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ROLE PLAYING GAMES BOOKS

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

Written by Eric L. Boyd and Ed Greenwood and Christopher Lindsay and Sean K. Reynolds. By Wizards of the Coast. The regular list price is $34.95. Sells new for $12.09. There are some available for $9.40.
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5 comments about Expedition to Undermountain (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Adventure).
  1. We're sitting here at the end of the adventure, after loads of work and effort put into interpreting 200+ pages of material, and the over all player response is, "That's it?" As the DM I've never had to work so hard to bring an adventure to life. In the end, though, neither myself or my players feel we have much to show for it. Eight levels of character development have pretty much been wasted. It's hard not to be bitter about this product.

    So why two stars instead of just one or zero? The book does start off with a fairly good synopsis of the various levels of Undermountain. It's a collection of thumbnail sketches, to be sure, but it's enough to generate some ideas if the DM is ready to invest some work to flesh things out. And the core idea, a major personality in the Forgotten Realms being eliminated, could have easily been the kick-off to something truly exciting.

    That excitement never came though. This is such a scattered, non-motivated adventure. The "Encounter Format" is cumbersome and redundant, not user-friendly in the least. And unless your players like to dungeon crawl for the pure pleasure of killing and looting, there's no real reason for them to move from one chapter to the next. The story is elusive even for the person sitting there with the book . . . the players will never have the faintest idea what's actually going on. The book should come with a handout to give to players at the end which explains what they've just spent all their time acheiving.

    The cover also suggests that it will take characters from level one to level ten. We just crept into eight by the end, and even at that level nothing about the final chapter was the least bit challenging to them in terms of tactics or combat.

    If you really want to explore Undermountain, I'd have to suggest trying to get your hands on older material from the previous edition or playing the Neverwinter Nights computer game. This book feels like the producers of D&D are trying to close the doors on Undermountain once and for all so that they never have to deal with it again.


  2. I expected alot from this module,considering the backdrop of Hallaster's base of operations-Undermountain.
    The module lacks when compared to other recent WOTC releases.I would recommend avoiding this module unless your willing to increase the encounters and storyline.The magic of Undermountain is lost in this compendium.


  3. This adventure is highly disappointing. It does not live up to the quality of the other adventures currently being published by Wizards of the Coast. The book provides a summary of the established dungeon known as Undermountain and then details an adventure in that setting. The book proclaims that it is an adventure designed to immerse the players in this dangerous and detailed dungeon. However, the actual adventure information is not presented until page 51 and very little of Undermountain is actually detailed.

    It appears that almost no quality assurance was applied to this book. One of the most striking examples of this lack of quality is the map of the main inn and entry point for the adventure. The inn, named the Yawning Portal, is supposed to have a huge well that the PCs will use to enter and exit Undermountain. However, the published map not only does not shown the required portal, it does not depict an inn large enough to contain said portal.

    The encounters were highly unbalanced and seemed jumbled together with no real thought or planning. There were frequent references to organization, groups, locations, and characters that were not detailed in the adventure. While this may not be a problem for Realms aficionados it reflects poor craftsmanship.

    It seems that the writers of this adventure were trying to jam too many ideas into this book for the page count. If WotC had split this book into to a source book and an adventure book the disjointed nature of this book may have been alleviated. However, since I found the adventure itself to be mediocre, this may not have been much help.


  4. The editor should be hung by the thumbs, that said: This is a truly pathetic product which does not at all capture the flavor of Undermountain. This product was rushed to the shelves without any care for D&D players and DM's whatsoever. The flow is cumbersome, the story lines weak, the writing poor, and no one with an education above 7th grade checked this product before mass producing it. Way to go wotc.


  5. The 2E undermountain was a grand triumph of dungeon delviness and random encounters. This is a piece of trash that is useful only for a nice sideview map of the whole place, which can be downloaded for free from wizards's site.

    Buy the 2e product and update the encounters to your edition of choice, unless you want some really expensive kindling.


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

Written by Wizards of the Coast. By Wizards of the Coast. The regular list price is $14.95. Sells new for $2.11. There are some available for $2.98.
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5 comments about Deluxe Dungeon Master's Screen (Dungeon & Dragons Fantasy Roleplaying Accessory).
  1. Generally my opinion is that a screen is a screen is a screen. However, this screen is actually better than most. I like the landscape, 4-panel format because it means I can see and be seen over the screen, while it still hides my map, my notepad and my dice rolls. It also has a better center of gravity since it is lower and wider, which means it almost never falls over, even when struck by a handful of dice or my marauding 18-month old. That is not a claim that most portrait-oriented screens can make.

    Is the screen a black-out room and cone of silence rolled into one? Of course not. If you need the full height of the older-styled 11" screens, this one won't work for you. But really, if you are playing with people who can't keep their eyes off the occasional flash of paper behind the DM's screen, don't blame the screen; get new friends.

    For my part, the most important part is that WoTC (a company I don't think much of normally) actually gave some thought to what was on the screen. The inside is well thought out, with useful charts and tables easy to hand. Easily the best part is the full listing of all actions, and whether they are free, standard, or movement equivalent, and whether they provoke an Attack of Opportunity or not. The table with hardness ratings for standard items is also useful for those spur-of-the-moment actions when the PCs want to break down a random door, chop that chest open, or split a table in two.

    Normally I wouldn't bother to review a screen, but this one has such an unfairly low rating that I almost feel sorry for it. It's a good product; I use it in every session, it keeps the players' eyes off the important stuff, and it's durable enough that even after 2 years of use it's in quite good shape. If for some reason you don't have a screen already, you could do a lot worse than this one.


  2. The charts selected for the inside of the screen are surprisingly useful; basically, they selected a lot of the things that most frequently come into play during a dungeon crawl, but that most people wouldn't bother to learn or remember. Things like various item and material hardnesses, common modifiers to AC, various types of actions and whether they provoke Attacks of Opportunity, skills, movement penaltes, light, and auras for both magic and evil/good. The creators were thoughtful enough to include the book and page number for various charts in case you need to get more info. On the downside, as other reviews mentioned it is surprisingly short for a screen, and pretty high-priced considering what you get. Yeah, yeah; you get a bonus D20 modern screen. Wow. I'd say that seven bucks would be a more reasonable price; five if it didn't come with a D20 modern screen.


  3. We ordered this a month ago. We kept waiting and checking.. not shipped yet. Wait some more, not shipped yet. The item said "usually ships in 1 to 2 weeks" however, in 4 weeks, still "not shipped yet". Recomend if you want this, to buy it somewhere else. We ended up canceling this order and getting it somewhere else. Amazon doesn't know how to ship this particualr item.


  4. Cool looking, but you could do without them. Nice quick info on inside, but again could do without.


  5. The tables include:

    -Equipment hardness/hitpoints
    -Substance hardness/hitpoints
    -Break/Burst DCs
    -Items affected by magical attacks
    -Size and AC of objects
    -Object hardness/hitpoints
    -Wall stats
    -Door stats
    -Turning undead
    -Increase/Decrease weapon damage by size
    -Attack roll modifiers
    -AC modifiers
    -Influencing NPC attitudes
    -Missing w/ a thrown weapon figure
    -Climb check DCs
    -Listen check DCs
    -Combat Actions (AoO)
    -Concentration Check DCs
    -Skills list (Armor check, AoO)
    -Ability modifiers
    -Movement and Distance
    -Hampered movement
    -Armored/Encumbered speeds
    -Max distance for spot checks
    -Detect Magic stats
    -Detect Evil stats
    -Light sources and illumination

    While the list is comprehensive, I was looking for some random encounter tables, oh well. The screen is short and while I didn't think that would be an issue, it is. I'm now paperclipping the D20 Modern screen (which has a few D&D relevant things on it, but not many) on top of the D&D one (they're the same size exactly).


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

Written by Rich Redman and James Wyatt and Skip Williams. By Wizards of the Coast. The regular list price is $29.95. Sells new for $19.99. There are some available for $18.65.
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5 comments about Deities and Demigods (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement).
  1. If you wish to put Deities into a campaign that you're running, this is the best book to use to do it with.


  2. this book has my favs.they inculde:
    bahamut,lolth,garl,timat,nerull,and wee jas .(I first heard bahamut can hold his breath.)


  3. I had high expectations for the third edition - one would expect that with the third major release, they'd get it right. Sadly, this book is even weaker than the previous releases - it contains fewer pantheons than ever, because of all the nonessential padding given to each entry.

    The vast majority of the book consists of statistics for each of the gods profiled. Much space is given to the feats, spell-like abilities, and combat statistics of these ultra-powerful beings - things that will almost never be used in actual gameplay or character building.

    Does it matter which "feats" Hermes has? Does it matter which weapons Loki is proficient in? Does anyone care how many attacks per round Osiris has, or what Athena's Constitution score is? Unless you're playing a overpowered "munchkin" campaign, the answer is no; but more than three quarters of each deity's description consists of this sort of useless fluff.

    It would have been far better for Wizards to have devoted the space to content that can be used to add flavour to a campaign where these gods are worshipped. There should have been more material about various clerical orders that serve each of these beings, perhaps including rival churches of the same god with long-standing historical grudges (just as there are within Christianity or Islam). They could have given us more information on the history of these gods and the relationships between them - the story of how Odin lost his eye is far more interesting than the list of spells he can cast.

    I recommend against buying this book, for players or DMs. Instead, buy any book on mythology, and adapt the ideas therein to the D&D system.


  4. This is a really good book if you want to know some background/details on many different D&D deities of many different pantheons. However, I only gave the book 4 stars because it is pre-version 3.5, so you will have a little work to do if you want to use any of the deities' game stats. This is only a small problem that can be fixed, and the flavor it can add to your game makes the book worth it in my opinion. Also, the section on creating deities, while not v3.5 friendly without some changes, is also very useful.


  5. This is a great addition to any DM's (Dungeon Master's) collection of resource books. Heck, even the players can hang on to a copy of this valuable tome for their own use. Here is what it entails and how it can be useful for role-playing in the d20 environment.

    There are listings for an entire pantheon of deities created specifically for D&D (though they can be easily adapted to any d20 system). This way, the players need not be consigned to the deities already existent in our myths and legends. However, if you want to carry on in that vein, then you are also well-equipped to do so.

    There are entries and stats for the following pantheons: D&D (an orginial creation), Norse (Thor, Odin, etc.), Egyptian (Isis, Osiris, Horus, etc.), Greek (Zeus, Hera, Ares, etc.) and a few other random and not-so-random offerings. Also helpful is a section on creating your own deities and even one on how to battle them.

    What did disappoint me, though, was the lack of the Lovecraftian deities, the Elder Gods, that was actually printed in the orginial AD&D supplement years ago. I suppose that's a bit of nostalgia showing through, but I feel they could have truly given those entries a great treatment in the new environment. Also, I felt the supplementary sections could have been fleshed out just a bit more. Still, overall, this is a great addition to any d20 RPG that wants to incorporate deities, religion, avatars, demigods, and the like.


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

Written by Jesse Decker and Matthew Sernett and Keith Baker and Gwendolyn F. M. Kestrel. By Wizards of the Coast. The regular list price is $29.95. Sells new for $12.98. There are some available for $12.98.
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5 comments about Races of Eberron (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
  1. Races of Eberron has added depth to the new races presented in the campaign setting plus offers insight into the standard races from the PHB and their culture (per the Eberron Setting). It also offers new spells and racial feats.
    Races of Eberron is great for those playing in the Eberron campaign setting or looking to spice up another setting.


  2. If you are playing the Eberron campaign it will really help you get into the head of those races you are.


  3. This product details the four new races introduced in the Eberron Campaign Setting (hereinafter "ECS"): the Kalashtar, the Changeling, the Warforged, and the Shifter. While it clearly has a strong Eberron focus, the stats for these races along with their feats from the ECS are reproduced here for any DM who wants new races without having to purchase the ECS. Discussion on inserting these races into more traditional fantasy worlds is presented as well.

    The book falls flat in a variety of ways, however. The racial write ups are the height of bland, saying very little that a person of average intelligence would not naturally realize. While there are occasional gems in the race write ups, such as the discussion of different philosophies among the changelings, even those interesting bits of insight are repeatedly used until the reader is tired of them. The racial setting material adds extremely little to the Eberron setting, though it may be of more use to a reader who is completely unfamiliar with Eberron.

    New feats, spells, prestige classes, substitution levels, and other mechanical additions are presented. They're a mixed bag. Many of the feats and prestige classes do a good job of expanding on the potential conceptual focus of the existing races. The racial substitution levels are likely the best part for many gamers, though some of them do very little to change the base class.


  4. The Races of Eberron supplement is well-written, well-organized, and contains a relatively extensive set of information for anyone interested in incorporating the new races presented in theh Eberron Campaign Setting into any generic campaign. The information is complete, and the book does include feats and other means of specialization for each race that cannot be found in the Campaign Setting.
    Depsite all of these plusses, though, the supplement suffers from trying to fill a niche that has already been filled. I had a chance to read both of this product and the Campaign Setting before I purchased them, and though I did purhcase both I feel a bit ripped-off. Like I said, there is enough new content in the Races of Eberron supplement that it was worthy of purchase, but this book is another entry on the list of Wizards' attempt to make us buy the same material twice. It's a frustrating trend that I see developing.
    Like I said, the book is worth buying, but it gets four stars because I do not feel that the new information is worth the full price of admission. I would buy the Campaign Setting first because for $10 more you get a great deal more material that you can also integrate into any generic campaign with a bit of imagination.


  5. Races of Ebberon is an excellent resource for the Dungeons & Dragons Ebberon campaign setting. It gives players more backround information on the various races and power groups to take role-playing to a new level. This book also introduces new feats and spells to take your character in new directions.


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

Written by Randall Bills and Herbert Beas II. By Catalyst Game Labs. Sells new for $49.00. There are some available for $49.34.
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1 comments about Tactical Operations (Battletech).
  1. The Third (or fourth if you count the RPG) Core Rulebook for Classic Battletech, Tactical Operations gives the player 400 Pages of additional rules, charts, and construction options to take your game to a higher level of play. Additional units from Satellites to massive mobile structures is included, as well as new weapon options to give your 'Mech that needed edge on the battlefield. It is highly recommended for any fan of the game, but should be a future purchase for any novice gamer.


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

Written by James Wyatt and Wolfgang Baur and Ari Marmell. By Wizards of the Coast. The regular list price is $29.95. Sells new for $11.84. There are some available for $11.86.
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4 comments about The Forge of War (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting).
  1. I love the Eberron setting but this book was not only boring but nearly useless. It gives lots of background but not much for actual play dynamics.


  2. If You want to run a campaign set during the great war this book is great. It does contain information on how to run flashback games, and time travel games for players in an ongoing Eberron Campaign. This book is good Fluff for people interested in the great war, or having your characters actually tied into the great war sometime in their past. So, for what it's worth I liked it. It won't do me much good in the game I'm running currently, but if I ever start a new Eberron Campaign I'll probably use the info provided here to help players get a better background for their characters.


  3. The reading is a good story, gives a lot of great depth of the 5 Nations.
    It doesn't give tactical maps, or advetures. I was hopeing for a Hack&tactics game to come from this book, but no maps. Still a good read, and an entire history on the national relations of the 5 nations.
    The opening artwork is worth it alone, a vast Karrnath Zombie army in full charge against a Brelish Warforged army. Too cool.
    Unless you are going back in time, or really, really deep in international relations, its not neccisary to run Eberron.


  4. I recently got into Eberron, and have snapped up quite a few of its (generally very high-quality) sourcebooks. I'm the type that takes Amazon reviews into consideration, though, so "The Forge of War" wasn't one of my purchases, because of its very low rating.

    Recently, though, someone in my gaming group picked it up so that they could add a little more flavor to their war veteran character. "A quick glance" quickly turned into borrowing it for the next week, because I found this book really interesting.

    The Forge of War is divided into only four chapters, but what they do, they do very well.

    Chapter 1 is called "The Course of the War". It reads almost like a history book on the Last War, detailing important events. Jarot's death and Karrnath's plague are obvious examples, but specific battles, such as what really happened at Shadukar, are also here.

    There is no "crunch" here, no statistics of any kind, but knowing what level fighter General Horacht was really is besides the point. (There are some nicely done maps illustrating the changing borders, though.) This is about the "course of the war" quite literally, about the battles that were fought and the motivations behind them, the ups and downs that shaped the conflict, and kept it going for a hundred years.

    If this kind of information is at all interesting to you, then you'll really enjoy this chapter.

    Chapter 2 is called "A Guide to the Last War". If Chapter 1 details the stage on which the war played out, then Chapter 2 is about its various players. There are over thirty entries here, and there is plenty of crunch sprinkled amongst them. For example, the "Armies of Cyre" section goes into Cyre's overall military structure, general tactics, a specific elite company, and both a hero and a traitor that emerged from it.

    In contrast, the House Jorasco part is more about "fluff" and less about specifics, explaining the House's involvement in the War, from the whispers of its beginning, to their place in the very middle of it, to their current standing, now that it has ended. The entries have very different information in them, but both convey what they're meant to- the role their specific faction filled in the Last War, large or small, good or bad.

    Overall, it can all be useful knowledge, but some entries are definitely more interesting and/or detailed then others.

    Chapter 3 is called "Heroes of the Last War". In my opinion, this chapter would have made more sense laid out in two shorter ones, one for background information and one for tools (spells, gear, etc.). I understand why they did it this way, since more then any other chapter, this is for the PCs to read, but it's still a little jarring to go from, "Here are some of the physical or mental scars a soldier might have" to "New spells, cool!"

    I love the first half. Chapters 1 and 2 are a wealth of information, but a wonderful stage and fascinating supporting characters are still just backgrounds for a campaign in which the PCs star.

    It seems like an obvious question to ask, "How did the Last War shape YOU?", but there's a really detailed answer to be found here. This (first half) is 100% fluff. It's about giving your character an Eberron-specific (which is to say, a Last War-influenced) feel, whether that's a Deserter, an Officer, or a Refugee. These backgrounds have different personalities, motivations, behaviors, and even languages, and they are outlined here. It's also about the "Scars of War", such as flashbacks, mood swings, or missing limbs.

    Whether it's a PC or even an important NPC, there are a wealth of interesting ideas on how to roleplay a character affected by war, whether that's in Eberron, Forgotten Realms, or your own homebrew world.

    The second half of the chapter is all crunch. It details new spells (for artificers, assassins, bards, clerics, druids, duskblades, hexblades, paladins, rangers, and last but not least, sorcerers/wizards), new armor and shield properties, new clothing, new warforged components, and a goodly amount of powerful new artifacts.

    An interesting new concept is of "Heraldic Crests", shield-only effects gained when the shield portrays, and the shield-user is dedicated to, a specific Lord, Order, religion, etc. I also liked "Standards" (flags), which benefit allies within 30 ft of the standard-bearer, as it really seems like a magic item that would've developed in response to field battles.

    Finally, there are also several pages on something called "Teamwork Benefits". They're not feats, but through a combination of roleplay ("The team has to train together to gain these") and crunchy bits (requirements for all team members plus the team leader to have skills ranks or feats), they're a way to put a concept like "teamwork" or training into D&D terms, and it works pretty well.

    Lastly, Chapter 4 is called "The Last War Campaign". It ties all the information in the book together nicely, applying everything from the last three chapters; the war, the soldiers, and the player characters, into a game and a campaign.

    There is information here on the different directions a DM can take in using the material, such as a game set during the Last War, a "flashback" style game, or even a time travel game, in which the PCs have the opportunity to change history.

    Besides detailed advice on how to run these types of games, there are also specific "Campaign Arcs", which are basically mini-campaign summaries, such as you'd find at the start of an adventure, but without the actual adventure afterwards. They're nice for illustrating the concepts brought up in the book, and there are some decent ideas that could even fit into an existing campaign, for a little Last War flavor.

    I wrote this review because after looking at the book, I had to buy it for myself, and I didn't really feel that the reviews currently here give a good idea of what it's about. This is definitely a roleplay/background/ideas book more then a stats/rules/crunch book, so if you're looking for the latter, you could very well be disappointed. As for me, I give it 5/5 stars, and feel that it does everything it sets out to do nearly perfectly.


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

Written by David Noonan and Rich Burlew and Frank Brunner. By Wizards of the Coast. The regular list price is $29.95. Sells new for $2.99. There are some available for $2.99.
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4 comments about Explorer's Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement).
  1. Well, another Eberron book, and another winner.
    The artwork in this book is awesome, the cover art, the chapter beginning and pictures throughout are all of consistent high quality.

    The content seems to be well laid out, however the lack of index in reference books is becoming frustrating.

    The book contains the following Chapters (you will need the TOC as there is no index...)
    Introduction
    Intro and overview, how to read the stat block etc.

    Chapter 1: Travel
    Reasons for travel, motivations for travel, (I especially liked the section on travel vs. teleport, which gives a range of situations in which travel not teleport is appropriate.), how to travel, modes of transport, travel encounters

    Chapter 2: Tools of the trade
    Elemental vessels, everything you wanted to know, how to construct, controlling bound elementals, freeing them and so forth. Airships, attacking airships, elemental landcarts.
    Lightning rail, movement of, battles on and a useful lightning railcar map.
    Stormships and wind galleons and other vessels.
    The chapter then goes on to boarders, forged papers, funded expeditions, organisations and then has...
    3 Prestige classes
    Cataclysm Mage
    A seer like mage who's desire for forgotten knowledge and prophecy leads to great power and greater risk

    Thunder Guide
    A sort of scout/ranger adventurer

    Windwright Captain
    Most likely an NPC class as it revolves around piloting elemental vessels.

    Chapter 3: Points of Origin
    (Containing 4 Map Sites)
    Where adventures start, a few adventure hooks, a map of the docking tower at stormhome, a lightning rail station etc.
    The Crimson Ship deserves special mention as an inventive and potentially exciting role-play side adventure.

    Chapter 4: Midpoints
    (Containing 4 Map Sites)
    The places along the way, along with many further adventure ideas to go with them

    Chapter 5: Destinations
    (Containing 9 Map sites)
    The final destination of the adventure, described in the chapter are several fairly well detailed locales. The Khyber Dragonshard Cavern, the Shalquar Monastery and Tharkgun Dhak appeal particularly to me.
    Appendix: Ancient Treasures
    Giant and Dhakaani Antiquities
    Magic items from past ages, some cool new items and a new special material (Eldritch whorlwood)

    The book is packed with adventure hooks, detailed maps and ideas.
    Looks like it will be a fantastic game aid and the artwork is fantastic.

    4 stars, possible 4.5, however the lack of index prevents a 5 star rating.


  2. it seems to me that the entire Eberron product line is victimized by the same glaring flaws. I now own this product,the main campaign book, and 5 nations. they all have wonderful art, a durable design, and a very pleasing interior layout. However, this book cost $30 (less on amazon) and has roughly 128 pages of text. If you're the type of gamer who is looking for an enjoyable read full of clever twists/plots/ideas; then you might also tend to gloss over the assorted charts, npcs, and worthless side notes. That brings it down to under 100 pages. Not only did WotC rip me off with this book, but they also don't have much to say about this shiny new campaign world.


  3. The Explorer's Handbook advertises itself as being a book for, well, exploration for both DMs and players. When I first purchased it I was expecting a well written discussion on travel and adventure in Eberron, perhaps similar to a wilderness guide discussing all the fantastic inbetween places in Eberron. What I got was disappointment.

    This book is, by far, a DM oriented book that describes a number of locations you may wish to insert into an Eberron game. The locations tend to be focused on the mid to extremely high levels. The Prestige Classes are the only part of the book I would consider being oriented towards players, and there are only three of them. The writing, on the whole, is sub par.


  4. As others have stated, this book really is more valuable for DMs than players. Being a DM playing in the Eberron setting, however; I find that this book includes many of those little tidbits of information like travel times and side adventure material that really fill in a world. A lot of the information in this book could be made up by a DM if they didn't have it, but having concrete rules in place lends a stability to the world. I found that reading a 'starting location' entry can give numerous adventure ideas that can easily be fleshed out.

    Again, really much more useful for a DM than a player, but interesting either way.


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

Written by Will Hindmarch. By White Wolf Publishing. The regular list price is $39.99. Sells new for $26.06. There are some available for $19.99.
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1 comments about Vampire Damnation City (Vampire the Requiem).
  1. This is going to be a quick and dirty review. If you play Vampire the Requiem and you dont have this book you are missing one of the most important and integral characters of the setting: the City. This book has every conceivable and exhaustive rule for fleshing out your city, whether real or fictional. It is a massive book (over 400 pages) of rules for the urban vampire game.


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

Written by J.D. Wiker and Eric Cagle and Matthew Sernett. By Wizards of the Coast. The regular list price is $34.95. Sells new for $6.76. There are some available for $4.82.
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3 comments about d20 Menace Manual (d20 Campaigns: d20 Modern).
  1. I bought this more on a whim but it has restarted my interest in d20 Modern. The book has three main sections which bear mentioning. First up is the critter book. No matter what kind of game you play critters are absolutely essential. There's something for virtually everyone in the first section. Alternity fans rejoice! You will old friends and foes in here as the Fraal return and are expanded slightly to make them available to UFO conspiracy enthusiasts as the enigmatic Greys. Weren are back as sasquatch with an interesting explanation on why their here. The weird winged humanoids have also returned to meet and in some cases become PCs. Next is a bunch of cardboard cut-outs for a given GM to play with in stock NPCs and they even gave some sample teams to possible use. Finally there is a faction book with real and made up organizations. Among the intriguing new comers are an extreme terrorist organization loosely based on Al-Qaeda and a bunch of would be world conquerors (Cooobraaaa! Whoops, wrong game ;)) as well as the American agencies CIA and FBI. Anyone interested in more adversaries and possible allies of any d20 Modern type campaign would be well served by this book. There are suggestions for some of the groups in the suggested campaigns or if you want to design your own campaign, this gives some more options, something that is always warranted.


  2. Got the book, read it, and now it sits on my game-shelf for the rest of eternity. Waste of time and resources!!!


  3. I thought this was a well-written, well-made book. It has a ton of information on so many different organizations that you should never run out of bad guys, though it would be fun to try. In addition to the info on the many organizations it has it's own monster manual. It would be nice to have picture of all the different baddies but there are only so many pages I guess. All in all I think this book would be very helpful to most campaigns.


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

Written by Stephen S. Greer. By Paizo Publishing, LLC.. The regular list price is $19.99. Sells new for $9.00. There are some available for $9.99.
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No comments about Pathfinder #5 Rise of the Runelords Chapter 5: "Sins of the Saviors".



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Expedition to Undermountain (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Adventure)
Deluxe Dungeon Master's Screen (Dungeon & Dragons Fantasy Roleplaying Accessory)
Deities and Demigods (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement)
Races of Eberron (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Tactical Operations (Battletech)
The Forge of War (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting)
Explorer's Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement)
Vampire Damnation City (Vampire the Requiem)
d20 Menace Manual (d20 Campaigns: d20 Modern)
Pathfinder #5 Rise of the Runelords Chapter 5: "Sins of the Saviors"

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Last updated: Wed Oct 15 21:33:32 EDT 2008