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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Monday, September 8, 2008)
Written by Fantasy Flight Games and Various. By Fantasy Flight Games.
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5 comments about Legends & Lairs: Mythic Races - Character Race Compendium.
- I had a high level of expectation for this product after seeing their fine Blue Planet system. I was not disappointed.
Contained in this 170 (reasonably priced) hardcover is: * 30 New Races * 31 Race Specific Presitge Classes * 13 New Feats (mostly Race Specific, but easily adaptable) * New Spells * A Wealth of Background information to make each race unique. Some examples of the fine work found in Mythic Races: * Animen - A race of Humanoids with Animal heads (and a hidden animal nature) * Athathi - A race of (VERY) well designed Humanoid Felines. * Eleti - For the Necromancer in the Party... a Race of Undead... with a twist. * Faeries - Finally a well designed Faery race (for those of you who like your fantasy with wings). * Luminous - A race of beings composed of pure energy... great alternative for Paladins. * Mhuinntirs - A race of Shapeshifters. The focus here is felines, but could easily be adapted for other animal types. * Rhonians and the Rhoode - An Avian race and an Anphibian race that live in a strange symbiotic society * Risen Demons - EASILY the best thing in the book, the opposite of Fallen Angels... two presitige classes are presented. * Tremen - That's TREE-MEN... VERY COOL And obviously there is a LOT more. All of the races are easily adaptable and a lot of the races I didn't mention are Warm and fuzzy in a halfing kind of way... but others are savage, brutish or horrible in some way... What thy ALL have in common is excellence of execution... Bravo Fantasy Flight... Now I'm just waiting on the Sea-Farers guide...
- This book does have lots of new races. But when you start to really take a look at them, they start to seem very similar to one another. I run a 3rd Edition D&D game and play in both d20 StarWars and D&D. I thought I would use this as a resource to create interesting new PCs and NPCs. But I have found that I barely open the book since I purchased it. Very disappointing.
- A well put together book of races, with each race having at least one racial prestige class. I have found the book useful and informative.
- Let me start off by saying that this book was a pleasant surprise. I decided to purchase it based off of the previous review of the book, and I can say I was not disappointed. Here are the highlights:
Fairies: If you're looking for a good race of fae without all the hassle involved in using Savage Species, this is the one. +2 Dex, +2 Cha, -4 Str, -2 Con. Key racial abilities: Natural Invisibility, Faerie Fire, and Spell Abilities (8 total). ECL +3 This race also includes dark fairies: the unseelie! Luminous: A race of Positive Energy emitting humanoids. These beings make awesome clerics and paladins. +2 Wis, -2 Cha. Key racial abilities: Poison Immunity, +4 saves v.s. Necromancy magic, produces own body light equal to a torch at will, and enhanced turning. No ECL modifier! Mhuinntirs: Shapechanging humaniod jaguar people (think Aztecs). In jaguar form: +4 Str, +6 Dex, +4 Con and +1 AC bonus! Speed 40 feet, climb 20 feet. +2 bonus to Spot and Track checks, bite and claw attacks, plus new feats just for this race. ECL +2 Niomus: My personal favorite. Bat-winged human-like race. Wings fold down and can be covered by a cloak or robe to fool on-lookers! +2 Int, +2 Cha, -2 Str (due to hollow bones). Key racial abilities: fly 50 feet, cold resistance 5, +2 bonus on Jump, Search, and Spot checks. ECL +2 Quissen: think desert reptile men. Warrior race created by wizard with artifact. +2 Con, -2 Cha. Key racial abilities: Darkvision, +4 bonus on Hide in desert terrains, +2 on Climb checks (clawed hands and feet), and thick scale natural armor bonus +2. ECL +1 Uthuk Y'llan: 6 to 7 feet tall, 200 to 300 pd humanoids with tatoos, ritual scars, and bone spurs. Eyes glow when enraged! +2 Con, +2 Str, -2 Int. Key racial abilities: +2 on Intimidate checks, they have an herbal root that when chewed causes them to go berserk! I using this race for my next character, an all-out brawling streetfighter type. Anyway, there are many other very good races to choose from: Risen Demons, Stonegrunts, Pevishan, Tremen, etc... My only complaint is that there are a few lame races that are just core race rip-offs, or just bad choices for adventurers, but these make up only a moderate portion of the book. Overall, this book has some really good, refreshing choices that can add a lot to your enjoyment of the game.
- I've searched everywhere in bookstores throughout my city trying to find this book but no one had it! I got the best price around and the book was in excellent condition!
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Various. By Impressions.
The regular list price is $29.95.
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5 comments about King Arthur Pendragon : Epic Roleplaying in Legendary Britain (4th ed Reprint)/ Pendragon Roleplaying Series'.
- King Arthur's Pendragon is what more role-playing games should be about. That is story. The game mechanics are all directed to telling the epic story of a group of knights as they advance through the years. Through the years is an important point. Unlike some games where players seem to go from one battle to the next for no more reason than "killing is fun" and "we get more gold that way", Pendragon is about how people grow and change. They sart out as young knights who rapidly rise in prowess until age finally starts to nibble away at them leaving them old and infirm. Not to worry, each character aims to have heirs that will take up the cause and follow in their father's legendary foot steps. The scope of the game covers usually 60+ years in the life of Arthur ( starting at his age of 3 if you use the expanded time of Anarchy ).
The game mechanics are simple and straight forward with events resolved usually by a skill test on d20 and damage rolled with d6. One element that adds much to the colour of the game are the Personality traits and passions. Personality traits are 13 matched pairs of qualities that define how the character often behaves ( example is Wordly and Generous ) with each pair adding to 20. Knights who posses high levels in certain passions gain fame for their chivralous or religous behaviour. Passions represent oaths and duties to others. Strong passions can aid a character to do impossable feats but can also blind a character to other situations. This game is a classic that has withstood the test of time for a reason and that is it one of the best games around. I especially like running this game with more mature players who want more than another slasher flick or want a more heroic tale to tell.
- This is one of the most beautiful treatments of Arthurian subject matter I've seen, RPG or not. I don't like Chaosium's combat rule system for this type of game, but the personality and passion trait systems work great plugged into other RPGs, if you spend a little time converting. The strength of the game lies in the reverential yet exciting treatment of the whole milieu. Beautifully illustrated, particularly by Arnie Swekel and Lisa Free. This belongs in any game library.
- Pendragon is great. This book contains detailed data, written in a clear way, about life in Arthur's age, beginning in the year 510 after CHrist. THe only flaw is the combat system, which is too violent. Of course, a battle till death is a violent event, but after loosing so much time developing your character, you discover how easy is to be killed using this combat system. ANyway, the authors give you a perfect set-up to go aboard a journey of history, not only a journey of killing, earning gold or casting spells,like AD&D does, for exxample.
- It's been a whlie since I've played this, or any other game.
This game lives up to it's title. While, perhaps, a bit more gritty than the "Once and Future King" stories, the rules do an excellent job of re-creating the world of King Arthur. I've been Role Playing for quite a while now... 14 years? And this is one of the best games out there, and a very refreshing change from the Monty Haul-ism of D&D and the like. The emphasis here is on ROLE PLAYING. The rules focus on attempting to become a perfect knight, a paragon of virtue, and a knight of renoun. Unlike other games, this game incorporates a "winter season" that assumes downtime, and allows your character to age. Yes, aging is a part of this game, and perhaps your character's children will get to adventure as well. The Traits operate on a balance scale of 20 points - The total of these two attributes add up to 20. So you have, perhaps, Merciful 17 - Cruel 3. Passions are things you feel strongly about, your Lord, hate of the Saxons, etc. This is a sample of the way the rules are designed to help you Role Play rather than Roll Play. Combat and Magic are taken much more seriously than in D&D. Your character's hit pionts are derived from their stats, and stay that way for the rest of the game (more or less). The most hit points you can have is 39. Armor absorbs damage. Now, what's the most damage our 39 hit point character can do with his sword? 7D6 - that's up to 42 points, with an average of 24/25. Combat is to be taken seriously! As for Magic, well. This isn't D&D. There's none of the flash-bang Magic that there is in D&D. In fact, Merlin would be impressed by the magic a 2nd level D&D wizard could do. Spells take a long time to cast. Holy Ground, High Holidays, group ceremonies, etc. have a great effect on the outcome of spells. This is a game where players will spend weeks or months preparing spells, to be cast in holy places, on high holy days. Then spending time resting and recuperating after spells have been cast. I don't know how supplements handle magic, Faerie, etc. Notice again that the emphasis here is on Role Playing, Storytelling, not FLASH-BANG effects. This game gives you opportunities to describe events, tournaments, adventures, celebrations, not just hack-and-slash fighting. This game isn't for everyone, even those who it is for may take a while to acclimate. Like Castle Falkenstein, and Amber, this game is designed to help you tell a story. The rules add to the drama, they aren't just a collection of rules on how to create powerful characters and how to fight with them. Role Playing came out of Wargaming, and it shows. This is one of the few games that elevates Role Playing to the status of art. This is a game that returns to us the lost art of Story Telling.
- Now, part of the review guidelines for this forum is that one should not simply praise without giving good reason why: however, in this case there are so many good reasons for praise that i am overwhelmed.
So, to keep it simple: this is the Arthurian roleplaying game. You play a knight, or maybe a clecrk or lady, or maybe even (though i would not reccomend it) a magician. Yes, that is about it for "character classes". You see, the game depends a lot more on your characters background and personality than his "powers". Do not worry though, there will be lots of fights anyway. If you like medival stuff (but not so much that you let facts get inthe way of fun, wich the medivals themselves would find silly) you will like this game. A lot. The not - so - simple, pretentious version... I suppose one way to start would be its base material, the most splendid cycle of legend in Britain, the chronicle of King Arthur Pendragon. Sadly, the legend in our time has been tainted by superficial sentimentality, dried out by cheap attempts at making it historical (often just an excuse to make it but another version of poor conan the barbarian), and mocked by new - age foolishness. The wonder of this game is that it takes all these limited approaches and simply lets them be absorbed by the origional noble medival tales, creating a setting of vibrant richness. Another important point: this is a game that is much larger on the inside than the outside. There are mysteries in it that simply never will be solved, even though one feels a hint of their massive importance. But building on them is a clear, if complex, world of heroism and everyday responsibillities. But even if you try to stick to "normal" knightly deeds, you can still get caught up in the labyrinths of politics and romance. Last but not least, this game does exactly what it was intended to: rules, mood, and setting are in perfect symbiosis. This becomes painfully clear when talented but lesser designers try to muck about with the basics: just look at fourth editions pathetic magic system. Still, at least they had the good sense to make it optional. This is the best role - playing game in the world. Try to be worthy of it.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Donald Bingle and Jean Rabe and Norm Ritchie. By Wizards of the Coast.
The regular list price is $25.00.
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1 comments about The Ruins of Undermountain II: The Deep Levels (Forgotten Realms Campaign Adventure).
- The legacy of the most infamous super-dungeon of all time continues in this unspeakably huge and darkly fun boxed set. The first set was just the beginning - now, submit your heroes to the Deep Levels! You get: 2 entire books of monsters, adventures, adversaries and treasures, 16 pages of new monsters, 4 giant poster maps highlighting the most dangerous levels in the dungeon, and a pile of cardsheets to help you whip up diabolical traps in an instant. Highest recommendation!
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Jason Bulmahn. By Paizo Publishing, LLC..
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1 comments about GameMastery Module: Conquest of Bloodsworn Vale (GameMastery Module).
- Ironically, I think this one might be a victim of Paizo's high quality. The background information tells an interesting and colorful story, and the adventure overall seems fun, but there is a lot that feels a little too open ended.
Its meant as a "sandbox" adventure, where X number of things need to happen before a certain timeframe, but there are X+Y things to do if the PCs wish to, and many can be done in any order the PCs wish. It makes for a fairly open, character driven adventure, but it also makes for something that can feel a little too fast and loose as well.
Also, while the fey in the adventure are fun, the main encounter with them could feel a bit more substantive than it does.
If anything, this almost feels like the opposite of recent WOTC adventures, where the adventure is a thin frame for different kinds of encounters, this one almost feels like it has a lot of interesting background and things for the PCs to do, but that the actual encounters aren't as detailed or exciting as they might otherwise be.
As I said earlier in the review though, I think that this might be a case where Paizo has set such a high standard its hard for them to always top themselves. Its a solid, fun looking adventure, and its well worth the money, its just not THE definitive "sandbox" adventure.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by John Kovalic. By Dork Storm Press.
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2 comments about DORK TOWER V Understanding Gamers.
- I was very happy when this new Dork Tower collection came out in paperback. I was not as happy after reading it. Sure, it has the usual cast of characters and the same witty style as the others. Certainly the jokes and stories are as good in the other volumes.
In fact, some of the stories and jokes ARE in the other volumes. A large section of this book reprints the Lord of The Rings stories from an earlier volume. One stip is even duplicated from this volume! That's right, one of the strips is included twice! It is almost as if the author is succumbing to his own jokes about variant covers. The new material was quite good but there just wasn't enough of it. I especially like the opening section that tries to explain what gaming is all about.
- John Kovalic's Dork Tower has been one of my favorite comic books for some time now. He has managed to take Characters that could have easily been stupid and cliched and turned them into real people with real emotions and problems that any of us can relate to. Even the goofiest character in the book, Igor, is shown to have uncommon courage and compassion when called for, and an unwavering loyalty to his friends that some of us are never even lucky enough to find in the real world.
This volume, like "Livin' La Vida Dorka" (volume 4) takes a break from the regular Dork Tower storyline to present "Understanding Gamers," the brilliant one-issue special where Kovalic explained the mindset of those who live to game. It connects to even a non-gaming reader and shows that gamers aren't quite the freaks they get portrayed as, especially in comparison to even some "normal" folks. The rest of the book is full of other strips and specials, some that even a regular visitor of Kovalic's website such as myself may not have seen before. There is a little duplication from previous volumes with some of the "Lord of the Rings" strips, but as Kovalic himself explains, that's because he reprinted the "Lord of the Rings" Dork Tower special in its entirety here in this volume. You don't need to have read the previous Dork Tower volumes to read this one, but you're cheating yourself if you don't. This is one of the funniest comic books on the stands today.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Fantasy Flight Games and Various. By Fantasy Flight Games.
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1 comments about Midnight: The Crown Of Shadow (Dungeons & Dragons d20 3.0 Fantasy Roleplaying).
- CROWN OF SHADOW is a campaign for low-level characters that is set in the world of MIDNIGHT. MIDNIGHT is a dark world where the forces of evil have won and the heroes are the hunted. Both the use of magic and reading are capital crimes, as is the possession of weapons or armor. Even food is scarce. Orcs are the elite fighting forces of this world and the only clerics left pray to a dark god enthroned in his dark tower. Humanity is being ground into the dust, halflings are universally enslaved, the dwarves are losing a war of attrition and even the elves are being driven back. In short, it is a world in need of heroes.
The world of MIDNIGHT differs from standard high fantasy sufficiently that players would benefit from a campaign that would take them across the entire world, to see how each group under the Shadow is resisting and what price they pay for doing so. They should meet all of the surprises that MIDNIGHT has in store and get a sense for the corruption of their world, the better to motivate their struggle against it. CROWN OF SHADOW is that campaign, a story arc that takes the PCs through the lands of the dying dwarves, crushed humans, subversive river gnomes, and the vanguard of the elves. The PCs will experience almost all of the twists of MIDNIGHT and see all the major locations; in that sense, it serves almost as a gazetteer for the players. I'll admit that the "crown of shadow" is quite the macguffin, but the campaign is about the journey not the destination.
CROWN OF SHADOW is designed for 1st level characters and can run them as high as 5th level. This campaign is designed for the 1st edition of MIDNIGHT and uses 3.0 rules, but I didn't find any problems using this with MIDNIGHT 2nd edition or 3.5 rules. There are 7 chapters of action, plus an epilogue which follows the conclusion fo the story. The booklet itself is very readable - I particularly appreciated the synopsis at the beginning of each chapter to keep track of what should be happening. Each chapter also has subsections to keep all the information organized.
I thought CROWN OF SHADOW was a well presented campaign. In fact, it should be indispensable as a resource for any MIDNIGHT campaign even if the material isn't directly used. The challenges seem well designed, with some good combats, some puzzles, and social interaction. I would highly recommend it.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Skip Williams. By White Wolf Publishing.
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1 comments about Cry Havoc (Sword & Sorcery D20).
- Cry Havoc is an excellent value for DM's and players who have been waiting to send their campaigns and characters to war. Although it is marketed as the Malhavoc's third event book, Cry Havoc goes beyond its predecessors by presenting detailed yet accessible systems for unit combat and army combat fully combatible with D&D 3.5.
The Event The first two chapters of Cry Havoc (Preparing for the Event and Integrating the Event) are identical in nature to those in Requiem for a God and When the Sky Falls. They help the DM add a war to his campaign by considering where to place it, what countries or forces to involve, what type of war is being fought, and what role the PCs will play in the conflict. Like the other event books these chapters include sidebars with checklists and key terms. Unit Combat In terms of pages, Chapter 3 (Unit Combat) takes up about half of Cry Havoc, for good reason. It presents rules for running unit combats ("from several dozen to a few hundred troops") in a manner which is very similar to standard D&D combat rules. Battles take place on a one inch grid where each inch equals a fifty foot square area. Each battle round lasts one minute rather than six seconds. Stats for units (groups of 10 or more creatures) are written out before the battle on unit record sheets, and units are represented by a single token or counter. During the battle both units and individuals move about attacking, casting spells, and so on. Individuals operate as they please, but units follow general strategies (attack the nearest enemy, move toward the rendezvous point, reatreat to the base line) unless they receive orders from commanders. Units must make morale checks when they take damage (and in certain other situations). There are also sections dealing with siege weapons, cover, concealment, terrain. The treatment of units is both balanced and easy to understand. Units have statistics just like characters (attack, AC, saving throws). They also have skills, feats, spells, and special abilities (if the majority of the creatures in the group have those things). Sample units have been posted on montecook.com as a web enhancement. Units make single attack rolls (rather than rolling for each member of the group, and the result is a number of hits (rather than all hits or all misses). Units also roll saving throws and skill checks as a group. Units can be combined into formations and divisions. Despite the attention given to units, individuals are no less important on the field. The results of PC's, NPC's, and individual creatures like dragons can have a large impact on the combat. Individuals can do almost all of the things they could do in standard D&D combat, but Cry Havoc also adds the option of command. While giving commands prevents an individual from using their own combat abilities to the fullest extent, it does allow them to maximize the effect of allied troops. There are seven pages worth of orders that allow units to undertake special actions or gain combat bonuses. Overall, Chapter 3 is quite thorough. Important rules are stated more than once, useful information in presented in tables, and example diagrams are sprinkled throughout the chapter to demonstrate relevant rules (attacks of opportunity, cover, morale failure, etc). Battlefield Magic On the one hand, Chapter 4 represents an incredible effort. Part of the chapter gives the battlefield rules and uses for more than 120 of the spells from the Player's Handbook. Several pages are devoted to handling monster special abilities. Every element of spells is addressed, from the area of effect to durations to the particularities of the different schools of magic. On the other hand, the rules for units of spellcasters is one area where abstraction interferes with the imagination. When a unit of spellcasters casts, they all cast the same spell. When they need to make a Concentration check, they all save or they all lose the spell. When another unit is hit by a spell which does not deal direct damage, they all save or they all fail their save. While the melee and ranged combat rules allow for partial effect (even the unusual melee actions like disarming, grappling, or tripping), the rules for spellcasting are all or nothing. There's still potential for spellcasters in unit combat, but it seems like spellcasters (characters and monsters) lose a lot more in the transition from individual to unit than other creatures. Army Combat Chapter 6 presents a completely different battle system, this one capable of handling armies with millions of combatants and wars which last for months. This is very useful for DM's who want to handle the results of battles or wars where PC's are not directly involved or are only involved in the periphery. The chapter also includes rules on raising, supplying, and moving armies. For each army involved the DM generates army statistics (defensive power, offensive power, manuever rating, command rating, scout rating). The statistics are modified by factors like weather, terrain, fortifications, and how well supplied each army is. The statistics can then be used to determine the results of combat at three levels (an entire war, a single battle, or each hour of a battle). Each combat is resolved with a series of dice rolls, the outcomes of which determine which side got surprise, how long the fighting last, how many casualties were suffered, etc. The rules of individual battles also allow the sides to chose tactics and account for player actions (killing enemy commanders, etc). Miscellaneous Chapter 5 presents rules for using skills and feats in unit combat. Chapter 7 introduces three excellent prestige classes. The artwork and layout are excellent, similar to the other products from Malhavoc Press. This is a fantastic value for anyone interested in incorporating unit and army combat into their D&D game.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Jackie Cassada and John Mangrum and Steve Miller. By Arthaus.
The regular list price is $24.99.
Sells new for $171.63.
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No comments about Ravenloft Gazetteer, Vol. 5 (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Ravenloft Setting).
Posted in Role Playing Games (Monday, September 8, 2008)
Written by Bryan Nystul and Donna Ippolito. By FASA Corporation.
The regular list price is $15.00.
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5 comments about Maximum Tech, Revised Edition (Battletech).
- A plethora of rules add on to expand your game. Take as much or as little of it on as you want. Admittedly, if you used every rule in it your turns might never end. highs: the rules for artillery make them conform more closely to real world. the expanded terrain is cool, and the modifiers for movement over 10 is included! Lows: the modifiers for the movement of the fastest units can make them quite literally impossible to hit.
- The book had tons of new rules for myself since I invent systems, weapons, and forces nightly (like multi-launch gauss rocket systems and anti-g) this started it all for me ( got before the BT MRules book).
- At least, in that FASA has charted out the Battletech universe for a while. Why? If you look in the Field Manual series (go ahead, check out FedSuns and Lyrans, I'll wait...), you'll notice they include new technology. Most of this new tech was included in MaxTech, except for the Lyran new stuff.
Basically, this is, as they say, an official house rules book for Battletech. They add in a bevy of alternate rules, new accessories (Light Gauss Rifle, Medium-Range Missiles), and new systems (gasoline-powered AgroMechs, anyone?). It's a pretty decent book. Most of the new equipment is experimental, and not that useful, but could be fun for short-term use. They also include a nifty Battle Value Calculator, and give ratings to each and every published 'Mech and vehicle as of printing. There are also nifty tables listing every single thing you could possibly put on a 'Mech you're building, which is also helpful. If you play Battletech, this is a useful purchase. It's not a must-have, but I'd recommend it.
- Master Rules covers and even replaces most of the rules this book but its so well orgnised and comprehsive it does fall into the famed 'Must Have' catagorie. Also, who reading this dosn't want that cover as a huge poster hanging on there wall?
- While the additional weopens are interesting, I have playtested scenarios where the Clans have been running a Right of Possesion for an out of the way planet and they are attacked by another player for the planet's possession - they called themselves Renegade Centurions. How did these odd things get here, and what is this about The Empire of Terran Overlords (from that other game RENEGADE CENTURION @copyright)? Those are tanks??? THOSE ARE TANKS!! Just one squad of tanks; One heavy, and two mediums. The Mechs' weopons just don't seem to have much of an affect on the tanks, but those tanks - Just ONE Shot spelled doom for a Daishi. They aren't playing by the Clans' rules -- or maybe it's that the Clans aren't playing by the newcomers' rules. You decide what comes next.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Douglas Coupland and Kip Ward. By Prima Games.
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5 comments about Lara's Book--Lara Croft and the Tomb Raider Phenomenon.
- In my mind's eye, I picture Lara back-flipping and gunning down the giant Atlantean mutant in Natla, the last level of Tomb Raider. If it wasn't for this book I wouldn't have completed Tomb Raider I, II or Unfinished Business.
- I really like Douglas Coupland's writing--I've read Microserfs, and it's a great book, but what is THIS all about? A super-long fan book about a videogame character that looks like a generation-X pornstar? I'd be almost less surprised to hear he'd written a book about the Spice Girls. Yuck.
- I am a big fan of Lara Croft, and try to get everything that has to do with her, most of 'em are good. BUT this book under review "Lara's Book" I hate!This book is not worth the paper that it is written on! The guides are inaccurate and confusing to read -- if you want a good walkthrough get "The Tomb Raider Official Strategy Guides" by Zach Meston, which are put out by Dimension Publications.The pictures (the only worthwhile thing about the book) can be found in other sources -- calenders, websites and so on.Finally the story . . . put me to sleep. Good night, ZZZZZZZ!
- This book is mostly fluff, little substance. It looks like the bulk of the effort went into trying to be fancy with images download from the web. The walkthroughs are printed in multiple fonts--which makes them tough to read. There are much better guides available anyway. This book could have been much better. I was very disappointed. Save your money.
- This book actually touches on two favorites of mine. Douglas Coupland is the author of two of my favorite books - Generation X and MicroSerfs. Tomb Raider is my favorite gaming series and I just adore Lara Croft. She is the coolest. This book combines a tribute to Lara and a walk-through of the Tomb Raider Games - I believe through Tomb Raider II. Now, anyone who's ever played TR knows how rockin' cool Lara Croft is. This book contains excellent renderings of our favorite adventurer. The overall book quality is very good - glossy pages and very well presented. There's a lot of look at but if you enjoy the series, then this is a must have. And just a reminder - as all Tomb Raider fans know - The Tomb Raider movie - starring Angelina Jolie ( they couldn't have made a better choice ) as Lara Croft - opens on June 15th 2001...I know I can't wait. Best Regards, turtlex
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Legends & Lairs: Mythic Races - Character Race Compendium
King Arthur Pendragon : Epic Roleplaying in Legendary Britain (4th ed Reprint)/ Pendragon Roleplaying Series'
The Ruins of Undermountain II: The Deep Levels (Forgotten Realms Campaign Adventure)
GameMastery Module: Conquest of Bloodsworn Vale (GameMastery Module)
DORK TOWER V Understanding Gamers
Midnight: The Crown Of Shadow (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Cry Havoc (Sword & Sorcery D20)
Ravenloft Gazetteer, Vol. 5 (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Ravenloft Setting)
Maximum Tech, Revised Edition (Battletech)
Lara's Book--Lara Croft and the Tomb Raider Phenomenon
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