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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Friday, October 10, 2008)

Written by Bill Slavicsek and Rich Baker. By For Dummies. The regular list price is $21.99. Sells new for $4.64. There are some available for $4.35.
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5 comments about Dungeon Master For Dummies (for the Dungeons & Dragons Roleplaying Game).
  1. haven't received it, listed as not shipped, so why the query for a review? If you fix this glitch in your system, you don't need to post this. Doug Hayes


  2. First, please understand that this guide is written and intended for people who are new to being a DM or people that have very little experience as a DM. That being said, ignore the reviews with a poor rating because they bought the book without researching it first.

    I am new to being a DM after only participating as a PC for the last 20 years. I found the book very well written and it shed quite a bit of light on issues that I was having a hard time grasping because the actual DM Guide itself can be a little difficult to understand since there are several different types of writing styles used throughout the guide.

    This book is a good reference to have until you are comfortable running a game as a DM with just the DM guide. Please remember this: This book is written and intended for people who are new to being a DM or people that have very little experience as a DM.


  3. This book was fantasic, my 16year old is learning planning and orgainizing by Dm'ing for his friends.


  4. As much as I hated the other book in this set, this one was wonderful. It provided a solid layout of what a DM might run into and what he'd have to handle. It gives detailed examples for not just adventures, but interplayer problems that often crop up as well. I've been DMing for years, but I've got my copy of this well tagged with sticky notes. Sure I technically have most of the info in my other books, but this one is far easier to referance when players are waiting for an answer. Anyone that wants to run a game would do well to buy this helpful book.


  5. Although this book is written with the D20 system in mind, it applies to second edition as well. I enjoy all the "dummies" books and this one is no exception. It gives you plenty of tools to keep in your DM arsenal.
    Our games are now much more organized, flow better, and has made DMing a much more enjoyable part of the hobby as opposed to a chore you get stuck with.
    A great tool for experienced AND new DMs alike. This book would have gained an extra star if a little less time was spent on the social skills to finding games and players. I feel this is space that could have been used more on fantasy cartography, and more inspirations.
    Even still, this was a book that improved our gaming greatly.


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Posted in Role Playing Games (Friday, October 10, 2008)

Written by Martin J Dougherty. By Mongoose Publishing. The regular list price is $29.95. Sells new for $19.76. There are some available for $20.08.
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1 comments about Traveller: Spinward Marches (The Third Imperium).


  1. Mongoose's Spinward Marches is a worthy addition to the Canon if the Traveller Universe. No new info for the long-time fans, but a wealth of info none the less. For those new to the universe, this is a wealth of data and essays to start off a campaign.

    Thanks Mongoose!


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Posted in Role Playing Games (Friday, October 10, 2008)

By Steve Jackson Games. The regular list price is $24.95. Sells new for $12.80. There are some available for $12.99.
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3 comments about Steve Jackson Games Super Munchkin.
  1. The Munchkin crowd is at it again with a series of silly superheroes, crazy villians and odd powers to wind your head around.

    The system is much like Munchkin Bites with the powers based on levels but other than that it is the same basic premise that makes the other munchkin games fun.

    It is not my favorite of the batch (Munchkin-Fu wins that honor) but it is well worth your time and money.


  2. I have 4 teenage boys and the neighborhood of friends that go with them, and they all love this game! It seems easy to pick up as there's always a new kid at the playing table. Some of the cards are boyishly offensive, but you could pull those ones.


  3. This is rather unorthodox, but it is this game that really compelled my reluctant reader, 8, into wanting to read more. He loves this game. We all do, which is amazing to find a game that grabs the interest of everyone from 8 to 80. The rules are simple enough for kids to understand but funny and strategizing enough to keep adults entertained. What's great is a a lot of strategy has to do with help- so you can't piss off the top player by adding a "date to his monster" and than expect him to help you the next turn, not unless he's an elf anyway! We have several different sets now and each one is near and dear to my son's heart.


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Posted in Role Playing Games (Friday, October 10, 2008)

Written by Matthew J. Norton. By Sybex Inc. The regular list price is $19.99. Sells new for $34.98. There are some available for $6.00.
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5 comments about Official Fallout 2: A Post Nuclear Role Playing Game : Strategies & Secrets.
  1. This strategy guide is perfect. It has everything a Fallout player needs. It has descriptions of weapons, armour, non-player characters (NPC's) and more! And the maps are extermly helpful. Some may say it will spoil the game but that's not true, the guide offers you help if your stuck or want a piece of info. You don't have to read the whole guide if you think that will spoil everything. I myself read the whole guide and I think it didn't spoil the game at all. Actually, I think it made the game even more interesting! So for all the Fallout players this is recommended but of course many will want to try beating the game without help but that is nearly impossible because every Fallout player needs help every once in a while.

    - Vitali Gusatinsky



  2. The first fallout strategy was better. The walktrhough is especially weak and it misses a lot of the fun parts of the game. If you want a good strategy guide on this 5 star game, just search the web for the no mutants allowed web site. To the book's credit though, it does have a nice listing of the items and weapons, although some of the items and weapons are missing.


  3. Although I found that many facts were explained along with some great support I thought that the general layout was awful. I also believe that like some others it was missing some vital information that would have brought more life to the game for those that are incapable of finding things on there own (that inclueds me so dont take offence :) ) My suggestions are not to waist your money and look up the stuff on the web. There are a few great walkthroughs out there!


  4. If you have never played the game, then play it before you buy the book. You will be disappointed if you try to follow the hints in here. For the rest of us who are die-hard fans, this makes for some good reading, but because it came out before the numerous updates, the info in here is not the most accurate. The maps, however, are the biggest thing in its favor, you get to see the entire cities in one view. buy the book only if you are a hard-core fan, otherwise you won't enjoy it quite as much, there are better walkthroughs on the web.


  5. You can use one of the many walk-throughs available online. Just do a search. They work just fine. You really shouldn't pay so much for a guide - they are never worth more that $14.95!


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Posted in Role Playing Games (Friday, October 10, 2008)

Written by Paizo Staff and Wayne Reynolds. By Paizo Publishing, LLC.. The regular list price is $17.99. Sells new for $10.71. There are some available for $10.73.
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No comments about Pathfinder Chronicles: Guide To Darkmoon Vale (Pathfinder Chronicles Supplement).



Posted in Role Playing Games (Friday, October 10, 2008)

Written by Fanpro. By FanPro. The regular list price is $34.99. Sells new for $27.43. There are some available for $9.89.
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5 comments about Shadowrun, Fourth Edition.
  1. I absolutely love what they've done to Shadowrun in 4th Edition. I haven't read a Shadowrun book since 2nd Edition and I welcome all of the improvments. The book is very well organized too. I find it very easy to use.

    I'm still learning the new rules. Tonight I sat down and figured out how to calculate odds to clear any confusion. Please forgive my lack of expertise in writing mathematical equasions, but hopefully you can follow this.

    First, calculate the number of possible ways that 6 sided dice can land when rolled. Do this by multiplying 6 to the power of the number of dice rolled. If four dice are being rolled, it's 6 x 6 x 6 x 6, which equals 1296.

    Now, figure out the possible chances that a five or six could not be rolled on a single die. This is 4/6, or simply 4. Now, you will multiply 4 to the power of the number of dice you will be rolling. So, if you're rolling four dice, it's 4 x 4 x 4 x 4 which equals 256.

    Now, to figure out how many chances of rolling a 5 or 6 one time there are, subtract 256 from 1296. This gives you 1040.

    When you divide 1040/1296 you get 80%.

    Enjoy.


  2. Shadowrun has been around for ages. And that's a good thing. Far too many games have gone into the D20 slump. Far too many good games, over the years, have been lost to the sands of time. Yet to see that some names, like RuneQuest and Earthdawn, are still around brings a cheer to this old gamer's heart. And it is even better to see that games like Shadowrun, instead of falling into a spiral, can actually grow better and better. Shadowrun is kicking and alive in all its intricate glory. Still has the wonderful fantasy appearance, still has the grand cyberpunk grime. A lot of games have problems if they try to throw too many concepts and genres together. Shadowrun has never had that problem. The character creation is easy to learn, easy to work with. The dice system is reasonable and also easy to grasp. I think though that what really draws people to this game, as people have been drawn to it since it first opened its eyes with FASA, was the setting. The setting works. It is just that simple. You can dive into the setting and find new things to develop, new points to discover, and new avenues to explore. The campaign world is one of the best. If you are tired, and I really am myself tired of D20, then you really need to take a second look at this game. Buy it. It is worth it. You as the GM will love it, your players will love it.


  3. the 4th edition of shadow run is great. It simplifies and streams lines alot of what 3rd tried to do. For vet's of 3rd edition They'll see alot of the old stuff they knew and loved but it's gone above and beyond what their used to be, now everything is wireless and the new AR (augmented Reality) means your hacker can be right there with you and the new system works to integrate combat and hacking/magic better to eliminate the "i'm gonna get a soda while the hacker hacks" scenario. For the New players, as i said earlier, it's been stream lined and much of the rules of old still there but better explained and esier to pick up and learn, even if you've never done any RP games before. If you're a fan of Cyber-punk meets magic and fantasy then this is a must play/have item.


  4. I tried playing shadowrun during the (I believe) 2nd edition. Yuck. The rules were more jacked up than Rifts- and in my opinion- that says something. But like Rifts, the setting was such that you wanted to play, but when you got into combat everyone sort of glazes over with that "deer in headlights" expression. Actually it was more like a "sweet bloody Jesus I have no idea how this works yet and it's going to take 4 hours."

    4th Edition cleaned things up by borring some ideas from our friends at White Wolf. Dice are used as a "success, no success" format. Total successes are compared to a given target etc. Others have discussed this thoroughly.

    Combat is a lot of fun while including a lot of various elements, from genre normal smashy-shooty, to cybernetic enhancements, combat hacking, and magic. All of these come in together beautifully. Imagine a brawl in the middle of a street where the mage levitates above to reign firey blasts on the enemy, the cyber ninja moves at amazing speed with his tech-enchanced katana, a giant troll wields a chain gun mowing down minions while the team's hacker starts ramming the enemies with nearby cars and disabling enemy cybernetics and weapons!

    The setting and mood still remain the star of the show with an amazing story of corrupt (read: normal) giant multi-national corporations, organized crime right out of a pulp novel, mysterious forces of nature, spiritial realms.

    The game is great for any group and adaptable for role playing heavy, espionage and intrigue centered games, to the D&D minded smashy/slashy/shooty gamer.


  5. Shadowrun is a roll playing game set in a cyberpunk world to which magic, elves orcs and the rest of the D&D hootenanny have been added. Instead of using swords in dank dungeons the players use machine guns in shopping malls. If you like RPG's it is a great game. This thought, the 4th edition, is unnecessary.

    The game itself first came out in 1989 with a great concept and mind numbingly complicated rules that were trimmed down to something very playable and easy to work with in 2nd and even 3rd editions. The fact the game has survived almost 20 years while staying virtually intact from its original theme shows that it has hit a cord with gamers, and even though the original company has gone under, this has survived as a marketable property being saved by succeeding companies.

    The problem is this edition. The fourth edition was not needed. Another company bought the game and instead of extending the existing game world they decided to try and gouge more money from the target audience by issuing all new, expensive, hardcover, core books under the title of 4th Edition.

    Beyond the blatant money grab by the latest publisher this is doubly insulting because it wasn't needed. In fact while some people do like the changes to the rules, they seem to just make some things needlessly complicated. For example under the old system in a challenge you would roll a number of dice equal to your skill level. Now it is skill plus ability combined and...It really only serves to add steps. The first Ed had these steps and they might be more realistic, if that term can be used for an event where a character uses a mini-gun to shoot at a troll coming through the window of a mall negligee store, but they serve to slow down play as characters scramble to remember what skills combine with what attribute for what act.

    In short I'd have far more respect for this if the publishers had just put out a supplement working on the 3rd Edition to explain the changes in the rules for computer hacking. To be fair this part does work well and seems to fix what was always the weakest part of the earlier game system, but this could have just been a suppliment to 3rd ed. As it is, they wanted you to lay out lots of money all over again for the basic rules which they have change enough to justify this, but have not changed for the better.

    Shadowrun is a great RPG. The 4th Ed is a great example of the saying "If it ain't broke, don't fix it."


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Posted in Role Playing Games (Friday, October 10, 2008)

Written by Matthew Sernett. By Wizards of the Coast. The regular list price is $24.95. Sells new for $10.97. There are some available for $11.96.
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5 comments about Dungeons & Dragons Basic Game (2006) (Dungeons & Dragons Game).
  1. I recieved this as a christmas gift and I had never played D&D or an RPG before and i was very plaesed with the result!
    I opened the box and the first thing to catch your eye is all the wonderfull miniature each in its own plastic bag(i have ead a review on here about the game not coming with stat cards so you cannot play the D&D miniature warband game but you can download and print these off the D&D site.

    The rules:nice and strait forward i understood them very fast(Yes, these are very "dumbed" down rules for all us newbies)i played a few rounds by my self (being teh NPC's and teh PC's just to get a hang of it(with can be fun) and then a round with my older brother who thought it was ok but didnt realy get into it, but the next night i played with my sister and now we have been playing it all the time(people say this is more of a mini battle game but me and my sis had a whole game with no die rolling just good old fashioned RPG-ing)
    and now i want to advance more so I ordered the D&D players kit(the day after i got the basic game of course) wich looks great!
    one of the things i would like better would be to have seperate RPG stat cards for all teh monsters instead of having to flip through teh pages of teh DM book...but thats no biggie.

    So I personaly think this is a great game!


  2. My son really is enjoying this game. It is a great game for introducing people to the world of Dungeons and Dragons. I would STRONGLY recommend that you have an experienced Dungeons and Dragons person to be the Dungeon Master. The adventure and rules are completely inadequate for a first timer to be the Dungeon Master in that they do not address the various scenerios that arise from the game or give enough background for the adventure. Without an experienced person being the Dungeon Master, the game could end up being a disaster.


  3. This product does a very good job of introducing the player(s) to the D&D world. I would suggest it to anyone who has no experience with RPG's and wants to get involved with the granddaddy of them all. It does a nice job of walking the player(s) and the Dungeon Master(DM) through a few scenarios; and is a nice starting point to see if the game will be enjoyable without a high initial investment.


  4. I recently bought this game because I wanted to get into D&D and thought this would be a good place to start. It is okay if you have never played before and want to learn alittle bit on how to play dnd but you have to use premade characters and the adventure is short and not that great. I bought the three core rulebooks last night so I could get me and a couple other people into it more and have more fun with it. All together I would recommend anyone that has never played and wants to play to pick this game up. You get some cool miniatures and almost a full set of dice.


  5. Review by the purchaser's son, age 14.
    Summary: Get this for the materials (adventures, figures, etc.) Get the rulebooks for content. Roll some dice. Have fun.

    Dnd is a hobby that requires a lot of dedication and the purchase of at least three rulebooks at around $30 apiece. Many new players/DMs will not know if they like Dnd enough to purchase the books they need, and this product is a great jumping-on point. It clearly outlines most of the basic rules. The key word there, however, is "basic." The characters that come with this set do not follow many of the rules presented in the Player's Handbook (for example, skill ranks that are absurdly high) and as such, confusion can be caused when the standard rules are incorporated. The six adventures in this book make up a small but high-quality mini campaign, and your players (I speak as a DM) will be hooked. For the best experience:
    1. Purchase the core rulebooks (Player Handbook, Dungeon Master's Guide, and Monster Manual) along with this set. Use the miniatures, adventures, and treasure/experience included in this boxed set, but use the standard rules for rolling up (creating) characters and for leveling up that are detailed in the Player Handbook.
    2. Take the time to fill out character sheets and you will be rewarded. They provides spaces, blanks, and boxes for just about every variable in Dnd, and it's very hard to stay organized without one.
    3. LEARN THE RULES. This is the absolute most important point. Yu don't need to learn about sundering weapons, grappling, bullrushing, and other advanced tactics until you're experienced, but basic rules like skill/ability checks and combat rolls are a must.

    Pretty good value for the money, BTW.

    REMEMBER: THIS IS THE 3.5 EDITION OF DND. VERSION FOUR COMES OUT IN MAY AND JUNE 2008, BUT THAT WILL NOT MAKE THIS PRODUCT ANY LESS USEFUL. THERE ARE PLENTY OF RULEBOOKS FOR DND VERSION 3.5.


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Posted in Role Playing Games (Friday, October 10, 2008)

Written by Aaron Allston. By Wizards of the Coast. The regular list price is $24.95. Sells new for $59.99. There are some available for $31.93.
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5 comments about Dungeons and Dragons Rules Cyclopedia.
  1. The D&D Rules Cyclopedia is undoubtedly a classic. Every rule from the Basic to Masters boxed sets is covered in a very easy-to-read format. Multiple coloured maps of major Known World countries are in this book, along with brief descriptions. Additionally, an entire coloured map of both the Known World and Hollow World. A multitude of monsters are presented, including ones inhabiting the outer planes of existence. Every piece of information you could want about beginning any character and advancing to the hghest possible level also here. Tips for the DM on starting and running a campaign. Every other rule concerning combat encounters (very easy-to-understand) evasion, movement (both on foot and on any conceivable other mode of transportation, from ship to wagon, to horse etc.) Many treasure and magical item tables are very useful. Information on how players advance by acquiring treasure etc. One of the most useful things is a "Balancing Encounters" table which, although optional for the DM, allows him/her to always create fair encounters that will challenge players. Whether you're experienced or a newcomer, this book is truly a must-have, a reference work for D&D players of all levels and DM's.


  2. This is a very good resource book for not only D&D, AD&D, but also newer versions of the game. I use it for ideas in running a Castles and Crusades game. It is one of the best gaming books ever printed by TSR, possibly the best period. Find it and buy it!


  3. The Rules Cyclopedia is the type of rulebook that 3rd Edition D&D lacks. Rather than requiring a library worth of books, everything you need to play the game is contained in this one, straightforward and well organized volume. Character, Monster, Treasure and Adventuring rules are all contained within these pages. This book, plus pencil, paper and dice are all a player and DM need for an evening of fantasy adventure. If Wizards of the Coast produced a book like this for 3rd edition, I would buy it in an instant.


  4. I can't say too much from my own experience. I bought this as a gift. But the recipient was thrilled and says he 'had a weekend long "geekfest" because of this book'! :) (Those were his exact words, I swear!)


  5. Like most rulebooks, this book reads like stereo instructions. It is, however, everything a DM or player of basic D&D.


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Posted in Role Playing Games (Friday, October 10, 2008)

Written by Alan Alexander and Carl Bowen and Joseph Carriker and Conrad Hubbard and Peter Schaefer. By White Wolf Publishing. The regular list price is $31.99. Sells new for $19.95. There are some available for $17.09.
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3 comments about Manual of Exalted Power: Sidereals.
  1. So far I have read half the book and it is amazing!

    Lots of new stuff, amazing intrigues and even more paranoia for the Viziers of Creation, Charms have been adapted to new rules and that leaves em pretty ok, Many of them have been powered down and more of them defined, and the Exalted Curse laid upon them has been redefined and reviewed as to have now a system.

    I like the way that now Siderials are not as powerful as in the first edition where they could best a solar with no trouble. Now they are more like a celestial-type Exalted with pros and cons. Lots of stuff to do, YuShan and all Creation at their fingertips. New ideas about the Loom of Fate and a Sixth Maiden.

    Just have to finish it soon and I can tell it is a good supplement for a good Exalted chronicle. The only Siderial Martial Art is the Violet Bier of Sorrows. Just one Celestial Sorcery spell. Plenty of names of new gods that work on Yu-Shan (that I guess will be stat-defined in the upcoming book of Sorcery IV)

    So far... great book!


  2. It is what I was looking for, and what I wanted. No problems in it's shipping, and it arrived in excelent condition.


  3. Those not familiar with Exalted, please seek out the Core Rulebook first.

    The Second Edition update of the Sidereals is a superb book, made much more readable, understandable, and enjoyable by the removal of information on Yu-Shan to the Compass of Celestial Directions book of the same name. A few of the charm mechanics need fixing, but errata can be found on the White Wolf Exalted Forums or the White-Wolf Wiki.


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Posted in Role Playing Games (Friday, October 10, 2008)

Written by Ed Greenwood. By Wizards of the Coast. The regular list price is $7.99. Sells new for $4.01. There are some available for $0.58.
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5 comments about The Temptation of Elminster (Forgotten Realms: Elminster).
  1. i am still awating the delivery of this book


  2. This an acceptable entry level book to fantasy, it doesn't have any real depth or much in the way of originality. If your looking for a moderately enjoyable book that you can blow through in an evening then its right up your alley.

    There are however much better books to be found at the same reading level.


  3. So far I've hated this book. This book has a terrible plot. The Author will introduce a character and only use him or her for three pages. The Book was very confusing. It's more of a chore to do than a book to read. The only reason I'm reading it is because i want to get to the next book. I'd skip it if I were you... don't even start the book.


  4. I love Greenwoods Elminster line. It is the best. YOu will never get bored with this one as the plot keeps building and twisting. Great read.


  5. Too many reviewers here who can't appreciate this book for what it is. If you open this book expecting Lord of the Rings or the Wheel of Time, you're in the wrong place.

    If it's too confusing for you, I suspect you're unfamiliar with the Realms or ignorant.

    If you like Realms books, this is certainly a good one. Give it a spin, you won't be disappointed.


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Dungeon Master For Dummies (for the Dungeons & Dragons Roleplaying Game)
Traveller: Spinward Marches (The Third Imperium)
Steve Jackson Games Super Munchkin
Official Fallout 2: A Post Nuclear Role Playing Game : Strategies & Secrets
Pathfinder Chronicles: Guide To Darkmoon Vale (Pathfinder Chronicles Supplement)
Shadowrun, Fourth Edition
Dungeons & Dragons Basic Game (2006) (Dungeons & Dragons Game)
Dungeons and Dragons Rules Cyclopedia
Manual of Exalted Power: Sidereals
The Temptation of Elminster (Forgotten Realms: Elminster)

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Last updated: Fri Oct 10 19:32:40 EDT 2008