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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Sheldon Gillett. By Chaosium, Inc..
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2 comments about Horror's Heart: A Short Call of Cthulhu Campaign in Montreal (Call of Cthulhu Roleplaying).
- At first read-through, Horror's Heart is a well thought-out campaign. It presents characters, clues, and events in logical, sequential steps in a day-by-day format. Unfortunately, it is this very format that is ultimately its downfall.
In order to advance the plot, investigators MUST pursue clues as they are presented in the book, IN THE ORDER they are presented, otherwise they end up at a location with no real idea what to look for; characters that are set to be presented at certain locations cannot be presented if investigators failed to locate a clue or character, or go to a place beforehand. Example: My players pursued information given in handouts. On Day Four, because they shamefully have Free Will, they ended up in locations, coming into contact with characters that were not presented in the book until Day Six. Needless to say, this presented some problems. It takes a quick-witted Keeper to rewrite entire sections of a prewritten scenario on the spot. In many instances, the investigators had to backtrack and revisit previous locations because they had no idea what they were supposed to REALLY look for the first time around. Here's a question: Do your investigators really have time to read through an entire Mythos tome during the course of the adventure? They'd better, or else a very needed piece of information will be missed that will ultimately spell their doom. If they're anything like my investigators, they take the book with and read it at a more leisurely time--like when gigantic tentancled monsters AREN'T chasing them. If you, as a Keeper, don't mind having to lead your investigators around by the nose, or you, as an investigator, don't mind being led around by the nose like an idiot, then by all means, Horror's Heart is for you. I have some personal issues with the presentation of Loup-Garous in this story as well, such as why one infected garou could pass on his curse to other members in his family AS A DIFFERENT ANIMAL FOR EACH (They're ALL called Loup-garou, but in fact there is only ONE Loup(wolf)-garou in the story--the rest are not loups at all.), but that is more a pet peeve than anything else. The family, despite this, is fascinating. Keepers may want to, as I did, present the family as ALL wereWOLVES rather than different animal weres. It makes more sense. A far better effort in terms of flexibility is the 1990's campaign At Your Door. Not only are there many different ways to obtain vital information, the campaign is very very playable and entertaining. 'Nuff said.
- I wrote the former review before actually completing the campaign with my players. Here's one more glaring error:
In the book there is multiple references to a group called "The Lords" who are the mortal enemies of "The Bloods". The Bloods are who the investigators are trying to stop. Time after time, reference is made to the Lords working toward a climax to thwart the Bloods, even going so far as to mark the very night the investigators are supposed to sneak into the Bloods' ritual as the night the Lords are supposed to attack the Bloods. After this, no further mention of the Lords exists in the book. Not only do they not show up (according to the text), but it's as if they've all disappeared. No explanation for the Lords' absence at this significant event is given. My investigators expected the Lords to somehow be involved, maybe even as allies against the cult and its god. Needless to say, they were quite angry when the Lords didn't show up. They left the city of Montreal in disgust, vowing never to return and hoping the whole damned thing burned to the ground. Unfortunately, this is NOT a very playable campaign scenario. There were some good points, but the link between the loup-garou family and the rivalry of the Bloods and the Lords is arbitrary at best. The whole thing seems forced, and in fact it is when a Keeper has to throw up walls to prevent their players from visiting places out of sequence. Any keepers wanting to run this campaign for their players is in for some major reworking of the text and adding some scenes and/or characters to make the whole thing flow better.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Bryan Steele. By Mongoose Publishing.
The regular list price is $24.95.
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1 comments about Babylon 5 - Legends of the Rangers (Babylon 5).
- did not purchase this for the role playing game but for the information about the rangers - excellent source for those who are writing about Babylon 5
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Paul Sudlow. By West End Games, Inc..
The regular list price is $22.00.
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2 comments about Jedi Academy Sourcebook (Star Wars).
- Book leaves some information that you would like to know out but otherwise gives good information about ships used and the Jedi Knights trained in the book's.
- I'm running a game right now where the character wants to go to Luke Skywalker's Jedi Academy. This book told me what I needed to know about the academy, and also gave me some other stuff I wanted (such as new force powers).
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Amber E. Scott. By Paizo Publishing, LLC..
The regular list price is $19.99.
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No comments about Pathfinder Chronicles: Dark Markets (A Guide To Katapesh).
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Robert Schroeck. By Steve Jackson Games.
The regular list price is $19.95.
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1 comments about GURPS Werewolf: The Apocalypse (GURPS: Generic Universal Role Playing System).
- Hey, this book is really very interesting and intence, But only in you know how to do RPGs...you can order GURPS Basic Set to learn and you won't be sorry you did!
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Harley Stroh. By Goodman Games.
The regular list price is $10.99.
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No comments about Dungeon Crawl Classics #12.5: Iron Crypt of the Heretics.
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by C. Suleiman and Ari Marmell and Matthew McFarland. By White Wolf Publishing.
The regular list price is $17.95.
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2 comments about *OP WoD: Mafia.
- When I picked up this book I'll admit I had rather high hopes. It starts off strong, giving you alot of atmosphere, and then it gives you more atmosphere. And then it gives you more atmosphere. There isn't any real meat to this book. The character creation section is limited telling you that creating a Mafia character is pretty much like making a vampire minus the powers. And while there is several references to Vampire and Werewolf Mafia guys, there is not short bio's of any, like you'd find in a clan book. I was hoping that it would cover some other types of gangs, Yakuza, Tongs, ect. Instead it confined it's to the Mafia during it's heyday. Long story short. If you've seen The Godfather, Goodfellas, ect. you don't need this book. If you haven't seen these moves you'd have a better time watching the movies than reading this book.
- Personally, I think that this is a wonderful title for anyone who plays the WoD and is interested in creating characters associated with the criminal elements of society. The book gives a fairly accurate description on the history of the mafia and the way it works, and provides interesting descriptions of Vampire/werewolf/warlock organizations that are involved with the mob.
Personally, the only real problems I had with the book is that it lacked sufficient feats to creating a mob character. That, and the book seemed to be focused solely on American Italian organized crime. It would have been better if it provided descriptions and feats for other criminal organizations (Yardies, Yakuza, Red Mafiya, Cartels, the Sicilian Families) as well.
Despite this, I found WoD: Mafia to be a great edition to my RPG library. Although it is not necessarily a necessity to anyone playing the WoD. If you have the money and you want to create interesting characters associated with the immensely powerful mafia, consider picking it up.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by FanPro. By FanPro.
The regular list price is $29.99.
Sells new for $28.39.
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No comments about Classic Battletech: Mappack Solaris (FPR35002).
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Steve Kenson and David Wendt. By White Wolf Publishing.
The regular list price is $14.95.
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1 comments about *OP Castebook: Zenith.
- The castebook's for Exalted have been great so far, and this one is no exception. This book is wonderfully set up, and shows the range that can be expected within a caste. If you're interested in Exalted, definately a book to buy.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by White Wolf Publishing. By White Wolf Publishing.
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No comments about Creatures of the Wyld: A Bestiary of the Second Age (EXALTED Roleplaying, WW8803).
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Horror's Heart: A Short Call of Cthulhu Campaign in Montreal (Call of Cthulhu Roleplaying)
Babylon 5 - Legends of the Rangers (Babylon 5)
Jedi Academy Sourcebook (Star Wars)
Pathfinder Chronicles: Dark Markets (A Guide To Katapesh)
GURPS Werewolf: The Apocalypse (GURPS: Generic Universal Role Playing System)
Dungeon Crawl Classics #12.5: Iron Crypt of the Heretics
*OP WoD: Mafia
Classic Battletech: Mappack Solaris (FPR35002)
*OP Castebook: Zenith
Creatures of the Wyld: A Bestiary of the Second Age (EXALTED Roleplaying, WW8803)
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