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ROLE PLAYING GAMES BOOKS

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

By U.S. Games Systems. The regular list price is $40.00. Sells new for $25.49. There are some available for $23.76.
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5 comments about The Complete Tarot Kit.
  1. I absolutely love this set. I bought it as a starter kit two years ago and still use the Rider-Waite deck and the information in the book, although I have other decks. I didn't want or like Crowley's Thoth deck (not that there's anything wrong with it, but I gave it away) but the kit is well worth it for the information, techniques and layouts. The journal was especially helpful both as a record and as a study aid, particularly when I was starting out and still getting a feel for the cards. There are some interpretations that are different than what you will see in other books, and I have modified some of the suggested practices for my own use; really, anyone using an oracle will develop a personal style over time. Still, I recommend this to any interested beginner. It would also make a nice gift.


  2. This set comes with two of the most commonly known and respected tarot decks: Crowley and Waite. However, they are printed on mediocre stock and are quite small. This can be useful for an on the go, not easily missed deck should the cards be damaged but it also makes the symbolism of the cards themselves difficult to appreciate. The backs of the cards are also a disappointment, made easy to tell if a face down card is reversed or not. This destroys the sense of overall discovery when one has some idea of what to expect on that alone.

    Additionally, the book is highly misleading. This oversimplifies Tarot and gives horrible advice- such as ignoring reversed cards. Susan Levitt may have meant well, but her advice runs completely counter to trying to learn to truly use the cards.

    Final advice: save your money. For what this will cost you, you can buy two full sized decks- one waite, one crowley- and get a more sensible book in the little pamphlet types they put in for basic divination.


  3. im just now learning the way of tarot...and this kit is really helpful although i do like the Rider deck better then the other one that came with... this is a great starter kit if your just learning its very helful in many ways...tells you meaning of cards how to set them up etc...and even comes with a personal journal...5 stars


  4. [...]
    This kit is wonderful for those of us just starting to learn Tarot card reading. The card decks fit well in your hands, because they are standard size cards. The book is easy to read, yet very informative. This kit includes charts you can use for the card reading lay-out, and even includes a cheat sheet with the card meanings at a glance. What makes this kit even more outstanding is the card reading journal, where you study, and write in your personal thoughts and progress. This Tarot Kit is by far the best study guide, and with so many tools to use, you don't need to buy anything else. Everything you need is included!


  5. I bought this kit for my teen who is interested in learning about tarot. The comparison of the cards is a little vague in parts, but it helps to show that there are differences in decks, that no one deck is "the right way." also we liked the size of the cards. They are the size of ordinary playing cards, so that for people with smaller hands (some women, and children) they are more "hand friendly." I would recommend this set for someone interested in learning more about tarot. I probably wouldn't recommend it to someone who has a ton of decks, this is definitely a beginner set.


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

Written by Mark Rein-Hagen and Robert Hatch and Bill Bridges and Tony DiTerlizzi. By White Wolf Publishing. The regular list price is $29.95. Sells new for $19.50. There are some available for $5.08.
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5 comments about *OP Werewolf: The Apocalypse 2nd Ed (Werewolf).
  1. The dark force known as the Wyrm stands poised to strike down all that is left good and decent upon Gaia, the Mother Earth. Now only the Garou, shapeshifting werewolves with mystical powers and deadly strength, can stand against their assault and prevent the Apocolypse. From the company that brought you Vampire: The Masquerade comes Werewolf: The Apocolypse, a storytelling RPG of the end times and the battle of survival. Play as a Garou from one of thirteen tribes who must battle against twisted, corrupted minions of the darkest force in existence, the Wyrm. Like Vampire, this game is based in the same World of Darkness that is a mirror of our own world. Unlike Vampire, Werewolf is a game of the brutal reality that the world is coming to an end. And with so few protectors left, will the Wyrm succeed in destroying everything?


  2. Werewolf:TA is a great book, and adds alot to the World of Darkness. The Book is well written, and can hold its own next to Vampire:TM. The Systems of the Game work like in Vampire:TM, and people can smoothly go from Vampire:TM to Werewolf:TA without much problems...People may cry that the Garou(Werewolves) are too strong, but in fact they are only powerful in combat. Sure even a Elder Vampire could fall to a low ranking Garou, but a Vampire with a Discipline that allows mind control of a target can make the mightest of Garou fall before him. If you are looking for a Game that has bloody Combat and Great role-playing, this IS the book for you. I plain on giving out a few copies as gifts myself.


  3. First, I'd like to say that Werewolf is a very well fleshed-out and detailed book. That being said, I will now justify why I gave it two stars. First, there's the Crinos form. In legend, werewolves (-tigers, -leopards, etc.) simply transformed into an animal...The whole idea of the "wolfman" was created for old movies when the special effects weren't good enough to effect a man-to-wolf transformation on screen. So the whole idea of the Crinos is really quaint and ridiculous. To say nothing of how powerful the Crinos form is... Second is the whole organization Werewolf society and symbolism. Although the werewolf comes from primarily European myths, werewolf society is organized into something akin to Sub-Saharan African tribalism. The werewolves are separated into tribes. (This idea also perpetuated the concept of splitting each supernatural species up into "clans","tribes," etc. which would continue ad nauseum for every World of Darkness game.) The werewolves also worship "Gaia," the great spirit of life and the Earth (who they serve primarily by killing things). I know that African cultures also had their werecreatures, but the combination of horrific monsters with primitive pantheism results in something not horrific at all. Lastly, and worst of all, is the combination of the werewolves' powers and their typical attitude toward other World of Darknes supernaturals. As a whole, they hate vampires, most mages, many wraiths, and sometimes changelings. Granted, it is indeed possible for other World of Darkness supernaturals to defeat werewolves. I don't believe that they're as overwhelmingly powerful as some have claimed. But the werewolves' first and foremost characteristic is their ability to transform into huge, stomping monsters, and their driving goal is to fight the "Wyrm," great spirit of evil. This is most often accomplished by ripping up evil monsters, usually including other supernaturals. The fact that werewolves are wired for combat together with the simple "good vs. bad" or "Gaia vs. Wyrm" plot makes for a very hack'n'slash and munchkinish game.


  4. This has to be the most incredible book ever written... at least as far as rp books go. I spent some time playing Vampire and Changeling, but neither of those sucked me in and intrigued me like Werewolf does. There are those who bitch and moan about the werewolves being too powerful, and how they are not true to folklore and myth... as for the former: The Garou are MEANT to be the as-kickers of the world of darkness! It's that simple! THAT'S why any leech worth his corpse keeps his ass inside the city! Besides, who cares about historic accuracy? This is, quite frankly, much more interesting.


  5. Of all the games which have been released about the WoD, this is the one which attracted me the most. The idea of playing a dying race which, rather than being defeated by big bad monsters, are being destroyed because of humans, really appeals to me. Granted, in the beginning storylines will be difficult to make( well, I struggled) once you make the first you'll love this game forever!


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

Written by White Wolf. By White Wolf Publishing. The regular list price is $34.99. Sells new for $17.99. There are some available for $22.99.
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No comments about WoW Dark Factions (World of Warcraft).



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

Written by Richard Bodley-Scott. By Osprey Publishing. The regular list price is $19.95. Sells new for $13.32. There are some available for $28.64.
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3 comments about Storm of Arrows: Field of Glory late Medieval Army List (Field Of GLory).
  1. Why do these guys think we have to have everything for lists in another expansion book, list book, whatever!? C'mon just give me one book with it all in there, holy cow! Get it if you like, or better yet get Medieval Warfare by Terry Gore, a better set of rules and lists (wow in one book, OMG!).


  2. The Field of Glory books are falling into nice step - each contain about 20-24 army "lists" - rules for composing a military force of the period outlined by the book. In addition to extremely well-researched lists with history, background, etc, you have art reproduced from relevant Osprey works, making these guides a GREAT resource for painting miniatures.
    Most good miniature wargame rules-sets have army books/lists, as this allows you more space critical to explore the historicity of the military forces of the period and define what makes these armies unique. Some rules white-wash history a bit and go for the simplistic approach. Warhammer Ancient Battles gives you nice flavour, but ahistoric and innacurate armies. Terry Gore's Medieval Warfare rules offer very generic army lists that are often too abstracted or too vanilla. DBM and WRG/Warrior offer rich lists and history, but at a high level of complexity. It looks like Field of Glory is doing it just right!


  3. Interesting "non-review" by a previous poster...

    I understand the criticism in not wanting multiple list books. But the production value and the inclusion of Osprey artwork added to the pictures of painted miniatures makes these books a very nice value. If you count the plates alone in the books, they are a solid value. And yes, I know the illustrations are available elsewhere. But for the novice and the gamer that doesn't have an extensive library of painting guides, these list books are a great start.

    I have read just about every rules system out there on ancients and medievals. I have even played over 10 different rules sets. I find these rules to be well written and to simulate what "I" feel ancient and medieval battles looked like. From my reading of historical battles, they were rarely actions with "quick kills". The rules simulate the ebb and flow of battles nicely. To be sure, there are situations where a quick rout can happen but these happen more with the luck or lack of luck in die rolls or when multiple units gang up a single unit. Very realistic to what "I" know of historical battle accounts.

    We can sit here and argue with what rules system is the "best". I feel that these rules compromise very little in simulation with relation to game play. As a whole "system", the rules present a refreshing approach to this arena of gaming.

    It has brought many "retired" gamers from other rules back to gaming. It has also been bringing in new players for all the right reasons. Both trends that have been sorely needed in historical miniature gaming for some time.

    So, join the rest of us who have brought an objective and willing attitude to just sit down and play! Come on in, the water is more than fine.


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

Written by Miniatures Team. By Wizards of the Coast. The regular list price is $49.99. Sells new for $29.00. There are some available for $33.21.
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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 (Wednesday, October 15, 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 $17.43. There are some available for $17.48.
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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 (Wednesday, October 15, 2008)

Written by Sean Reynolds and Matt Forbeck and James Jacobs and Eric L. Boyd. By Wizards of the Coast. The regular list price is $29.95. Sells new for $13.45. There are some available for $13.45.
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5 comments about Races of Faerun (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting).
  1. This book is a great resource for any lover of Faerun and the Forgotten Realms. The background on the human subraces adds some great flavour to the Forgotten Realms! The feats and prestige classes are good. And the information about the different races of Faerun is also very helpful (particularly about the planetouched - tieflings, genasi, and aasimar).


  2. It should be called SOME of the Races of Faerun. The book offers a great deal of information, however it leaves gaps here and there just so it can fill them through another volume. For the price tag of this book I feel it is a bit incomplete. It could contain a lot more info on a lot more races. If you're only looking for general information on the most prominent races of Faerun, this is for you. However it should not be considered THE source of info, as it is anything but complete and thorough.


  3. This book contridicts the Forgotten Realms book written by Ed Greenwood. The elves inpertcular.
    The book is put together well, but WoC should get their sources straightened out before they publish them


  4. This book is quite useful.
    It expands on some races and reintroduces some old classics. like the Winged Elf, the water elf, the Wemic, and the centur.

    However it also just copies the entries for dark elves and planetouched races basically straight from the Forgotten realms campaign settingbook.
    They could have used the space a little better instead of repeating races that 97% of us have access to. (If you have an interest in this book then its pretty much fact that you already have the Forgotten Realms Campaign setting).

    Some of the region feats are nice and the a couple of the prestige classes are going to appeal to my players so for that regard it was worth the purchase price.

    Summing up it gathers all the races from the Realms campaign setting and adds in some new ones. Mixes in some new feats, some old ones tweaked and a few prestige classes.


  5. Let's face it, Forgotten Realms is huge. It's hard to get your mind around so many lands and people.

    But this book ties everything together so well, giving you the big picture of Faerun. It really tries to cover the different aspects of each race, their history, their origin, and their ties to everyone else. From the role playing perspective, this is a must. Games are full of humans, elves, and dwarves and this book lets you fill in all the details needed to make the role playing seem real.

    I really love the human section of the book. Humans of Faerun have so many different personalities, appearances, and styles in Races of Faerun. You can actually play a person with his or her own culture and have interact with another human with completely different customs, heightening the realism.

    Other than the Forgotten Realms Core book, this is the only FR book that I would give 5 stars.


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

Written by Monte Cook and Sean K. Reynolds. By White Wolf Publishing. The regular list price is $49.99. Sells new for $27.90. There are some available for $27.90.
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5 comments about Monte Cooks World of Darkness.
  1. Its a new and refreshing way to look at the world of darkness, its the same feeling of dread, but in a new aspect. Aside of that it gives up open possibilities within the dark world that earth has become... which we are developing ourselves. Thanks Monte for this excellent book.

    We also discovered that moving a bit the intrusion zone (or just using part of the nightmare wave) we can get excellent places within our world that serve as catalyst for horror and adventure. Anyone want to visit the Catacombs of Paris or the Castles of Romania after I-D (Intrusion Day)? Well if they do, they are for a hell of a trip.


  2. It's nice to see what d20 can do when it's in the hands of a team who don't let it get in the way but rather use it's strengths to great effect.

    I love the way this game comes across for those who already know d20. For those who don't it is a great game with simple rules.

    Ever have one of those doomsday-visions with vampires and demons and werewolves on motorcycles in graveyards with shotguns? It's kind of like that. Accessible and fun.


  3. Although I like (and have) the Old and New WoD books, several in my gaming group do not wish to learn a new system. This is the answer to our problems because it is a solid modern supernatural game that is a great compromise. Monte did a great job with the setting and rules and although this is in no way a 100% conversion of O/NWoD game, it is a fun game and will allow my group to alternate between Medieval & Modern fantasy games. I highly recommend this book to d20 Players.


  4. If you wanted a version of Werewolf or Vampires of the Masquorade but in an understandable system then this is for you. I like Monte Cook's mind and use of language in this book. He takes the indescribably strange and arcane system of the WOD and allows D20 folk like myself a useful way to look into this world.

    Have a great day people.


  5. Monte Cook's World of Darkness (McWod) is an incredible work of transition. It's a very well thought alternate setting to that of White Wolf's original work.
    It includes the Vampire, Werewolf, and Mage factions in a single book, adding Demon and Awakaned factions. Because of this, and the fact that all these factions have only been around for 1 year, their history and background is not as detailed or profound as you might like.
    Unfortunately, it seems this is a stand alone product. I've searched the internet for any supplemental material but nothing surfaces. This leaves feeling stranded in some way. What about more monsters? The upcoming Hunter faction?
    Still, it's an interesting game. It's worth a try, a read, and atleast one gaming experience.


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

By Wizards of the Coast. The regular list price is $14.99. Sells new for $8.92. There are some available for $10.01.
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1 comments about War at Sea: Task Force: Axis & Allies Naval Miniatures.
  1. While the price was good and delivery was free, you get what you pay for. Don't get me wrong there was nothing damaged in the packaging but the packaging for these miniatures were the original booster boxes but they were sent in a manila bubble wrap lined envelope and the boxes got smashed but nothing was broken. I am assuming that was the price for free shipping to cut down on cost and they did arrive a week later than estimated. Would I order them again at that price most likely but don't plan on getting them when promised.


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

Written by Allen Varney. By Mongoose Publishing. The regular list price is $34.95. Sells new for $27.99. There are some available for $66.65.
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5 comments about Paranoia (RPG Rulebook).
  1. The new Paranoia XP (PXP) is a refreshing breeze for the game. Well written, obviously very thought out, without the problems of 5th edition. It's hard to give a review without comparing it to older editions, of course. Suffice to say that this might be the edition that brings Paranoia out of gaming limbo.

    Everything is well thought out, from mutations to secret societies to the history and functioning of Alpha Complex. The increased use of personal computers, PDAs and the Internet is now reflected in PXP. The humor is present, but in measured doses, and there was (thank goodness) no attempt to go "over the top" with things. No acronyms simply to make funny acronyms, for instance. Character creation is notably different from previous editions (no stats for Strength, Intelligence, etc.), but now characters can improve themselves. With the addition of three play styles - Zap, Classic, and Straight - they may actually live long enough to do so! ("Straight" Paranoia, for instance, presumes a dark, gritty, realistic game, while Classic is 1st/2nd edition style, and Zap is simply "everyone shoots everything and each other".)

    The downside? Well, the index isn't as helpful as you might think, and it's hard to find the chapter breaks. Several times when I wanted to look up a specific table or information, I ended up leafing through the book to find what I wanted.

    Also, a mention on the artwork. Jim Holloway was the original Paranoia artist in 1984. He's been tapped again for PXP, and it appears his style has not evolved or improved in 20 years. Paranoia purists might enjoy it, but I was hoping for something a little more updated, more in keeping with the times. No, that doesn't mean I wanted a "manga" look, but there have been other Paranoia artists (Greg Guler, Valerie Valusek, Brian Schomburg, Sonya Obrochta, etc.) who might have been used. I've played Paranoia since 1st edition, and Holloway's artwork has not aged well. Unfortunately, the official word is that Holloway's art will continue to appear in PXP products.

    Art and index issues aside, this is a good return to the series' roots. Old-school Paranoia fans should be pleased. I hope PXP will bring new fans into the fold as well.


  2. This is one of the best RPG's I've come along in a long time...it's extremely unique, fun, relevant to the times, and hillarious! Imagine a dark, dystopian, 1984-like future...except more comic, more insane, and more deadly. It's worth it to buy just to read the book, it's written very well with a dashing brand of twisted humor. My brother loved it too, and just *had* to borrow it once he had read through a bit.

    The rules though, I have no idea about...whenever I GM an RPG, I just skip most of the rules and run things in a more story-based, freeform way. So that I can't vouch for...but even if they suck, the setting should make up for it :)


  3. This is the single most entertaining RPG book on my shelf. As far as reading the material goes, it's a perfect example of what you can do by turning normally frowned on RPG behavior into a drop dead riot of a game. The emphasis here is on the drop dead part.

    While the text of the game goes to great lengths in instilling in the reader a sense of how the game is supposed to be played, in the end there are only two rules that need following.

    1. The GM is always right.
    2. Happiness is mandatory!

    It's that simple, and it couldn't be more fun to read this book. Once you understand that every bit of it is cleverly written to convey the theme of Paranoia to the reader, you don't feel like you are being lectured yet again on the proper application of an attack roll. Rather you are learning what it is to be a GM/Player of this great game.

    I only hold one complaint which is so minor that it didn't even effect me giving this game a perfect score.

    Normally I don't find it necessary to print two seperate books for the core of a game. I actually prefer many games where GM and player information can be easily included together in one well laid out tome. Basically I don't think it's normally necessary to have to have two or more books to play and run a game. However in this case I think I would've preferred a division of the book into a distinct Player's guide and a distinct GM's manual. I think this is truly one of those games where the player's are better served to discover the ins and outs through regular play. In the case of Paranoia, the fun is in the failure.


    ADVICE TO ASPIRING TROUBLESHOOTERS:

    If you intend on playing this game, take the books advice and don't read the GM only section. Trust me when I say the tension caused by the unknown is the bread and butter of an enjoyable Paranoia session.

    If you're the one buying the book for your group, gather the money together from fellow players and give this as a gift to your GM. He'll thank you, and any GM worth his weight will itch to run this game once he gets his hands on it. After all, what's the point of owning a book you are only supposed to read 48 pages of. PLAY THE GAME FIRST, AND THEN AFTER A WHILE BUY THE BOOK FOR YOURSELF. DON'T RUIN THE FUN BY READING TOO MUCH!

    All in all, even if you do intend to ignore my advice and read it all, you'll have a blast doing so. I haven't had this much fun reading an RPG in a long time (with the possible exception of Godlike).

    STAY ALERT! TRUST NO ONE! KEEP YOUR LASER HANDY!


  4. Paranoia XP is the newest and in my opinion best version of the Paranoia game line. Here are people who need not apply (just to get you guys on to games better suited for your playstyle):

    Gamers who like heavy combat tactics needn't look into Paranoia XP. Most of the weapons will kill a clone in one shot.

    Gamers who like strategy in character generation or advancement needn't look into Paranoia XP.

    Gamers who tend toward heavier systems (D&D, Rifts, HERO, GURPS) probably should tread with caution, as Paranoia XP's system is one die roll-under for everything. The rules are simple: roll a d20, get under Skill. Then if the GM decides you succeed, you succeed.

    Gamers intent on character growth and development can find some support for such here, but under Classic rules, characters die often and hilariously.

    If you like intra-party harmony, a good idea for nearly all RPGs, shouldn't look here. Paranoia is about backstabbing your fellow Troubleshooter.

    If you enjoy having larger than life heroes, don't look into Paranoia XP. Paranoia XP characters are incompetant, ignorant, and insane.

    Well, if you're still here, you either don't care about the above, or you're still interested to hear about the game itself, well, here goes:

    By the way, you might have noticed I'm not bothering with any "HAPPINESS IS MANDATORY!" or "NOT AVAILABLE AT YOUR SECURITY CLEARANCE!" stuff, because I know it can be quite offputting to those looking into the game. It's an "in" joke, and using it against people who aren't "in" yet is a bit mean and/or foolish.

    The game is about a complex, an underground post-modern utopia called the Alpha Complex, which is run by an AI called The Computer. Or it would be a utopia, if The Computer wasn't insane and paranoid, looking for commie mutant traitors. The Computer has security cameras everywhere, and regulates everything in the complex: air, food, plumbing, industry, economy, etc. Everything. But that's not the worst of it.

    The mass of population is heavily medicated, usually happy in their existence mowing about the complex and doing their assigned duties. But not the player's characters! They have gotten the honor of being moved up in security clearance, from a lowly INFRARED to the slightly less lowly RED. Their job has been reassigned to Troubleshooter, and they get a laser gun! They go on fantastic suicidal/impossible missions for The Computer to root out commie mutant traitors, secret society members, and other sabateurs of The Computer. There's only one problem...

    All the characters are mutants, and all belong to a Secret Society (perhaps even Communists). All the characters are traitors. And it's not like players don't know that everyone is a traitor. Instant mayhem, just add water and stir.

    If this sort of game doesn't interest you, Paranoia XP is not for you.


  5. This is a very fun RPG game. Great for one shot sessions. Imagine Logans Run mixed with Monty Python. You play a Clone in Alpha complex. You have six clones. You will need them .The computer that runs the complex is insane. You go on troubleshooting missions for the computer and try to have traitors arrested or killed. You are a traitor, as is everyone else on your team. You just don't know it yet ! It pits the players against each other and the DM runs them through scenarios. Its really fun. And goofy.
    The computer is your friend. Hail the computer. Remember happiness is mandatory. If your not happy report for termination.


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Last updated: Wed Oct 15 21:08:16 EDT 2008