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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Thursday, November 20, 2008)

Written by Victor Milan. By Roc. The regular list price is $4.99. Sells new for $5.89. There are some available for $2.49.
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5 comments about Battletech 15: Close Quarters (Battletech).
  1. The first time you read this book , you may feel that it is yet another Battletech novel with lots of combat and nothing that makes it stand out from the rest of the crowd other than it is told from the perspective of a non-mechwarrior. Read it again. I did'nt get it the first time but 'Close Quarters' has a deep inner meaning . It is a story about duty.Cassie's duty to the regiment , Lainies duty to the Oyabun and so on. It is similar to Bob Charrette's 'Wolves on the Border' in it's Ninjo / Giri focus . I would recommend this to anyone , even someone who was not a Battletech fan.


  2. Are you a woman who wonders, what is all this about. Need some insperation for that female character and you don't want to follow the basic great looker mech warrior. Read this book. It was one of the first B-Tech books I read and it was great. The story kept me waiting for more. Infact, if your reading this Keith, when is the sequal. Well written with a good storyline, interesting characters and lots of action.


  3. Milan in _Close Quarters_ gives perhaps the first best characterization of those people living in the Battletech era. The similes and metaphors are totally in-character to the setting, not relying upon contemporary comparisons to make the reader understand. However, while this might normally prevent a reader unfamiliar with the setting and some of the major characters, I think that the preentation is such that even a newcomer could understand without trouble.

    My beef is with the characters. The main character is entirely too superhuman in her abilities. Not only is she the best scout and tactician of the regiment, she is also the best hand-to-hand fighter and the fastest runner and everything else. Her only flaw is a lack of emotion, which is the only aspect of her character that might be considered to change during the course of the novel. She becomes friends with people she normally would not, but her growth I feel is very limited. Also, the other characters are either two-dimensional or cliches, like the unit commander grief-stricken over a family-member's death and unable to function to the commander's son desperate to earn pop's approval. Those elements reduce the quality of the overall work. There is the standard combat scenes which are not as good as others in the Battletech series. Also, the story does not really seem to impact the big picture, just those involved directly in the story. In that respect this is not really a "core" novel in the series and is not terribly essential to the overall comprehension. However, as noted above, the perspective of the characters and setting in this might be the best to this point in the series.


  4. 2.5 stars.

    Close Quarters is a solid, easy-to-read story, better written than most Battletech novels. I gave it a low rating because I've read much better books, but I did enjoy it. Close Quarters scores points for originality; not often can I read of cowboys and Indians battling samurai in massive robots. It is a fun book with colorful characters, exciting spy work, martial arts combat, and well-described `Mech battles. However, it elicits little emotional response, and is frequently cliché and overdramatic.

    Camacho's Caballeros make their debut in this novel. The Caballeros have much more grit, flashiness, and character than most groups in the Battletech universe; only the Clans are more interesting. The Caballeros hail from the Trinity Worlds, called the "Southwestern Worlds," which were settled by people from Arizona, New Mexico, and parts of Mexico. The worlds are poor, unindustrialized, agricultural, and unburdened by strong federal enforcement, so the citizens are little different than their pre-twentieth century ancestors. They herd cattle, wear spurs, and speak Spanish or Southern-drawl English. There are proud land-owning, macho cowboys, poor hillbillies, and Norteños, which are apparently northern Mexicans. They also include Indians such as Pueblos, Apaches, Navajos, Kiowas, and Comanches; the Caballero chief medical officer is curandera Doc Ten Bears.

    Camacho's Caballeros are piously religious. Interestingly, they integrate the widely varied religions within the regiment. In the violent Caballero culture, religious leaders must earn respect, so Catholic priests, Protestant pastors, and Rabbis fight as `MechWarriors. One `MechWarrior frequently receives visions of the Virgin Mary.

    The Caballeros are rowdy and unruly. They routinely fight each other, breaking noses and bones and drawing knives, but they do not hold grudges. They have a macho, male-dominated culture, but they respect women talented enough to rise up into officer positions. They strut into bars and try to start fights with locals. Off-duty, they have little respect for authority as they raise hell, but during battle they show discipline. They admit several times that their `Mech shooting skills are poor, but they are natural pilots; just as their ancestors were born horse riders, their generation are born AgMech pilots. When training against each other in mock `Mech battles, they charge each other and brawl, punching and kicking the enemy machines. They stick together against the outside world and consider their unit an extended family.

    Milán develops several characters very well, though the others have no depth.

    The story revolves around Scout Lieutenant Cassie Suthorn, by far the most interesting character. As a young child, invaders attack her world; her father, a local officer, fights them and dies. Cassie watches as a `Mech demolishes her home, leaving her with a fear and hatred of `Mechs. She later hits the streets, where she becomes a criminal scam artist. She trains in martial arts, growing into a tough self-reliant killing machine. Later she joins the Caballeros as a Scout. Despite being a woman and foreigner, she is one of the most respected members of the Regiment, responsible for a long list of `Mech kills. Milán did a good job of mixing her strength and independence with fear and loneliness.

    Camacho's Caballeros receive a garrison contract from CEO Chandrasekhar Kurita, another intriguing character. Though Kuritans are supposed to be rigidly self-controlled, callous to their subjects, and obsessed with power, Chandresakhar is obese, prone to small vices, capitalist in a conservative culture, and kindly. Some of Milán's more sophisticated thoughts come through in Chandresakhar's dialogue: "The Combine's weakness has always been that we viewed trade as an adjunct to war, all too often practicing it in a way indistinguishable from conflict. Our reputation for double-dealing and outright piracy is appalling." His combination of intelligence and innocence make him interesting.

    The plot incorporates shadowy conspiracies and interesting mysteries. Without revealing the plot, I'll say that the power players include the Caballeros, Chandrasekhar, the ISF under the Smiling One, yakuza, some royalty, and representatives of at least three major groups outside of the Combine. Shifting alliances and distrust keep the story from turning dull, and there are some decent plot twists.

    Close Combat features better combat than most Battletech books. It places more emphasis on martial arts and commando battles than on `Mech battles. Milán described hand-to-hand combat in an intense fashion, taking the time to detail each move. In the commando segments, Milán explains Cassie's reasoning for her tactics. The `Mech battles involve innovative stratagems. Milán gives intense details of shots being traded and `Mechs maneuvering. At the same time, he describes the flow of the larger battle as units probe and fade.

    I found the descriptions of the Draconians rather silly, and I do realize that the Combine was fleshed out before Milán started this book. It's ridiculous that DEST operatives, the best trained Special Forces in the Inner Sphere, still use swords in 3056. Supposedly they easily cut through combat armor, but clearly these obsolete weapons are only used because fans think swords are cool. It seems cartoon-like that the Combine is a realm of Yakuza crime syndicates, samurai, ninjas, and sword-play.

    Close Quarters has little emotional impact. Milán includes the technical elements of a dramatic story, but does not use subtlety to develop empathy. Like a soap opera, the characters erroneously think their actions are passionate and epic. For instance, Cassie's friend gives her a teddy bear, and she breaks down in tears. Intellectually, I understand that Cassie is inexperienced with friendship and long-repressed emotions are pouring out, but it's just overdramatic and so I cannot take it too seriously. Characters give short speeches that leave other characters pouring tears. I saw many conflicts of giri, or duty, with sentimentality, but again they did not grab me.

    In the end, I am glad I read Close Quarters. It is mildly humorous, and the Caballeros have an easy-going, rollicking, adventurous spirit that I enjoyed. Treat this as a good pulp sci-fi.

    -Zach Zelmar


  5. The main character is superwoman in the world of battletech. This character is not feasable at all. If I were new to the world of battletech novels this novel would keep from reading
    another.


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Posted in Role Playing Games (Thursday, November 20, 2008)

Written by David "Zeb" Cook. By Wizards of the Coast. There are some available for $7.50.
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2 comments about Time of the Dragon (Advanced Dungeons and Dragons Dragonlance, Boxed Set).
  1. This Box Set attempts to expand on the Dragonlance world by introducing another continent to the world of Krynn. Compared to David "Zeb" Cook's game mastery in the AD&D 2nd edition guide book and the Forgotten Relms setting, this world fall far from the mark. Related to the well known continent of Anaslon in relation of the gods only, this should be considered a whole new world that was linked to the main Dragonlance area by a trecherous ocean voyage thousands of years before the current storyline. If this were a product that was designed to create a whole new world, it would get 3 stars for the quality and throughness...but it suffers mightly by the atemped link to the rest of the world


  2. As a big fan of the Dragonlance world, this product provides a fresh look at lands far away from Ansalon and would provide a rich setting for a Dungeons and Dragons campaign. This is a bare bones view of the people and places of Taladas, a second continent on Krynn which has received very little attention or product support.

    At times I found myself really impressed with the creativity and inventiveness of the the descriptions of the people and places of Taladas. At other times this boxed set really falls flat due to a combination of poor writing and use of some really cliche and uncreative adventure hooks. If you choose to use the materials presented here for your D&D game, be prepared to put in a good amount of work fleshing out additional details. While there are nice basic descriptions for the cultures and major places of Taladas, the set is light on specific details or maps for most of the important locations.

    All in all, I enjoyed this product. There are a lot of great ideas to work with and I recommend this product to any devoted fan of the setting.
    Furthermore, for now it's the only source book on Taladas (besides Taladas: The Minotaurs) and provides all the basic materials you would need to develop the setting further yourself. If you're interested learning more about Taladas, I also highly recommend the excellent Taladas 3 novel series by Chris Pierson.


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Posted in Role Playing Games (Thursday, November 20, 2008)

Written by Steve Kenson. By Green Ronin Publishing. The regular list price is $9.95. Sells new for $4.00. There are some available for $5.83.
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2 comments about Mutants & Masterminds: Game Master's Screen (Mutants & Masterminds).
  1. Beautifull art on the screen. And the charts inside are a must for any serious GM of M&M.


  2. Yes, this GM screen has all the useful stats a GM would want on a screen. The artwork is nice too. However the stock it is made of is pathetically cheap. More like a thin index card than a typical GM screen. If you are used to White Wolf, TSR, or Wizards of the Coast GM screens, you will be sorely disappointed.


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Posted in Role Playing Games (Thursday, November 20, 2008)

Written by Shawn Carman. By Alderac Entertainment Group. Sells new for $24.95. There are some available for $12.45.
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No comments about Way of the Samurai (Legend of the Five Rings: Oriental Adventures).



Posted in Role Playing Games (Thursday, November 20, 2008)

Written by Various. By Eden Studios. The regular list price is $23.00. Sells new for $7.50. There are some available for $14.57.
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1 comments about All Flesh Must Be Eaten: The Atlas Of The Walking Dead.
  1. When my husband and I came across AFMBE, he thought he was in heaven. This particular book explores "zombies" (sometimes also old vampire legends) from around the world. What's better than having an endless wealth of knowledge on zombies, huh? When the apocolypse happens. You are not safe anywhere in the world!


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Posted in Role Playing Games (Thursday, November 20, 2008)

Written by Alan Alexander and Kraig Blackwelder and Michael Goodwin and John Snead. By White Wolf Publishing. The regular list price is $24.99. Sells new for $7.50. There are some available for $9.50.
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3 comments about Exalted BoS 1 Wonders of the Lost Age (Exalted).
  1. This book is packed full of incredible devices for any one who enjoys Exalted. The book has a wealth of knolage from the first age as well as the age of sorrows.

    The book has a few sections in it that divide the items by uses, that is the only way i can discribe it. There is a giant amount of artifacts that have nothing to do with combat, and then others that are. There is a section on warstriders, basicly single man "death machines" that basicly look like Large Metal Robots.

    Most of the items in this volume are very well detailed and all have pictures that show you what they would more that likely look like. I don't like saying that IS what they look like because, well, this is RPing people, things change by a player/GM's perception.

    Anyway, enough of my ramblings, This book rocks and has items that range from pens to armor to boots to Royal Class Warstriders. This book is about gear in the world of Exalted.

    P.S. It looks like there is going to be about 4 more of these books. My best guess is that one will be for Sorcery, but that is just one book. If you think of anything else, post it here to give me some ideas on the other ones.


  2. Ah, magical artifacts...and when they're technomagical artifacts, all the better. This is a very imaginative collection of items--combat and noncombat--for Exalted Storytellers to tempt their players with, or to equip opponents with. Vehicles (for getting around the enormous distances of Creation), armor and weapons, battlefield equipment, and a great many things to make life easier (or in some cases, much harder). The section on warstriders is particularly tasty.

    This book also expands the Exalted backstory, letting us know how magical-technology developed and was used in the goldan age of the Solar Deliberative, and how it has fallen to its current state.

    There are only two things keeping this from getting five stars: First, I was hoping for more detailed rules on artifact construction, to help me figure out exactly how many background points an item is worth. Second, I was *really* hoping for a lot more Sorcery spells! As in the 1st edition, the 2nd Edition core rules have only a few spells, and you would think the first Book of Sorcery would rectify that. Nope: this volume has only artifacts.

    For what it is, it's great. We'll just have to wait for a later volume to get those spells.


  3. Ok the idea to divide the book in 5 aspects that are the Maidens purviews was an excellent move. The one that came with that idea is a genius, really. I thought something like that and when I saw it done, it was WOOOOOAW.

    The idea to have technomagic is great. Final Fantasy inspired no doubt.
    Creating some sorcerous craft as to be able to manufacture scientific advanced gadgets also a clean move. That they can be repaired and maintained and have high-level power in exchange of certain rituals, oils, reargents and periodic tune ups is great idea. The warstriders rule.

    The idea of been able to have Genetics and mutate life is also a nice idea, yet it lacks many more examples, many more rules and somehow needs more clarification cause somehow I felt it small in comparison to all the combat-related artifacts.

    The book has over 100 examples ready to use and also ready to tamper with and even enahcing and mixing em.

    A must have in the Exalted collection.
    Worth every cent! [or peso]


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Posted in Role Playing Games (Thursday, November 20, 2008)

Written by Paizo Staff. By Paizo Publishing, LLC.. The regular list price is $12.99. Sells new for $5.95. There are some available for $5.50.
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No comments about GameMastery Module: The Demon Within (Gamemastery Module).



Posted in Role Playing Games (Thursday, November 20, 2008)

Written by Kevin Siembieda. By Palladium Books Inc. The regular list price is $12.95. Sells new for $19.95. There are some available for $2.03.
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5 comments about Robotech the Role-Playing Game.
  1. As an avid Robotech junkie and a scholar of Dr. Lang himself, I must protest the horrible nature of this abomination of a RPG. Written in poor english and full of grammatical, technical, and historical inaccuracies, this book not only mocks everything that is Robotech, but also does it while never presenting anything nearing a fully functional role-playing system. The rules are half-done quick jobs, and trying to play the game proves my point, demonstrating how nearly impossibly unworkable the system is. Its only even nearly useful purpose would potentially be as a reference manual, but then again half the information inside the book is incorrect anyway.

    Oh, and Mr. Siembieda, HWR stands for Heavy War Robot, just like MBR is Main Battle Robot. *tch* Howitzer... What a doofus...


  2. The only reason why I'm writing this is because of a particularly biased review that I happened to come across, one that disturbed me greatly. (It may or may not be there, but you might notice it.) Well anyway, this book is actually quite good for any GM or player who's interested in a futuristic campangne setting, more-so if you happen to like Robotech (Macross). Also, this was the first RPG that I actually really got to play and I found the rules to be easy to understand yet in-depth enougth to keep me playing it with my friends several years later. Also, most of the information in the book is pretty much accurate there are a few mistakes but there all small, insignificant ones. It's a shame that Palladium Books didn't renew the licence this past year.


  3. I purchased my first copy of the Robotech RPG waaaaayyy back in the '80s when it first came out. I saw it in an advertisement in a Dragon magazine and just had to have it. I couldn't talk my parents into getting it for me, and I didn't live anywhere near a game store so I had to talk a friend of mine into getting it for me. Jeez... was that almost 20 years ago???

    Anyway I have always had mixed feelings about this book. On the one hand I really enjoyed playing it, but on the other hand I don't think I EVER learned how to play it 'correctly'.

    It isn't an easy game to learn- the rules are scattered all across the book, and the combat system is hard to understand at first. I chalk that up to poor editing and organization. However once you figure things out (and patch things up with a few house rules or with the anti-kevs found on-line) then you'll find that the game is rather easy to play and can be a lot of fun. It is very confusing though and needs a serious rewrite- which will probably never happen now that Palladium gave up its license.

    It is worth getting if you are a Robotech fan, if for no other reason than because it has some very nice art work inside and is a functional (if flawed) sourcebook for the Macross portion of Robotech. However if you're really wanting to play a Robotech based RPG I would suggest that you go elsewhere. Mekton, for example, is a far superior (and much more playable) RPG/Wargaming system. With only a little looking on the web you can easily find Mekton stats for all Robotech mecha, and honestly there are excellent websites that have far better (and more accurate) background materials than this book. Plus they have the added bonus of being free! Gotta love that.

    In the book's defense though it is rather dated- I think I got my first copy back in '87 and at that time there was almost nothing about Macross and its background in English. Kevin had to use what he could find. Now well over a decade later, and with more than a little bit of help from the internet, Macross information is far easier to find. Too bad Kevin didn't have these resourses at his fingertips back in the '80s.

    Anyway if you've just gotta play this game (because you're a Rifts fan or something) then go grab a copy of the Anti-Kevs. This is a set of erratta made especially for Palladium's RPG and they fix many of the problems that blemish this otherwise functional game.

    Grab it if you want, but use with some caution!


  4. First off, you'll probably want the Zentraedi Sourcebook in addition to this if you want to get the most from your gaming sessions. Covering the Macross Saga, this core rulebook allows players to be human or Zentraedi characters with a choice of 9 character classes and over 100 skill selections. All Earth and alien mecha are included, as well as convential equipment and vehicles. Although not perfect in execution or design, The Robotech RPG is still a fun and easy book to pick up and play.


  5. Robotech : The Role Playing Game is just one of many role playing games based on the Robotech universe. By Kevin Shembieda the book deals with the First Generation of characters and the First Robotech Wars. Also known as the Macross Saga the author assumes you watched the series and know the major events. In other words there is no summary nor is there a timeline, just page after page on equipment, mecha, vehicles, combat, character designs, ready made characters plus a single mission game and, of course, history and information on the Zentraedi. The only problem is a lot of the information is wrong. At the time the book was published there just wasn't any background information. Also the game rules are spread out all over the book, so you have to do a lot of hunting to find them all.
    Great to start in the Robotech universe but if you wish for more details or to continue with the timeline into the next two story arches, you need the other books. Which all have the same problems. And if you want to fight with mecha take the rules from the Battletech games. Many of the mecha look the same, there is even the classic Mads which look like Officer's Battle Pods.


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Posted in Role Playing Games (Thursday, November 20, 2008)

Written by Ken Rolston. By TSR Hobbies. There are some available for $5.95.
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No comments about Mutiny on the Eleanor Moraes (Star Frontiers module SFKH2).



Posted in Role Playing Games (Thursday, November 20, 2008)

Written by Skemp. By White Wolf Publishing. The regular list price is $17.95. Sells new for $64.90. There are some available for $69.00.
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1 comments about *OP Tribebook: Silent Striders Rev (Werewolf the Apocalypse).
  1. This book covers the wandering Silent Strider Tribe, exiled from Egypt by Sutekh's curse. The book jumps right away into the Tribe's history, starting along the Nile and the steppes of Central Asia. Alot of information is given on Egypt, the battle between Sutekh and Osiris, and the Tribe's eventual curse and exile. Mention of important historical events is made, such as the rise of Christianity and Islam, the Crusades, the Ottoman Empire, the Gulf War, construction of the Aswan Dam and so forth, as the Tribe spread through the Middle East, Africa and India seeking a new home. Theres also a lot of metaplot stuff (Beast Courts of Asia, Black Tooth, the Ahadi, the Red Star and Ravanna's awakening) and even sensitive political issues affecting the Striders (Islamic fundamentalism, the Intifada, 11-9, genocide against the Rroma, etc).

    Chapter two covers the beliefs and practices of the Striders, including views on the Litany, Auspice roles, stereotypes of other Tribes and Fera (their relationships with the Bastet, Mokole, Mummies and Setites are all quite interesting) and so forth. Stuff on breeds and kinfolk is discussed, such as their human kin (ranging from Bedouin and Tuareg nomads, Ethiopians, Rroma, Jews, nomadic Native American Nations and so forth) and wolf kin (the wolves of Ethiopia, Central Asia and even the plains of North America). In addition, theres mention of all the Camps, including a new look at the Daggers of the Night (vampire killers) and the Eaters of the Dead. Then theres a look at Strider lands, not just Egypt and the Middle East, but also the Garou caste system in India, the Ahadi of Africa and much more. Plus a nice sidebar on vampire hunting.

    The following chapter covers all manner of crunchy stuff, like fleshing out Backgrounds, appearence and Egyptian names, new Gifts, Rites, Fetishes and Talens, Totems like Crocodile and Scarab, Camp specific goodies and even a new Merit and a new Flaw. Some of this stuff comes from the old Tribe Book, but lots of new stuff is presented as well. The book then closes out with the five pre-generator characters (stuff like "the vampire hunter" and "child of Anubis"), plus some characters of note such as Wepauwet, Vik Stryker (who fell in battle with a Setite cult but went out in a blaze of glory), Black Shuck (very cool character), Walks-with-Might and the signature character Memphi Faster-Than-Death. Nothing too new or surprising here, but still cool. Ultimately I found this an enjoyable book. The IC stuff I've found to be a little more useful than the crunchy bits thus far, but it still is a wonderful resource for Werewolf games. Its especially nice if you're using Rage Across Egypt, playing the Ahadi, running a Mummy crossover or have an interest in the Middle East, Egypt, Africa and/or India in the World of Darkness setting. Check it out.



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Battletech 15: Close Quarters (Battletech)
Time of the Dragon (Advanced Dungeons and Dragons Dragonlance, Boxed Set)
Mutants & Masterminds: Game Master's Screen (Mutants & Masterminds)
Way of the Samurai (Legend of the Five Rings: Oriental Adventures)
All Flesh Must Be Eaten: The Atlas Of The Walking Dead
Exalted BoS 1 Wonders of the Lost Age (Exalted)
GameMastery Module: The Demon Within (Gamemastery Module)
Robotech the Role-Playing Game
Mutiny on the Eleanor Moraes (Star Frontiers module SFKH2)
*OP Tribebook: Silent Striders Rev (Werewolf the Apocalypse)

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Thu Nov 20 07:14:57 EST 2008