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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Wednesday, October 8, 2008)

Written by Steve Jackson Games. By Steve Jackson Games. The regular list price is $14.95. Sells new for $9.49. There are some available for $9.57.
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No comments about GURPS Spaceships (Gurps).



Posted in Role Playing Games (Wednesday, October 8, 2008)

Written by David Dorey. By Grand Central Publishing. The regular list price is $15.99. Sells new for $8.00. There are some available for $6.50.
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5 comments about Fantasy Football The Next Level: How to Build a Championship Team Every Season.
  1. This book is a fantastic guide on how to play fantasy football and actually win! Author David Dorey is co-founder and co-owner of www.thehuddle.com. He has been following Fantasy Football for 20 years and is very knowledgeable about it.

    In this book you will learn how to:

    * Do mock drafts
    * Build a winning team
    * Make a cheat sheet of players to use for your draft
    * Research your players
    * Base your picks on this year, not last year, by calculating a player's value

    This is the ultimate book for any Fantasy Football fan. I read it at the perfect time because after reading it I drafted my team for this season. I had notes about each player and was aware of which players were injured, what players were having contract disputes, and which players had a new head coach or coaching staff that could affect a player's playing time.

    While fellow drafters laughed at my choices of players, I am very satisfied with my team as none of my players are injured or sitting on the sidelines, they're all starters. After passing on Clinton Portis, injured, Larry Johnson, holding out on a contract, I instead chose running back Thomas Jones who is healthy and will be starting.

    This book is very informative, the information is easy to use and understand, and the graphs and charts were very helpful. I credit this book with making the draft a success for me this year and will suggest it to all my friends.

    Armchair Interviews says: Fantasy football fans who want to win, better read this book.


  2. I have played fantasy football since 1989, and this book taught me things I didn't know, reminded me of things I once knew but had forgot, and sharpened my focus heading into my redraft leagues' 2007 drafts. Buy it.


  3. I have followed David Dorey at The Huddle for many years now. His insight and advice have always impressed me as down to earth and on the money, yet his words were never preachy. He always seems to explain concepts as if he were your friend beside you at the draft, not the jerk Champion who knows everything and tells you so. It is with this same refreshing style that Dorey presents all of the best of his many years of wisdom.

    This book really could be titled the 'Best of David Dorey'. And that is precisely why you should pick up a copy, because it is the best from one of the best in the business. He explains how to draft for a team not just individual stars. Perhaps more important is his analysis of what to look for when creating your own projections and rankings. But personally I think his LAG analysis is the most effective way to really see what effect your leagues individual scoring system has on your draft.

    One last point that must be mentioned. Not only does 'Fantasy Football: The Next level' give tons of great advice, but it also explains why these concepts are valid and................illustrates this with the numbers to prove it. This is truly a great book and one you need to own if you want to win at Fantasy Football consistently.


  4. very well written. YOu will have to make excel files for your players so be prepared.


  5. David Dorey is man. If you are serious about Fantasy Football then you need to read this book. It does'nt matter if you are new to Fantasy Football or are a seasoned vet. This book is a good read.


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Posted in Role Playing Games (Wednesday, October 8, 2008)

By Steve Jackson Games. The regular list price is $17.95. Sells new for $9.95. There are some available for $11.36.
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5 comments about Steve Jackson Games Munchkin 2 Unnatural Axe.
  1. This non book expansion card set for the non-book game of Munchkin adds 112 new cards. More wierdness and tounge-in-cheek humor for old D&D players and young alike.

    I still don't know why these are listed as books but it still doesn't matter, buy them. Remember this is an expansion deck, you should own Munchkin before buying this game. (Yes game NOT BOOK)

    But you CAN read the cards.....



  2. Munchkin 2 makes the original Munckin card game even better. This item arrives in disposable packaging, and is meant to be slipped into the box you got along with your original Munchkin game. The cards from the two decks are fungible, so once you have put them together you will never find the need to seperate them.

    I purchased this game along with Star Munchkin about eight months ago. The latter game was fun, but the addition of all these extra cards to the Munchkin deck made Munchkin my group's game of choice. If you are considering either buying Star Munchkin *or* the expansion sets to Munchkin (Munchkin 3 Clerical Errors was recently released as of this writing), then I would suggest that you buy the two expansions. If you want to add an "Oriental Adventures" flavor to your card gaming, Munchkin Fu, another new release should do the trick. It can be added with the other Munchkin cards or played seperately.

    You will enjoy the Munchkin card game if you are able to get a group of players together that will harbor no ill feelings towards backstabbing and general treachery. I find that four works best, three being too few because two have a tendancy to gang up on one, and five being still quite fun, but taking a little longer between plays to progress.



  3. If you have the original Munchkin this is a must buy! If you don't have the original Munchkin go buy it and then come back and pick this up too! I command it! Haha :P


  4. Munchkin, like all good comedy, makes it look easy. The game seems to be a haphazard collection of puns and silly in-jokes for gamers. But there's something else there. It plays well, has fairly balanced rules and manages to keep the competitiveness in the game even through all the laughter, right up to the last card.

    This expansion walks the same tightrope, but it does work. The humor is as good as the cover implies, and if you have a group of gamers that enjoy a good laugh, you NEED to grab Munchkin and the first two expansions at least.


  5. The add on for this game is great! More awesome character's to love! My family loves munchkin and with the add on of Munchkin 2, the game doesn't get boring or repetitive. A must have for all munchkin lovers.


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Posted in Role Playing Games (Wednesday, October 8, 2008)

Written by Eric Cagle and Jesse Decker and Jeff Quick and Rich Redman and James Wyatt. By Wizards of the Coast. The regular list price is $26.95. Sells new for $14.62. There are some available for $9.95.
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5 comments about Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory).
  1. I bought the 3.0 Arms and Equipment Guide because of the new armor, adventuring gear, clothing table, food and drink prices table, poison table, vehicles, and creatures (mounts, pets, etc). I did not buy 3.0 Arms and Equipment Guide because I was expecting a miracle.

    Good thing, too, because the book didn't provide much more than I wanted. Yes, there are hundreds of new weapons and other random things, but everything blurs together in one run-on list. I'm not that fond of the magic weapons list, but the things I did want were there, thus I bought the book.

    If you're looking for random information to throw at your DM or include in the game, this can be a helpful book. Don't buy it if you're looking for an awesome addition to your equipment and arms collection, because it probably won't help you much.


  2. This is a good book for the player looking for more equipment options. It especially adds some eastern weapons. But it would have been nice to find more weapons, armor, and special material options. An 'Arms & Equipment Guide' that spends 14 pages on weapons & armor and 17 pages on vehicles (!) is a little out of balance. More of the good stuff. But overall a helpful book. A 3.5 update would be nice.


  3. This books goes over several new weapons (Both martial and exotic) which may be implemented into your D&D campagin. Though it's magical item section was rather disappointingly lax, it however, had useful details on various types of sailing ships, as well as mechanical flying devices.

    I would have perfered if it had included some tables to aid in the creation of your own vehicles, but unfortunately I was unable to locate any. All in all, however, it is useful reference, and the various new armor materials, weapons, and more will prove interesting for your campagin if you are willing to pay the price.


  4. This book can be really good or not useful at all depending on what you want to get out of it.

    The book is broken into six chapters and a appendix treasure table. Chapter one tells of weapons and armor. It opens with new exotic weapons like tiger claws, and the greatsword, mercurial. Some of the weapons are historical like the lucern hammer others are complete fantasy. There is a chart for weapons,technology and culture in case you wish to specify a place or time for your campaign. New armor is introduced. Things like leaf armor(elves) and dwarven stone armor are described and priced like any other armor. This is good for flavor in a campaign in my opinion.

    A expansion of adventuring gear is the basis for the second chapter. Theres quite a bit of relatively modern equipment that is made availble. Things like fishing tackles, hacksaws, butterfly nets etc. Additional types of clothing are added to the list. You can get a fur-trimmed hat, or a broad brimmed hat. There are new types of alcohol to tease your players with such as frostwine, and mushroom wine. There are trading goods for mostly additional color for your games.

    The next chapter covers vehicles of various types, such as vessels, wagons, and flying vehicles. There are additional rules for vehicles and collisions and vehicles being repaired.

    Chapter four covers hirelings and creatures, mostly costs for things like midwives, valets, haberdashers and the hiring of mercenaries. There are rules for exotic troops as well as pets and mounts.

    Chapter five deals with new magical goodies, primarly weapons, potions, staffs,and miscellanous magic items.

    I have used this book to help create more color for my setting. In particular the trade goods, have been used for scenarios. I have used the armor like the leaf armor to bring color to the elvish lands that my players have visited but I can easily see DMs not using this book. There is plenty of crunch in this book for a ambitious DM to add color to his campaign.


  5. Like others, I was expecting a lot more out of this book. It described only a small handful of new types of equipment, hardly glossed over new potions/poisons, and was mostly descriptors of specific magic items. Aesthetics-wise, the illustrations were kind of sub-par and the guide was in black and white. It's not a big deal, but the color in the other books added a lot of character this book lacks. It's sort of an insult to injury.

    What it did give was a nice handful of new exotic weapons and a handy pricing guide for a DM. If your campaign involves a lot of movement by ship or caravan, there's info on that, and if you have a small group that often hires minions, there's a huge pricing table on NPCs you can hire (everything from healers to jewelers to bodyguards).
    If you're in a group, it might be worth it for one person to have the book, especially if you're in a campaign where exotic weapons would be a good spice.


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Posted in Role Playing Games (Wednesday, October 8, 2008)

Written by Owen K.C. Stephens and Rodney Thompson. By Wizards of the Coast. The regular list price is $29.95. Sells new for $14.98. There are some available for $11.82.
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5 comments about Dragon Magic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
  1. I highly enjoyed the content of this book. I wanted at least 2 base classes, but the Dragonfire Adept will do for me. This class is like the Dragon Shaman and a Warlock put together. Poor BAB, 2 good saves, d6 HD, 4+on skills...it is very solid, and very good (if you include the other abilites). The book contains new player options so anyone can enjoy the abilites of the dragons. It also contains the standard bonuses too (new spells, innvocations, ETC). One of things I liked most about the book is the new feats. The book redid the Heritage feats for the 3rd time, and made me wanting to play a Sorceror again. The best part of the book is that is has content for ALMOST all other accessory books (Incarnum, Complete Series, Psionics, etc) Though this book is not as good as the Tome of Battles: Book of the Nine Swords, it is still a must buy for all.


  2. Dragon Magic is a really interesting book with options for players that add some of the power of dragons into a given campaign without making the scope revolve around dragons. The Dragonfire Adept is a neat concept I will admit, it actually works slightly better in my opinion than the Warlock or Dragon Shaman class. All the core classes get a little something in their options to give them some draconic ability or ally. The one origin of the sorceror gets strengthened, naturally, but all these lovely toys are really just options to be used or discarded as a given group sees fit.

    Of the three dragon focused books, this and Draconomicon are the better of the set. Draconomicon was more for the DM but it has some neat tidbits for the players as well. Races of the Dragon is the weakest link, I tend to get one of everything and this is one I probably should have ignored. But Dragon Magic did positively impress me with how well it was put together and the wealth of options within.

    There are references to other books in this one, those of us that doled out some of our hard earned money for Weapons of Legacy, Magic of Incarnum and Tome of Magic get some extras to play with. Those that didn't get any of the three I mentioned will be missing out but not too much. The material enriches a given campaign but can be done without which.

    If you run a campaign with a focus on dragons, you want this book. If you run a campaign that has the occasional dragon hunt, you want this book. If you run a campaign where there are dragons, but they don't do much, this book my be handy. Even if dragons no longer exist but they had an effect on the campaign world, this book will have some nice tidbits. All in all it's worth picking up, for options; for ideas; for some twists to the same old thing.


  3. It's a great addition for those looking to run a Dragon Campaign.


  4. Although my own personal favorite options are the racial options (from Glimmerskin Halflings to Frostblood orcs--basically, a toned down version of the half-dragon. finally!), the book has many many options for your favorite sorceror, or half-dragon. Those who enjoyed the warlock clas (from Complete Arcane) will enjoy the Dragonfire Adept class. Personally, I didn't really look over it with too much interest, but that's just me. It has ideas for the Dungeon Master, for dragon overlords, and new (?) ways to roleplay a draconic creature. New monsters, New spells, new races, new feats..... hm. maybe it is alot like the other D&D supplements, but it is a very nice book nonetheless, especially if you like to add more draconic history to your campaign; if you have the Complete Mage, Complete Arcane, and Races of the Dragon, it's even better.


  5. Great informative book on how you can use dragon magic to increase your characters power.


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Posted in Role Playing Games (Wednesday, October 8, 2008)

Written by William H. Keith Jr. and Nina Barton. By Brady Games. The regular list price is $19.99. Sells new for $47.49. There are some available for $4.00.
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5 comments about Baldur's Gate Official Strategy Guide (Bradygames Strategy Guides).
  1. This book is incredibly bad. Its mostly just the manual reprinted. Under the character section I didn't find how to make a good character, I found the exact same descriptions used in the game. People say this book is good because it doesn't hold your hand. This book just pretends your inept. The "walkthrough" was mostly the exaact same stuff that your journal gives you, with the other being the decisions that the person who played the game made.
    It just tells you some of what you need to know to beat teh game, and the rest it jsut hints at. The guide just names the side-quests, it doens't help with any of them, also everything is piled around so that you don't have a cohesive, chapter by game chapter guide, rather parts of the chapter all over the book. For crying out-loud, they made two seperate walkthroughs, neither of which is very helpful.

    Save your money, because this book is just an expensive manual.



  2. This book doesn't even come close to giving away all the Baldur's Gate secrets. It seems as though it tries to help guide you without giving away too much. To me that defeats the purpose of a strategy guide. In my opinion, a strategy guide should list ALL the treasures, ALL the traps, ALL the hidden items, ALL the subplots, etc. This book doesn't, and I felt it was a waste of money. I found better strategy guides on the web.


  3. Dude seriously whats up with these people and complaining about a book? First of All This Guide Is The BEst one realeased cuz like some one else said it lets you chose you own decisions and some idiot also said it didnt show how to find an ankehg plate mail, well Mr Idiot if you Had Actually Bothered To Play the game you would have found that there is a monster called just that.......no not idiot.....called ankehg and if you even maneged to kill him you would have found that you get its Shell...and once again if you had played the game you would have hear that thunderhammer smithy makes "special"armor and incase you didnt even know WHERE he Was Well He's Located In Beregost that building in the east just click on the door and open then you pay him money give him the shell wait a tenday and there ya go........and i hope this helped other people too who werent sure how to get this mail plate. And If Your Gonna Whine About A Book That This Person Maybe SO it could help you and all you do is cry well make a guide of your own then whine as much as you want if you even get to make a guide that contains 1/12th of the entire game:P So yeah to Those Interested In This Guide Give It A chance and Dont Listen to these guys who haent even tried playing every single quest i hope this was helpful to all you thinking about buying this book!:D


  4. The Baldur's Gate II: Shadows of Amn Guide by Versus is absolutely brilliant. It gives you all the secrets, tells you exactly where everything is, exactly what needs to be done to get what, how much XP you get from each quest, etc. It's nigh on perfect.

    By contrast, this guide for Baldur's Gate tells you next to nothing. It has a "journal" where it tells you what there sample character did. I've always found such things to be useless. You have to comb through it to find any usefuyl information. The rest of the book is better. It does give you some good information in an organized form, but it's sparse. I want a guide to give me precise maps and give me all the little details of what it takes to do what and what's worth what, etc. This guide did virtually none of that.

    I suppose that this guide is better than nothing, but if you're looking for a good guide for Baldur's Gate, look online. For instance, http://www.pottsland.com/baldur/ has a good collection of useful info. It's certainly far better than this guide.

    In short, this guide is absolutely abysmal. Don't buy it.


  5. Well, from all the reviews here, I must be the only one who actually likes and uses the book. I actually liked the journal form as well as the chapter sections. It actually shows what area you should be looking in without actually telling you the exact coordinates. I always prefer to look around the game world myself than have someone tell me the exact location. It has a list of all the quests and what area to find them in. For me at least, this guide was great.


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Posted in Role Playing Games (Wednesday, October 8, 2008)

Written by Wizards RPG Team. By Wizards of the Coast. The regular list price is $74.95. Sells new for $47.22.
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No comments about Player's Handbook - Deluxe Edition: A 4th Edition Core Rulebook (D&D Core Rulebook).



Posted in Role Playing Games (Wednesday, October 8, 2008)

Written by Robert J. Schwalb and Anthony Pryor and Greg Vaughan. By Wizards of the Coast. The regular list price is $34.95. Sells new for $19.39. There are some available for $16.85.
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5 comments about Drow of the Underdark (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
  1. ...which is actually exactly how it should be. For hard-core role-players, it's really more about the story, and this book does add some really poignant perspectives and insightful ideas about Drow society and methods of using them within a campaign. Unfortunately, there is a tendency in RPG's (and D&D is the prime example of this) to feel obligated to include new character mechanics, new equipment, and new rules in every supplement. Ultimately, all this does is weigh down an RPG whose core books might be well-balanced and graceful, but with the addition of each supplement becomes unbalanced and clunky. Most of the new classes and feats offered in this book are frankly not worth reading, let alone including in a campaign. Sadly, this content takes up space which could have been used to expand upon the truly solid foundation of story content and flavor that the book does deliver.


  2. By and large it is a good comprehensive look at Drow society. That having been said, I think that the Drow are a fascinating villain in any campaign and one book really isn't enough to do justice to them. To really get a good idea of their mindset, I recommend more reading... Anything by R.A. Salvatore or the War of the Spider Queen series.


  3. I bought this book expecting it to have the Forgotten Realms: Drow of Underdark from 2nd Ed feel and content. It really wasn't that kind of book.

    It's informative and a decent read. But as others have said it doesn't have any real new material or expand upon interesting locales or NPC's from the novels that are out there.

    So it's ok, not bad but it could have been way better. It's got a nice cover though.

    -Joe


  4. Drow are certainly the coolest villains in the DND universe, and this book adds more detail and features to flesh them out. New feats, skills, spells, equipment, and lots about their culture. Perfect for running an Underdark campaign, but still useful if you just throw drow in every once in awhile as enemies in your normal campaign.


  5. Book in great condition, took a little longer to get to me then I would have liked but overall excellent!!


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Posted in Role Playing Games (Wednesday, October 8, 2008)

Written by Rodney Thompson and Sterling Hershey and Gary Astleford. By Wizards of the Coast. The regular list price is $39.95. Sells new for $26.37.
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No comments about Legacy Era Campaign Guide (Star Wars Accessory).



Posted in Role Playing Games (Wednesday, October 8, 2008)

Written by Bruce R. Cordell. By Wizards of the Coast. The regular list price is $24.95. Sells new for $16.47.
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No comments about Assault on Nightwyrm Fortress: Adventure P3 for 4th Edition D&D (D&D Adventure).



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GURPS Spaceships (Gurps)
Fantasy Football The Next Level: How to Build a Championship Team Every Season
Steve Jackson Games Munchkin 2 Unnatural Axe
Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory)
Dragon Magic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Baldur's Gate Official Strategy Guide (Bradygames Strategy Guides)
Player's Handbook - Deluxe Edition: A 4th Edition Core Rulebook (D&D Core Rulebook)
Drow of the Underdark (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Legacy Era Campaign Guide (Star Wars Accessory)
Assault on Nightwyrm Fortress: Adventure P3 for 4th Edition D&D (D&D Adventure)

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Last updated: Wed Oct 8 07:38:56 EDT 2008