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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Monday, September 8, 2008)
Written by Kenneth Hite. By Steve Jackson Games.
The regular list price is $22.95.
Sells new for $35.58.
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2 comments about GURPS Cabal.
- I really like the concept of this book. It creates a world where life seems "as normal" but behind the scenes is a group called the Cabal that are full of sorcerors and mythical creatures. It also includes planar travel and ancient Gods. This book also provides a recounting of history starting from Ancient Eygpt, with what "really" happened and to what extent the Cabal was involved. Another nice feature of this book is the detail of Hermetic magic, which helps to make ritualistic magic more focused in the game. This book also gives several campaign options whether to be with or against the Cabal.
- The worst parts of this book are at the beginning. The first chapter has a history of the Cabal that bored me to tears. I don't know what the author was talking about. Then, at the end of the first chapter, he mentions a guy named Dr. Selden Graves, and that was interesting.
It gets better as you go along. The next chapter covers the structure of the Cabal. That was a little too dry. It's basically just as you imagine it, with concentric circles of higher power, ranks, and lodges that work together and sometimes against each other. I could have written that part myself without research; so could anyone else interested in the subject. Then he goes on to cover hermetic magic, which is nothing more than a series of spell-casting skill modifiers based on conditions. It's simple and effective, but not creative. The chapter on other planes has the same problem. On the one hand, it's just right. It fits the Cabal and hermetic magic. On the other, it's predictable. You can travel to the astral plane where you'll see astral beings, some of which are analogues for things in reality. Okay. I've seen that before. When the author gets to the characters, campaigns, and monsters, you get the goodies. The new advantages and disadvantages are good. The creatures are good. The set of defining characteristics for the campaign is good, too. This is a professional, predictable GURPS book. It describes what I expected. I didn't get anything new from it, but I don't feel ripped off because the author wrote exactly what he was supposed to. I would've given this book two stars, but . . . well . . . believe it or not, I was originally contracted to write this book years ago. But I just couldn't do it; I couldn't figure out how to write it. Kenneth Hite did something I couldn't do, so he gets an extra star.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Frank Chadwick. By Heliograph, Inc..
The regular list price is $17.95.
Sells new for $10.81.
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1 comments about Ironclads & Ether Flyers: Aeronaval Combat for Space 1889 (Space 1889 Sci-Fi Roleplaying).
- A fun game concerning ship combat in the Space 1889 game series. Space 1889 is a Victorian SciFi game concerning European colonization of the planets in the solar system. A great game for people interested in the period and the history of technology.
The ships are wooden and ironclad ships which float due to the miracle of "lift-wood" (discovered on Mars). If you like Ironclads or Smoke on the Water you find this easier to learn and quicker paced. I am glad to see it back in print.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Tim Bogenn. By BRADY GAMES.
The regular list price is $14.99.
Sells new for $84.48.
There are some available for $6.92.
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5 comments about The Legend of Zelda: Oracle of Seasons & Oracle of Ages Official Strategy Guide.
- This guide provides a lot of help with the game and a wonderful walkthrough to each game. The explanations in the guide are very helpful, however the one thing I didn't like is there aren't any side areas. For example, a seperate section showing where to find each heart container would've been nice. But otherwise this is a very good guide. I can't compare it to the other guides, but this seems to be the popular one.
- If you should get this book, first try to find the lowest price you can. I myself have used this book so many times it's starting to look ancient. Of the two versions of guidebooks for the Zelda Oracle series, it is definitely the best. It is perfect for the Gameboy game. It has plenty of illustrations and hints. It has maps of every dungeon, season, and age. It is definitely the better of the two.
- i have had bought my share of strategy guides in the past, but this one is the most usefull and helpful one out there!
- I can only speak about the AGES guide. I found serious errors and mis-information starting at level 6. There are things omitted, erroneous, or out of sequence that leave you high and dry in the game. This also happened at level 7. (I have not yet moved to level 8.) I had to rely on web site guides to get me out of trouble. Use caution with this book! If you don't have access to other guides or friends who played the game, don't buy it for the AGES game. I don't know about any other guide books since this is the one I picked based on the other reviews. (I wonder if the other reviews are bogus! You can't finish the game with these errors!)
- When I got Oracle of seasons for my B-Day, after 8 straight hours of playing, I was on level 2. So, I went out and bought this guide. No, it isn't a "cheater's guide", but a helpful walk through. I haven't found the need to get any others, and from what I've heard, this is the best.It has very clear, detailed instructions, and a picture for every caption! And, as if that wasn't enough, in the back, there's a chart, listing every item you can receive, and it's purpose (the same goes for rings). There are also colorful, detailed maps in the back, there's even a map of Subrosia. This is definatly the most helpful guide for the oracle series. (If I hadn't bought this, I'd still be wandering around in the Level 2 dungeon)
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by ID SOFTWARE. By BRADY GAMES.
The regular list price is $9.95.
Sells new for $9.50.
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1 comments about Doom: Totally Unauthorized Tips & Secrets (Official Strategy Guides).
- This book is great for beginners and pros that want to learn the secrets of the different maps. It lacks in a lot of tips and secrets though
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Fantasy Flight Games and Various. By Fantasy Flight Games.
The regular list price is $14.95.
Sells new for $23.30.
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1 comments about Dragonstar: Galactic Races.
- Dragonstar is a science fantasy setting that is more sci-fi than fantasy. While it can be considered a critter book in some respects, every critter in here is intended to be made available to PCs. Many of the monsters here are their own creations revamped for hard core sci-fi that is tweaked with a touch of magic. Ever wanted to play a futuristic blob that can think for itself? Get this book. Ever wanted to play the futuristic version of a skeleton warrior? Again you want this book. A lot of interesting races are available in here. Players will find new challenges and options for their characters. GMs will find great potential for new and interesting NPCs to spring on their unsuspecting players. If you've just gotten into Dragonstar or are just looking for something new and weird to infect your campaign, consider this book. For all the options it gives, it's worth the price.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Geoffrey Grabowski. By White Wolf Publishing.
The regular list price is $14.95.
Sells new for $7.50.
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1 comments about Ashen Thief (Vampire: The Dark Ages).
- I got dissapointed with this book. the ashen knight was a very good book centered in the knighthood, but in this one they lost that focus, the furores chapter shouldn't be in a book about thiefs, should be more in an Ashen Anarchist.The first part about the medieval underworld is good, but they screw up the rest of the book with the furores section.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Shane Lacy Hensley. By Pinnacle Entertainment Group.
The regular list price is $30.00.
Sells new for $42.49.
There are some available for $28.99.
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5 comments about Deadlands: The Weird West Roleplaying Game.
- A great game with a great history and a great and annovative character creation system. The combat system is quick to learn and drastically more deadly than your beginner RPGs like AD&D. I've never had one problem with this game or any of the sourcebooks.
- After reading Deadlands, I just thought I had to share this with my players. Now, when I happen to say 'I may marshall a Deadlands next week', I just happen to have too many players.
It is the first time a Western Game has been good. And it will be hard to ever do better. The French tinhorn with a Great name
- This system is a must for roleplayers who have either become jaded with their existing system or just want to try something new. It provides a comprehensive story-line and time-line and gives the characters a whole new lease on development. The lay-out the book is easily read-able and engaging and provides the reader with an understanding of just how much is left to the players and Marshal. When I bought this book, I just had to show it to my roleplayign buddies, and they now are totally hook as I am sure you will be. If you wish to know more contact me or the Deadlands list serve. Marshal Psycho.
- When I first saw the sourcebooks for this game, I thought the playing-card based system would be too complicated. Once the Marshal and the Players have all the rules for combat down, the system goes down like a bottle of The Good Stuff, smooth and quick. The storyline is very imaginative and interesting, it makes it easy to keep your players captivated for many, many sessions and keep them coming back for more.
- First, the setting:
The year is 1876, and the American Civil War is still going on. Why? Because on July 4th 1863, a group of Indians crossed over into the spirit world and opened the door for hostile being to move from thier world to ours. Our fear is their currency and they are on a spending spree. California fell into the ocean, revealing deposits of something called Ghost-rock. It burns practically forever (imagine that as a power source), but wails like a banshee as it does. With the renwed power of the Indian tribes and the loss of California, the USA and CSA are at a standoff against each other. meanwhile, the released spirits are wreaking havoc and the deaD RISE AGAIN. Some of these things you can't shoot; that's where it helps to know how to handle the cards. That is, you can cast magic with a deck of cards if you know the right moves. Sometimes having religion will give you some supernatural tricks to pull too. As a setting, DEADLANDS is just incredible and has a lot of fascinating stuff going on.
The mechanics: As an old AD&D player and then a Cthulhu player, I had trouble understanding the mechanics. After having looked at a White Wolf product for the first time, I now understand that the mechanics of DEADLANDS are the World of Darkness dice pool with some proto-D20 aspects and a card-playing gimmick attached.
I think the basic concept is that you have a dice pool based on either your skill OR your attribute. However, the die-type ranges from d4 to d12. Your attribute is determined by a card draw; the value of the card determines the die type and the suit determines your pool size. If you get an "ace" (best number on a die), you roll again and ADD the rolled to the base. Your best value counts in a dicecheck against a target number chosen by the GM (this sufficiently reminds me of a DC that I'm interested in the d20 version as well).You have wound levels that track your health and you use experience to buy up your dice pool. You have merits and flaws and taking more flaws gives points to start your character with. Sound familiar?
The card playing motif returns for initiative (you draw cards for actions in a turn and follow order) and magic (the strength of your effect dpends on the poker hand that you draw). You also get fate chips, which allow you to add dice to your dice pool. There are also some color plates that show an archetypical character; this was a big help in figuring out character creation goes.
Content: A lot of the book is spent on mechanics (about third). ANother third is 1-2 page descriptions of character "classes", including being undead. Unfortunately, these are very short with minimal information on anything (obviously, you should buy all the splatbooks). My big beef is the huckster (spellcaster). For the hex to work, there is a minimum poker hand that must be drawn. Usually this is 1 pair or higher. Frankly, it's not that easy to get a pair without extra cards. I believe that the power level was raised in future splats, but the huckster seemed somewhat ineffective of a character.
The last third is for the GM only and tells of the ssecrets of Deadlands. Overall, a good section.
So to summarize, The Good, The Bad, The Ugly
The Good: very innovative concept, looks fun to play, great atmosphere. I like the fate chips (although I would make them more powerful; white rerolls one die, red choose a value for 1 die, blue allows a change of reality that is small, like the villain's holster is still buttoned or the character remembered to bring his pocketknofe after all).
The Bad: many aspects not well explained; more samples of rolling dice for different situations needed. Hucksters' magic seems ineffective
The ugly: EVERYTHING requires buying another splat, and the book is so vague, and the metaplot requires keeping up with the releases. Wait, who published this again?
Anyway, DEADLANDS was a fun read and looks exciting to play. If you are just starting, the d20 version might be more natural to the game but this version has many fun aspect, like drawing cards for attributes.
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Posted in Role Playing Games (Monday, September 8, 2008)
By Alderac Entertainment Group.
The regular list price is $24.95.
Sells new for $12.79.
There are some available for $12.78.
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No comments about Secrets of the Crane (L5r).
Posted in Role Playing Games (Monday, September 8, 2008)
Written by Us Games Systems. By U.S. Games Systems.
The regular list price is $26.00.
Sells new for $22.78.
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2 comments about Fradella Adventure Tarot.
- The images on this deck look like they're straight out of a comic book! They're vivid and follow the traditional tarot symbolism. Very easy to interpret and FUN! The 'superheroes' featured in this deck vary and are both male and female, which I think is fantastic. My six year old son recently chose this deck for his first tarot deck- it's perfect for him!
- Whether you are looking for a deck of finely-illustrated superhero cards or a tarot deck with consistently symbolic imagery, this deck fits the bill. The illustrations offer a superior blend of comic book action type scenes and deeper layers of imagery to inspire reflective interpretation during a tarot reading. I know of no other tarot deck that combines these two different elements with as much originality and consistency.
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Posted in Role Playing Games (Monday, September 8, 2008)
Written by Jim Bishop and George Evans. By Green Ronin Publishing.
The regular list price is $16.95.
Sells new for $6.95.
There are some available for $5.76.
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No comments about Wrath & Rage (d20 System) (Races of Renown).
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GURPS Cabal
Ironclads & Ether Flyers: Aeronaval Combat for Space 1889 (Space 1889 Sci-Fi Roleplaying)
The Legend of Zelda: Oracle of Seasons & Oracle of Ages Official Strategy Guide
Doom: Totally Unauthorized Tips & Secrets (Official Strategy Guides)
Dragonstar: Galactic Races
Ashen Thief (Vampire: The Dark Ages)
Deadlands: The Weird West Roleplaying Game
Secrets of the Crane (L5r)
Fradella Adventure Tarot
Wrath & Rage (d20 System) (Races of Renown)
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