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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Various. By Eden Studios. The regular list price is $24.00. Sells new for $14.80. There are some available for $14.77.
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3 comments about All Flesh Must Be Eaten One of the Living: Player's Handbook.
  1. This book is excellent to play games with horror.
    Very Good


  2. The book lays out a lot of good info, and ideas for survival horror campaigns that extend beyond the basic 1 or 2 night game. As with other books for this game it presents a good number of interesting settings. A must have for gms planning longer running campaigns, or those wanting to play a game set after the fall of civilization. Where other books focus on the zombies this one focuses on the human. Where do they go, what do they need, and how do they respond.

    Note this is NOT a player's hand book. It doesn't contain lots player trait, edges... It's mainly geared towards the GM, but there are some handy sections on survival.


  3. AFMBE is an awesome system. This book gives you more options on character creation, templates, and of course......zombies.

    A must for any would-be zombie slayer!


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Posted in Role Playing Games (Tuesday, October 7, 2008)

By Wizards of the Coast. The regular list price is $14.99. Sells new for $10.19.
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No comments about The Clone Wars: A Star Wars Miniatures Booster Expansion (Star Wars Miniatures Product).



Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by v3image. By ArcheBooks Publishing. The regular list price is $24.99. Sells new for $16.34. There are some available for $16.09.
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5 comments about A Beginner's Guide to Second Life version 1.1.
  1. This book is not as pretty as some of the other books on Second Life, but it has plenty of useful information for the beginner. It's occasionally a little snarky about newbies, but that's my only complaint. I would have given it 5 stars if the illustrations had been better. I found it well worth the money and still refer to it while my 2 other books on SL are gathering dust.


  2. Second Life is a place where you can acgtually learn.
    There are many real Universities who provide classroom hours,
    lectures, conferences and simposiums.
    It is a place where you can learn how to run business,
    how to construct, design, and build super architectural structures.
    It is a fun place also, to go skydiving or swim in the ocean,
    and it is certainly a great place to make friends.

    In order to be able to be an active happy participant of the Second Life world, you need to learn how to quit bumbing your avatar into corners, not step on each other's feet, not to fall into ocean while flying, and not to accidentally dress into a LAMPSHADE instead of the new clothes you've just gotten...

    A Beginner's Guide to Second Life is a textbook for newbies, an absolute necessity, if you want to improve sooner and lear the basics of how to BE in this amazing environment full of wonders and great opportunities!


  3. The book "A beginner's Guide to Second Life" gives a good introduction on basic topics,
    such as objects texturing and building, Orientation Island, Help
    Island, places where to find items of various kind, how to take
    pictures and movies/snapshots, and so on. Moreover, the book faces
    other interesting topics, such as avatar modification to change its
    aesthetic, land management, and how to get free money -- a suggestion
    that's always useful especially to the beginners.

    A very good point is that this book seems to be more practical than
    the official guide, therefore, it provides lot of useful details that
    are extremely useful for the beginners. Unfortunately, the Linden
    Scripting Language -- a very interesting topic -- is not faced at all.

    For instance, among the topics faced in the book, Telereport is
    explained with a good detail. Moreover, the author clarifies some
    issues with respect to the Telereport itself. Sometimes, in fact, the
    Telereport does not properly work. Therefore, once we have looked up
    for a place P, we might be transported to a different place (useful
    information to avoid unpleasant headache for the newbies). Likewise,
    searching for a pattern does not always produce the desired effect -- looking for "sand box" is different than looking for "sandbox".


  4. The bad news - it's expensive for what you get.
    The good news - it gives you clear and illustrated instructions to get you going. Plus some exercises so you have something to try once you get into the Second Life grid.


  5. This is a great book, it walks you through every aspect of SL. It even shows basic building and content creation in Second Life. If you are looking for an introduction this book is not bad. Some of it can be a bit confusing since SL has redesigned the user interface since this book's screen shots were made. However, its not hard to figure out!


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Bill Slavicsek and J.D. Wiker. By Wizards of the Coast. The regular list price is $29.95. Sells new for $30.00. There are some available for $14.99.
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5 comments about The Dark Side Sourcebook (Star Wars Roleplaying Game).
  1. This book, in short, is a must have item for any Game Master. It is loaded with information from the Sith era on up and backed by excellent art and photos. Information only hinted at in the Core rule book is fully explained and new feats and skills aplenty. Further it is not limited to the Sith- Emperor's Hand,and Imperial Guard, to name a couple are detailed. Further a galaxys' worth of NPC's and complete revised stats on your favorite Darksiders from the movies. Nothing is left untouched. The icing on the cake are numerous helpful GM tips on running a Darkside campaign. In close, I would even recommend this book to non-players who are fans of Star Wars, due to the volume of information, photos, and all around great reading.


  2. The Dark Side Sourcebook is largely for a gamemaster who wants to produce serious villains, or for someone who wants to run a Dark Side campaign. It contains all the tools necessary for either of these tasks, including a load of very powerful prestige classes (including the mighty Sith Lord) and jaw-dropping items (including the Sith Talisman and Orbalisk Armor). There is also included the requisite gallery of known baddies, and some monsters that will pose an extreme challenge for even the most powerful heroes.

    There are only a few problems with this book. Let's start with the most obvious one: the lack of a sourcebook for the ancient eras where Dark Jedi ran rampant. Most of the prestige classes, items, ships, and individuals mentioned in this book are exclusively available in that time period, so this absence is significant. This can be addressed soon, however, and is not one of the 'embarrassing flaws' I mentioned. The charts for the prestige classes have odd discrepancies in convention that seem to be a halfway point between the original and revised core rulebooks. For example, reputation is either noted as ever-increasing or a series of +1 and +0s, and lightsaber damage is listed as +1d8 +1d8 +1d8 ... +2d8 rather than 'increase lightsaber damage.'

    Some other gamemasters might have noticed another interesting problem. The Sith Lord prestige class has 10 levels, but it is impossible to become a 10th level Sith Lord (I'm assuming a 'non-epic' campaign here). The reason for this being that the class requires a reputation of 10, and it is impossible to get that in 10 levels. A more obvious problem is with the Emperor's Hand prestige class, since there can only be one Emperor's Hand. This rather limits the potential of the class, does it not?

    Of course, the gamemaster is by no means held to obey the whims of this sourcebook. I simply threw out what I thought was unreasonable and went on with the game. Though I generally found the book to be a worthwhile investment of time and money, it could have been far more satisfying with a bit of improvement in the range of options available. This especially applies to campaigns run in the Rebellion Era which, let's face it, is the only really FUN era to run in!



  3. To clear up the confusion of one of the previous reviewers, it should be mentioned that the Dark Side Sourcebook was published *before* the Revised Core Rulebook, and thus uses the older, obsolete ruleset. Fortunately, there is an update file to be found at the Star Wars section of the Wizards of the Coast website that addresses these changes, and brings it in line with the new rules.

    That being said, I liked this book back then, and I still like it now. The DSSB really set the stage for the high-quality, full-color, hardcover books that would later become the standard.

    I really enjoyed the sections on Dark Side Spirits and Possession, but I think my favorite part was the large selection of Dark Side characters. There is also a wide range of new Dark Side force skills, new feats, mutated beasts, killer droids, and deadly weapons... and not to mention the comprehensive history of the Sith tradition itself, starting from its break with the Jedi Order over 25,000 years prior to the events of the movies.

    In short, this is still a solid book, and if you're an evil player, or simply an evil GM, this one is for you.



  4. Hey men !
    what's up too long delay. wait from february and now in May still waiting until july !!

    Hope that you give me a discount for items due to the lack of buisness.


  5. I just recieved Star Wars, Dark Side Sourcebook and I love it. I have not put it down since. It has help me create and play a dark sider better than before.


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Richard Baker and James Jacobs and Steve Winter. By Wizards of the Coast. The regular list price is $34.95. Sells new for $21.92. There are some available for $9.95.
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5 comments about Lords of Madness: The Book of Aberrations (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement).
  1. I had read this book more than a year ago (this was before I bought it), and my initial hunger was on the Illithids: Brain-eatting super-intellects from the far future. Their society, their behavious, their mindsets. All of which was pretty much mentally fufilled and sated.

    Then, when I had finally read the whole book, I devled deeper still. Information of the Aboleths: Enormous, prehistoric slimy monsters who rule the wet recesses of the Underdark with inscrutable complex minds, mentally-crushing psionic powers, and debilitating slime. Beholders: Gluttonous and borderline insane monsters with an affinity to magic, and inbred xenophobic hatred toward all but the individual Beholder. Mind Flayers, or Illithids: Octopus-faced hivemind beings with cold, calculating minds, and affinities for magic, psionics, and a hunger for intelligent brains to survive. Neogi: Pilfering spiderlike creeps who make their quota through slave labour and trade. The Grell: Intelligent predators from a parallel dimension with great skill in alien alchemy. And the Tsochari (newcomers to the D&D universe): Worm-like body snatchers from another planet with a fanatical intent to spread the word of their giant worm master, Mak-Thuum-Ngatha.

    Each Abberation is gone into useful detail for the DM and the player alike. This book also goes into revised monsters from ealier D&D books (like the Beholderkin, the Illithidae and Illithiad, and a revision of the Psurlons), as well as some new, terrifying and maddening beasts (Hound of the Gloom, Half-Farspawn... my fave, Pseudonatural creatures, Shabboath Golems, and the Zeugalak, to name a few). Also some new feats (regular and Aberrant. Aberrant Feats physicall change your character and add some bonuses here and there), and Prestige Classes to fight, or aid the Aberration menace (Abolisher, Keeper of the Cerulean Sign, Fleshwarper, Darkrunner, the Sanctified Mind, and the Topaz Guardian).

    For those not afraid to plumb the depths to know things to impress, or simply scare your D&D buddies with some impressive work, DO get this book. I fully recommend it.


  2. If you're a long-time fan of the Dungeons and Dragons saga, you know that mind flayers and beholders go all the way back to 1st edition rules. This book had some excellent artwork and background information, but as with the other 3rd edition supplements, the authors get buried in side-monsters, feats and so forth. I truly regret that they didn't get Jonathan Wayshak to do some of the art; his work in a Dragon magazine issue 2 years ago (oddly enough, also for insanity-related topics) was amazing and perfectly suited for this volume.

    Was it a decent supplement compared to others? I think so, which is why I rated it as such. I will say that if you are a fan of 2nd Edition D&D, you will get that a good amount of this information was distilled from the "I, Tyrant" and "Illithiad" supplements, both of which went into great detail regarding beholderkin and mind flayers, respectively. Check out online used booksellers or Amazon to see if you can find them, as they have much more content and less of the 3rd-edition ruleset stuff interfering with the content.


  3. If you want all the gruesome details to flesh out Aboleths, Beholders, Mind Flayers, Neogi, Grell, and Tsochars, this is your book. Also a lot more cool monsters and Aberration hunter specifics.


  4. Great book! Like the Draconomicon, Libris Mortis and the Fiendish Codexes, this book give you a deeper view of the weird world of aberrations. The most important aberrations have their own chapters, where you can get their phisiology, habitat, sociology and many other aspects to improve your game. The illustrations are great. We have a chapter with new monster and nasty variants of the old ones. The great thing about this book is that the most part of its material is descretive text, so you can use all the concepts in your new 4ed. table!


  5. This book is totally in the flavor of H.P. Lovecraft books, except that it is for a fantasy genre. It is truly awesome and I love owning it. I prefer to use it only on rare occassions to maximize the true horrors of what the party encounters and to keep it fresh.


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Robert J. Schwalb. By Black Industries. The regular list price is $29.95. Sells new for $19.10. There are some available for $18.46.
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4 comments about Old World Armoury: Miscellanea and Militaria (Warhammer Fantasy Roleplay).
  1. This book has chapters on currency, trade, arms, armour, equipment, transport and hirelings. Most of the chapters are expansions on material from the core rulebook. In some cases rules from the core rulebook are published here again. While convenient it adds to the page count and takes up space that could be used for more new material.

    The chapter "Currency & Trade" was useful and interesting. The chapters on arms and armour were just more detailed descriptions of weapons fantasy RPG players already know and can read about in the core book.

    The production quality of the book is high but the number of typos in the book make it look like it was rushed to production (something that I didn't notice in the core rulebook).

    Overall, it should make a good reference for the gamemaster who wants a few more unique items in the game and some pregenerated nonplayer characters.


  2. The crb for Warhammer has always been lacking in information on everyday items. This is a very useful tool at remedying it. The chapters on General Equipment, Special Equipment, Property & Business, and Treasures give excellent descriptions, pricing, and encumberance for things that adventurers and artisans might want to have to earn an income. From textile pricing to purchasing a bed frame, it is all in here. This book is a major improvement in the realistic aspect of the game and should be picked up by anyone looking to have a game that includes commerce and livelihood.


  3. I can't help, but think that most of this rather short book should have just been part of the main book. Don't by this book if you're expecting stats for various weapons. (Some weapons have slightly different stats for good quality items, but that's it.) It does have a fairly large section on hiring various professions. I'd only buy this book if you have cash to spare, and your group likes the official word on how much to pay for goods, and services. Otherwise buy Bestiary, get the magic book, or buy Sigmar's Heirs.


  4. Old World Armoury is by far one of the weakest books in the Warhammer Fantasy Roleplay series. The book itself adds very little setting or flavor to the game and focuses mostly on toys for players and GMs alike. There are some interesting tidbits about medicine in the Warhammer Fantasy setting and some equipment details that are interesting reading but the information and additional rules are mostly superfluous. The optional custom weapons and armour rules are the main focus of the book and allow players and GMs who want to make their own weapons to do so but they are just that - more rules to worry about and not necessary in any way to the game.

    Overall Old World Armoury adds little to the Warhammer Fantasy Roleplay game that a little bit of cosmetic dressing on the hands of inventive players or GMs couldn't do.


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Bruce R. Cordell and Ari Marmell. By Wizards of the Coast. The regular list price is $19.95. Sells new for $10.03. There are some available for $9.05.
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No comments about The Sinister Spire (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure, 4th Level).



Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Miniatures Team. By Wizards of the Coast. The regular list price is $49.99. Sells new for $28.99. There are some available for $30.46.
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5 comments about D&D Icons: Legend of Drizzt Scenario Pack (Dungeons & Dragons Icons).
  1. I've gotten all four currently release Icons from Amazon and this dragon is by far the best it terms of appearance. The Colossal Red may be much larger and more expensive but without a lot of work it can't match the White's appearance. If you ever use the Dragon for skirmishing you'll be better off with the Black or Blue but for display I favor the White.

    The boon and bane of this Icon Pack are the two smaller figures that come along to fight this dragon. This does push the price higher than either of the other Gargantuan icon packs which can be a turn off. The kicker is that you get a resculpt of Drizzt (along with his skirmish information if that is important) whos previous version from Archfiends routinely has sold at more alone than this entire pack. For a DDM skirmisher Wulfgar isn't bad although I found him in a booster. It may cost a little more but I think the dragon alone is almost worth it and with the price it costs to get Drizzt this is almost a steal.


  2. this set is not only a decoration or a one-time war oppurtunity, but also takes you in a legendary fight and live it through your blood, to share the struggle of the heroes of north, drizzt and wulfgar, battling the greatest of the white wyrms in the history of the realms, the dreadful icingdeath, and the fear running through their heart...

    as i mentioned not only a great white wyrm, the dragon at your hands is actually "icingdeath", which is terrifying!! :)

    i am more into story so, sets like that offers me much more than just "icons", i mean the collossal red dragon is not much of a value to me, but here comes icingdeath, which means a villain of story, nightmarish stuff :)

    how much you can imagine about the great red wyrm as "klauth" or as "malystryx" it won't give me the same feeling as having the original one, so new sets like "gargantuan orcus" feels much better for me, cause they are more into role play / story..

    how much do i talk :) BUY IT!!! :D


  3. I like all of this series, and i collect all of them, excelent desing. Amazing


  4. I have no doubt. This is the best of all the gargantuan dragons, with incredible details, Icing Death is a perfect and impressive miniature. The ice on it's wings looks real, and the details of his mouth and scales are beatiful. The pack also includes a drizzit miniature, holding his scimitars, and a Wulfgar in a special white cloth, holding his magical bloody hammer.

    The pack is great because you get a cool dragon, a competitive miniature for skirmish (Wulfgar) and a classic one, in a new concept (Drizzit), the map is also cool, and improves your game, because you can use it im some snowy adventures, it's perfect to be used with the Frostburn supplement.

    This is a must have for those who love the Crystal Shard, who love Forgotten Realms, or just his most popular hero.


  5. Is this item good? I don't know, because I bought it 3 months ago and don't received yet.


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by John Chambers and Dawn Elliot and Michael Goodwin and Peter Schaefer and Stephen Lea Sheppard and John Snead and Andrew Watt and Alan Alexander and Lydia Laurenson and Dustin Shampel. By White Wolf Publishing. The regular list price is $59.99. Sells new for $37.79. There are some available for $42.19.
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3 comments about Exalted Dreams of the First Age (Exalted).
  1. Exalted is my favorite setting from White Wolf, and after years of waiting and wondering what the First Age truly had to offer its inhabitants, now we get a glimpse of the grandeur and power that existed before the Usurpation. The ideas this accessory spawned for my own games as innumerable and I can't wait to put some of these ideas in motion for my players! I highly recommend this boxed set to Exalted fans everywhere, it's got just what you've been looking for!


  2. This is a HUGE installment for the Exalted RPG.
    Exalted is a game published by White Wolf Game Studio and is placed in a mythic Second Age of Man where magic, technology and fantasy are the rule of the game. And in this Box there is more than enough stuff to live in the First Age of Creation where wonders are the norm and miracles just take a little longer. Heroes battle enemies and save thousands. Magic is world-wide and its effects rival those of the Incarnae themselves.
    This is MUST for all Exalted fans!


  3. In general I enjoyed this product very much and anybody who is into Exalted would also enjoy it. I'm dinging it a bit in it's score because of problems with the editing. I've noticed a number of places where it actively contradicts some other exalted books. Also while it set up some interesting setting info it's an era of peace so you are going to have to work to create some drama and adventure, this product doesn't give much guidance in that regard.


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Owen Barnes. By Fantasy Flight Games. The regular list price is $14.95. Sells new for $9.98. There are some available for $8.82.
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No comments about Warhammer RPG: Game Master's Toolkit.



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All Flesh Must Be Eaten One of the Living: Player's Handbook
The Clone Wars: A Star Wars Miniatures Booster Expansion (Star Wars Miniatures Product)
A Beginner's Guide to Second Life version 1.1
The Dark Side Sourcebook (Star Wars Roleplaying Game)
Lords of Madness: The Book of Aberrations (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement)
Old World Armoury: Miscellanea and Militaria (Warhammer Fantasy Roleplay)
The Sinister Spire (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure, 4th Level)
D&D Icons: Legend of Drizzt Scenario Pack (Dungeons & Dragons Icons)
Exalted Dreams of the First Age (Exalted)
Warhammer RPG: Game Master's Toolkit

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Last updated: Tue Oct 7 11:52:48 EDT 2008