoth" for the Call of Cthulhu game is no exception. Originally released in 1986, this world-spanning campaign of nine linked adventures set in the 1920s places the players' investigators into a cruel catch-22 of cosmic proportions - literally. Circling around the Earth is a piece of the god Azathoth - its spawn, as it is generally known - that appears to be a twin dark star circling our own sun. The spawn has caused mass destruction on our pale blue planet for eons and will do so in its future. Once the investigators are drawn into adventure's plot they discover that there are individuals and groups that either want the spawn of Azathoth to destroy the Earth, or that want to save humankind from its ravages by putting them into a form of magical suspended animation. Neither prospect is very promising for the fate of humankind, but like all good investigators, they must take action to help the better of the two.

    The nine adventures in this 200-page book are fairly short, probably only taking one or two evenings to play. The two starting adventures take place in Providence, Rhode Island. From the there the players are free to go on adventures set in Montana, Florida, the Andaman Islands in the Indian Ocean, in the Dreamlands, and finally in Tibet for the grand climax of the campaign. Additionally, there are numerous handouts for the players - 45 in all - that serve as clues to help out the investigators.

    My only problem with this Chaosium product is its poor graphic design - unusual for a company that has been a touchstone for quality for so many years. The location maps have been crudely rendered on some sort of basic computer publishing program and they have a slightly blurry look about them as if the were a copied from a photocopy. Likewise, most of the artwork is amateurish and crude, and those that are not (presumably some of the art from the original issue) have the same blurry quality about it that plague the maps.

    Like most classic Call of Cthulhu adventures, "Spawn of Azathoth" does not disappoint. It has both mundane and exotic locales, bizarre creatures, well-developed personalities, and great plotlines. This second edition expands and updates the original 1986 issue, but since I've never seen the first edition I do not know what changes and additions have been made.


Read more...


Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Margaret Weis and Tracy Hickman. By Wizards of the Coast. The regular list price is $34.99. Sells new for $178.48. There are some available for $5.50.
Read more...

Purchase Information
5 comments about The Annotated Chronicles (Dragonlance: Dragonlance Chronicles).
  1. Have you ever wanted to get into the author's head just a little bit further? Or to rent them for a few hours and ask them questions? Well here you go...your wish had been granted...well sort of...well its the next best thing! The best description I can think of is this is like the DVD commentary option but better for its a book! =)
    The Annotated Chronicles is chalk full of further detail of everything from plots, history, the why's and where's, who did whats, etc. In this wide margin addition of the Chronicle Margaret Weis (Author)and Tracy Hickman (Author) have invited us to the realms of their creation with lots of notes added in the margins.
    So whether you are a seasoned vetrean or a first timmer I highly recommend The Annotated Chronicles version of the Dragonlance Chronicles!


  2. Before I actually review this book I would like to give a little background history of why I read it. Many years ago (I believe it was 1989) in my early teens, I began getting into Advanced Dungeons and Dragons' gaming system. I was happy, loving the game and all the rulebooks, even though there were few people around that played, (at least that I knew) and getting those few together was difficult. In need of some action, I soon found some satisfaction in TSR's line of gaming novels. Greyhawk was hard to find, and it seemed a bit outdated. Forgotten Realms was pretty cool but never really caught my full interest. But then there was Dragonlance. By the time I got to the series TSR was beginning to hit its spin-off phase pretty hard. Much like the huge line of Star Trek novels, there were a lot, and most of them not worth reading unless you were a Trekkie or an AD&D geek. Most of these novels were Dragonlance and I bought them all, and yes, I think I even read them all. There were even a few gems in the line, although most felt like filler material, trying with varying degrees of success to flesh out a semi-realized world.

    Many years later, after not having read much in the way of fantasy for a long time, I had the urge to reread the Chronicles. And after a bit of looking around on the Internet, I found and thought I might read the Annotated Edition. As someone who enjoys writing I like to read about the evolution of a book and also pick up any little details that couldn't fit in the published novel. (For the best example of this check out Tolkien's Histories of Middle Earth, compiled and edited by his son Christopher.) So I ordered a copy, and at the same time getting a copy of the Annotated Legends, the direct sequel to Chronicles.

    What I would like to do is a brief review of each book in the trilogy, as each one has a different feel, and rating each individually. Then I will write about the trilogy as a whole, and this edition in particular.

    Dragons of Autumn Twilight-4stars
    This is the best of the three, indeed I think it might be the best of the whole Dragonlance line. This one, above all others, feels like you're in an adventuresome AD&D game. It is an interesting cast of characters that is based on the game system's recommended party. You've got your half-elven ranger (Tanis), your cleric (Goldmoon), barbarian (Riverwind), thief (Tasselhoff Burrfoot), fighter (Caramon), wizard (Raistlin), dwarf (Flint), and your knight or paladin (Sturm Brightblade). Not much room for improvement there, at least from a role-playing standpoint. The storyline is something like this: 300 years ago the gods "abandoned" the world of Krynn, because mortals dared to believe they knew better than them. Oh yeah, and on their way out they left plenty of destruction that was called the Cataclysm. Like hurling a fiery mountain down upon the center of moral purity, Istar. Now we have a cleric who doesn't know she is heralding their return, and our merry band of adventurers must help her (although most of them are not doing it willingly,) to find some sort of holy relic in a ruined city that is very reminiscent of an AD&D dungeon. And guess what! Dragons are back. At least a black one is. They exiled themselves through mutual consent of both the good dragons (metallic- gold, bronze, silver, etc.), and the evil dragons (colored- black, red, green, etc.), close to a thousand years before. After that the companions attempt to figure out what is going on and trying to spread the news, both the good (the gods are returning!) and the bad (yet so are the dragons!). After some more adventures we see one of the elven capitals, meet the bumbling old wizard Fizban (one of my personal favorites), and a man with a large green gem stuck to his chest who seems to have a problem with not being able to die.

    Dragons of Winter Night- 3stars
    This book feels more like a novel and less like you're in the middle of a role-playing game. The companions are splitting up, trying to do their part in discovering what is going on and what they can do about it. The reason for three stars on this one is that the plots don't really seem to flow together that well. Most of the time you could care less when you skip to the next character off in a different place, as the suspense doesn't really seem to build up in between scenes. But there are some interesting things in this book. One of my favorites is when they are looking for the fabled port city of Tarsis. After the Cataclysm the oceans were moved around, and now they are faced with a landlocked city surrounded by rotting ships on a sea of sand, which of course upsets the party's plan quite thoroughly. We also see what happens when you walk into a forest kingdom that is ruled by an elf going mad from being controlled by a green dragon.

    Dragons of Spring Dawning- 3stars
    Well here we are, the last one, and it doesn't get much better than the last. Not bad mind you, but any excitement that you might expect from the ending is demolished by the fantastical, superhuman feats that are necessary for the companions to go through in order to save the world.
    Although I will say that they do a nice bit about how love can conquer all. And I must admit that the aerial battles between dragons were done very well. In the end we are left with a world returning to brightness, and our heroes must now live up to the status Heroes of the Lance.

    As far as the series as a whole, it is a fun read, especially if you have never read it before. If you have then it might leave you feeling slightly disappointed, although for me it wasn't nearly as much so as watching my old favorite 80's movies. Now for the annotated edition, it was ok. There were some interesting things that they made notations of, but most of it seemed like plugs for the other Dragonlance books. And the most annoying thing was that they would say almost the same thing over and over again in each book, like you had never read that particular note before. Maddening!
    Anyhow, I am glad that I reread it. I just hope the experience is as good for you if you do decide to read this for the first, or even fifth time.


  3. This was my first experience with the dragonlance series, and I am now hooked. The trilogy was excellent to read, although the writing level was not quite up to the standard of Terry Goodkind and Robert Jordan, my other favorite fantasy authors.

    The books receive 5 stars on merit, but this edition gets 4 stars because of the annotations. Many other reviewers have mentioned that some annotations are pointless and obvious, but those weren't the ones that bothered me. I enjoyed reading about the authors' mindset as they wrote a section of the book, or about character backgrounds. What I did NOT like, however, were the massive spoilers in the annotations. These spoilers really serve no purpose and have no context. Two that stand out in my mind are "***** is actually not a knight, as we discover later" and "******** is actually the dragon highlord" [names omitted for those who have not read the books]. The second example actually made me mad, as it ruined what would have been a big surprise at the very beginning of one of the books!

    Many of the annotations are good, but the spoilers really overshadow the positive benefits. Read them seperately, IMO.


  4. The best parts of the Annotated Chronicles?? When Tracy Hickman writes a note about a particular item in the book, and then right below it, Margaret Weis also includes a note and basically contradicts with Tracy says! I love the playful rapport between them!

    I am positively boggled as to how a book can be co-authored by two (or more) people in a collaborative, fictional linear-story setting, and this Annotated Chronicles really does shed a lot of light in the writing and thought process of creating and writing these epic books! I love behind the scenes stuff like that! It's like watching the "Making Of" extras in DVDs!

    Warning: THE BOOK IS HEAVY. I've been using it as a commuting-on-the-train and a working-out-at-the-gym book and it really is an added burden! But I don't mind!

    Also, if you have never read the books, the annotations on the sides will be VERY distracting, not to mention spoiler-y!


  5. Of all the Dragon Lance books and even the movie that recently debuted, this is by far my favorite collection of books. If you're looking to introduce a friend to the art of Dungeons and Dragons and the world of Dragon Lance, this is one of the better books to buy. The annotations from both Authors are very fun to read, some even go into the rules of D&D spells and items, including Rabbit Slayer, the dagger carried by the lone hero Tas. I would highly recommend this book for any avid Dragon Lance fan.


Read more...


Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Tim Akres and Henry Higgenbotham. By White Wolf Publishing. The regular list price is $18.00. Sells new for $24.95. There are some available for $5.93.
Read more...

Purchase Information
2 comments about *OP Wraith Players Guide (Wraith : the Oblivion).
  1. This book is second in importance only to the Wraith: The Oblivion core rules. Containing tons of background information, new uses for Arcanoi (and three entirely new "lost" Arcanoi), new character and Shadow archetypes, and even a guide to playing Wraith in other cultures' lands of the dead, there is something in here for everybody.

    This book is an absolute must-have for any serious Wraith player.



  2. This book helps explain the inner workings of the underworld, as well as give new Aracnos and explinations for lands beyond the Stygian Underworld.


Read more...


Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by J.D. Wiker. By Wizards of the Coast. The regular list price is $21.95. Sells new for $11.00. There are some available for $10.99.
Read more...

Purchase Information
2 comments about Secrets of Tatooine (Star Wars Roleplaying Game).
  1. I must admit that I was justifiably skeptical that the `Secrets of Tatooine' source book would be any better than the previous two offerings from Wizards of the Coast. The first, `Secrets of Naboo' was well-written, but held no real secrets, nor enough detail to make it of any real use. `Living Force' was a limp, flaccid retread of a great many things we had seen before-pod races, cloud city gas mines, Force-resistant creatures and even a Sith Temple had all been done elsewhere and better, but instead of giving us something new, the RPGA saw fit to simply cram it all into one star system. That being said, the `Secrets of Tatooine' has broken the mold of mediocrity and as it turns out, is a pretty good deal for your Star Wars role playing gaming dollar.

    After a brief introduction, Secrets moves into the basics with a description of the planetary data and make-up of the Tatooine System, but provides no system map. It then describes climate (really hot), geography-like the Jundland Wastes, Beggar's Canyon and the Dune Seas, explaining that complete cartography of the planet is difficult because of the sand storms. The survival section gives handy rules for heat prostration, thirst, and sand storms-the most dangerous of which, gravel storms, are a nightmare for aerial transport. Next up are native inhabitants-the sand people (Tusken Raiders, named for the first human settlement they destroyed), and the Jawas-which the author seems to patronize somewhat, describing them not really smart enough to do anything, but somehow makes things work. Finally are the creatures-the bantha, ronto, eopie, rock wart, scurrier wamp rat and krayt dragon-a creature with a combined Vitality and Wound Point total of 470 and attacks that can cut land speeders in half. A little too powerful for anytone but the toughest PCs, (or those with good ranged attacks).

    The biggest section and by the far the most important are the cities, unfortunately, the book only provides character stats for movie characters, and very little of mayors and other townspeople other than those created by Lucas. Bib Fortuna, Watto and Shmi Skywalker are here, as are most of the aliens from the cantina, but no regular folk, too bad because they add color, even more than those individuals we already know about. The maps of Mos Espa, Mos Eisley, etc. are horrible and continues a trend that has plagued the Star Wars RPG supplements from day one. Detailed, well labeled maps are not hard to do, but completely absent from the Star Wars supplements.

    Another good section is the complete pod racing rules, including stats for all of the racers in the Boonta Eve Classic from the Phantom Menace. It also lets players design their own pods and gives a complete list of die-determined hazards, and finally a map of the Boonta Eve Circuit. Finally, the non-Episode I based adventure was a treat, and it was a nice change of pace since I feel that Wizards of the Coast is paying way too much attention to Episode I and not enough emphasis on other eras of play. Given the shear breadth of material available from the Tails of the Jedi, Rebellion, New Republic and New Jedi Order, the supplements should be spilling out of Wizards. In the end, however, `Secrets of Tatooine' again doesn't have a lot of secrets to offer, but instead gives the Star Wars game master a good source book for the birth place of Luke Skywalker.

    May the Force be with you.



  2. If you are an avid SW RPG gamer, you should know this SWRPG supplement is one of the best around for the most interesting planet on the Star Wars saga, it has a lot of info from the movies, the novels and the New Rebellion Era Stuff, the only downside thing is that only covers the things you see in the classic trilogy and Episode I, so you won't get any info on the updated Episode II stuff. Not so bad, but it would be great if they update the thing. Besides that, is a good supplement


Read more...


Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by C. Suleiman and Sarah Roark and Janet Trautvetter. By White Wolf Publishing. The regular list price is $16.95. Sells new for $17.99. There are some available for $36.00.
Read more...

Purchase Information
2 comments about Caine's Chosen: The Black Hand.
  1. Well I have to say this book definitely puts the Black Hand into a new light; the sect (or subsect) is just as mysterious as the Inconnu to many and this book really fixes the mistakes 2nd edition made. It clarifies all of the True Hand/Severed Hand etc.. stuff that 2nd Edition tried to confuse us with; alot of good information is given but it's only essential if you play a Black Hand in Tabletop or on a MU* (Mush/MUX etc..).

    If you enjoy reading or collecting the various books or even playing the Pcs I'd say buy this book



  2. As I approached ending my story of six summers I wanted to get the Black Hand and others involved, give the players, all fairly powerful by now, some intense challenges. However while this book gave information on the types of Kindred who run in this secret groups it didn't really give me much guidance in creating NPCs. No big list of sample characters or detailed instructions on how to create them. I was disappointed -- I could have made those NPCs without the book frankly.


Read more...


Posted in Role Playing Games (Wednesday, October 15, 2008)

By Wizards of the Coast. The regular list price is $14.99. Sells new for $10.19.
Read more...

Purchase Information
No comments about Imperial Entanglements: A Star Wars Miniatures Expansion (Star Wars Miniatures Product).



Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Aaron Dembski-Bowden. By White Wolf Publishing. The regular list price is $29.99. Sells new for $13.00. There are some available for $11.50.
Read more...

Purchase Information
2 comments about Predators (Werewolf: The Forsaken).
  1. What can I say about this book except: GET THIS BOOK! It is an absolutely essential supplement for Werewolf the Forsaken, and just about tied with Lore of the Forsaken in terms of its importance to players and storytellers.

    The book is split into three portions- the first goes into depth discussing various spirits, their social structure, their basic motivations and behaviors, and gives an example of at least one type of each spirit. The second part talks about various Hosts- the shards of powerful spirits who managed to figure out how to out-think Father Wolf and find sanctuary in the physical world by driving around bodies that they hollow out and live in until the body deteriorates. The third part talks about strange things from the distant past- powerful creatures who, for whatever reasons, are trapped in the physical world.... and very angry about it.

    This supplement is also excellent for creating antagonists for mortals, mages and (of course) werewolves. As such, I also recommend it for anyone who just needs ideas for antagonists. I'll say it again- buy this book!


  2. Werewolf the Forsaken, the second core setting game for new World of Darkness is perhaps one of the best roleplaying games published TO DATE! It's just flexible as all hell - you can run a generational game in a small valley, or remake Wolfen, or delve into Unknown Armies territory in the backstreets of Detroit, or just play it for the combat value. Instead of cleaving narrowly to a particular adventure type, it offers room for expansion - it feels together. Predators expands it a little further, detailing spirits and going into more detail about the Ridden.

    The core Werewolf rule book went into some detail about the spirit world and what it was like, but it not fully developed - it was more about impressions of the spirit world, rather than specific details.

    Predators essentially lays out the blueprint for what spirits are like, broken down by category - tool-spirits, bird-spirits, plant-spirits and so forth. It's here that the book makes itself invaluable. Instead of describing spirits in vague terms, the book goes into specific, concrete detail about what a spirit's like - where it typically spawns, what they look like and how the GM can use them in a game.


    Troublesome and individualistic, cantankerous and fastidious, imperious and demanding, cold and chilly - the personality of each spirit gets summarized in a nutshell. You don't have to guess at a spirit's motives anymore - look at some quotes from Predator, attach some human characteristics to the spirit and you can run the spirit for your group. All the traffic light ever says is "Stop!" and "Go!", but that's all that it needs to say. The storyteller advice is also pretty useful - in other words, it's all focused on why the players might have contact with the spirit, rather than how it fits into some abstract scheme that's of interest only to the authors of the book.

    It's worth noting that the book covers the entire range of spirits, from high to low - besides natural and artificial spirits, we also get the Celestial spirits (sun and moon, including lunes), conceptual spirits (apathy, war, dreams) and the bastard hybrid Magath. The Magath get some nice writeups, including a dump-truck/pain spirit who wanders the spirit highways, destroying car-spirits to siphon off their pain, and a dog/information spirit that haunts a library.

    We also get to find out how data/technology-spirits work, and how book and computer spirits prey upon them. We also get stats for Ghost Children, the spirit-children of two werewolves, who have some pretty nasty stats and a ban that demands that they must revenge themselves upon their parents. That's story hooks on the hoof, there. The chapter also includes some new spirit-powers, ranging from the generic but useful (Mechanical Possession, Speed, Emotional Aura, Telekinesis) to the specific (Dessicate, Fearstruck, Final Strike, Clasp).

    There's a couple of clinkers in there, though. The playground spirit is particularly irritating - while it may seem innocent and sweet on the surface, it's actually tainted by tortured and abused children, attracts pedophiles and child molestors, and spreads experiences of neglect, depression and aggression to all who approach.


    The next chapter deals with the Ridden - spirits who jump into people's bodies and ride them around. One of the best parts of the book is that it points out that Ridden can fill just about any need in a horror game, ranging from spooky Innsmouth folk (possessed by fish spirits) to cannibal hillbillies (gluttony spirits) to animals that are too smart for their own good (possessed by a spirit of their own species) to Swamp Thing (plant spirit in a human body) to any shapeshifter that you want as a villain. All that you have to do is to stick the appropriate spirit into the body, do a little chargen and you're set.

    It's that flexibility - that ability to create a new race without having to create a splatbook, the ability to use what you've already been given rather than having to buy something new - that makes the new World of Darkness so damned good. The possibilities are just endless. They're especially good for games with regular humans, just because the Ridden are so versatile. Imagine, say, a military game, where part of the force is suddenly jumped by war spirits. They're lighting each other up with live ammunition, jumping from body to body (like the Koleris of Tribe 8), nobody knows what's going on and it's ten hours until morning - and your military characters are right in the thick of it. Can they stop them before they reach the nearby town? What about the local werewolf pack?

    This book is one of the most essential and valuable books to the Werewolf the Forsaken game line.


Read more...


Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Richard Dansky. By White Wolf Publishing. The regular list price is $12.00. Sells new for $49.24. There are some available for $10.50.
Read more...

Purchase Information
4 comments about Kithbook: Sluagh (Changeling: The Dreaming).
  1. This book contains the history and secrets of the enigmatic Sluagh. Shunned and looked down upon by most of the other Kiths in general, a deep and probing look is given to the reclusive Kith with reviews of the other Kith from their perspective, information on great Sluagh 'heros' and a dreaded secret every changeling player should know...


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


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


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

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

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

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

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



Read more...


Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Fantasy Flight Games. By Fantasy Flight Games. The regular list price is $29.95. Sells new for $14.86. There are some available for $8.99.
Read more...

Purchase Information
1 comments about Call of Cthulhu: Nocturnum.
  1. I just finished running this campaign, and my group did have some fun with it. However, some of the negatives are fairly noticable. My largest complaint was the railroading nature of the plot, with the campaign heavy-handedly forcing the PCs along a set path. Secondly, the artwork is terrible. Not so much in its quality, as in its inaccuracy. It was rare when the pictures of NPCs matched up to thier written descriptions. Several of the seneraios are unimaginative and bland (This is partcularly true towards the end of the campaign.)
    Some of the positive aspect of the campaign consist of its action elements. Fitting perfectly with the feel of d20 CoC, the PCs will be doing more than thier fair share of fighting. So if your looking for a high-action CoC game, this is the campiagn to get. Also, some of the early senarios are rather interesting and fun (The 3rd chapter is my favorite).


Read more...


Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by White Wolf Games Studio. By White Wolf Publishing. The regular list price is $14.95. Sells new for $19.99. There are some available for $8.95.
Read more...

Purchase Information
5 comments about *OP Vampire Storyteller Companion/Screen (Vampire: The Masquerade Companions).
  1. White Wolf has outdone themselves again. Not only they gave us the great and now classic Vampire Revised, but now this Storytellers Companion helps even the most expert storyteller into their adventure of gameguiding. The content is great, and sheds some light on lost bloodlines, updates the True Black Hand info and is a VERY useful guide to deal with any kind of gamer. Not to get rid of them, but to help them to get into the mood and feeling of the game. The Guide is a great companion for player and storyteller alike. In short: A great book.


  2. This book is NOT to be confused with VAMPIRE: STORYTELLERS HANDBOOK. (That's the book with the obscure, exotic stuff from SECRETS OF THE BLACKHAND and the sundry practical and philosophical advice for the storyteller.) This book is far less creative but far more essential. My high rating is intended to convey just how essential not any particular profundity or innovation.

    It's a rather slight looking paperback. DON'T BE FOOLED. This, folks, is where they now keep the information on the Salubri, Samedi and Daughters of Cacophany blood lines and the disciplines Obeah and Thanatosis. This is where they have all the game mechanics for specific weapons- shotguns, handguns, swords, whips, armor ancient and modern, millitary equipment, etc. The optional secondary abilities include things like ride, archery, pilot, area knowledge, Camarilla lore and Sabbat lore. Unlike STORYTELLERS HANDBOOK, I can't imagine a storyteller for VtM running a chronicle without the info here, frankly. It's all organized in a clear, straight-forward way, too. A BONUS: Lawrence Snelly was art director and he compiled some really fine pictures from folks like Leif Jones, Vince Locke, Guy Davis, Christopher Shy, John Cobb (signed work from the last two but not mentioned in credits).



  3. Let me say first that this is a VERY helpful book for Vampire: The Masquerade players and storytellers. But this book seems to be more of a player's companion than a storyteller's. The information is helpful, but it could either have been included in the main rulebook or could have been done better.

    -Introduction: How To Use This Book. The intro is short, simple, and completely unnecessary. Admire the artwork of Vincent Locke and then move on. All in all, very helpful book but some stuff could be taken out or moved around. Although technically a storyteller's companion, I encourage any and all storytellers to let your players have access to this book (or at least let them use chapters 2 and 4) in the character creation process.



  4. Good for supplementals, interesting weapons and unusal rolls. Has info on Salubri, Samedi, and Daughters of Cacaphony in the modern nights, but overall something you can live without.


  5. As a storyteller who has run the same "game" for the past four summers, I tend to create big plots the sweep across the years and tackle questions of good and evil, right and wrong, survival and control so I like new books to help me out. In this very short book we learn about 3 new clans of Kindred, their disciplines, a whole butch of specialized skills, talents, and knowledges, along with weapons and armor specifics. Still the combat book covers most of what is covered here and how useful are "specialized" abilities? At almost [$$$] for only 67 pages, I say buy it used.


Read more...


Page 176 of 250
10  20  30  40  50  60  70  80  90  100  110  120  130  140  150  160  166  167  168  169  170  171  172  173  174  175  176  177  178  179  180  181  182  183  184  185  186  190  200  210  220  230  240  250  
Spawn Of Azathoth: Herald of the End Of Time (Call of Cthulhu Horror Roleplaying)
The Annotated Chronicles (Dragonlance: Dragonlance Chronicles)
*OP Wraith Players Guide (Wraith : the Oblivion)
Secrets of Tatooine (Star Wars Roleplaying Game)
Caine's Chosen: The Black Hand
Imperial Entanglements: A Star Wars Miniatures Expansion (Star Wars Miniatures Product)
Predators (Werewolf: The Forsaken)
Kithbook: Sluagh (Changeling: The Dreaming)
Call of Cthulhu: Nocturnum
*OP Vampire Storyteller Companion/Screen (Vampire: The Masquerade Companions)

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Wed Oct 15 15:41:45 EDT 2008