|
ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Sunday, July 6, 2008)
Written by Nicolas Logue. By Wizards of the Coast.
The regular list price is $9.95.
Sells new for $1.72.
There are some available for $1.48.
Read more...
Purchase Information
4 comments about Voyage of the Golden Dragon (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting).
- Flying airships? I'm having flashbacks to Spelljammer and they are not good. The Voyage of the Golden Dragon is an Eberron adventure for four 7th level characters and requires the Eberron campaign setting. This module is actually four separate adventures that combine for one large scenario although it's only 32 pages so obviously it's not all that large.
The Golden Dragon is crown jewel of the armada of Breland. A large and fantastic air-faring ship that took years and great magics to build. But the ship is coveted by many others which leads the PC's into the adventure hook. In the first part of the module, the players will find themselves in attendance at the chips christening party which quickly goes awry as saboteurs have come aboard with the intention of blowing up the ship.
In part two, the leader of the saboteurs had paid for passage on the ship's maiden voyage, now even more intent on the ship's destruction. Part three finds the players safely having reached port and now hired by a treasure hunter to accompany him to the ruins of a Giant's citadel. The final part has the players back aboard ship just as the ship and battling a new threat. Hopefully that doesn't give too much away, I don't think it does.
If you have the idea that this adventure is quite linear in scope, you'd be 100% right. You obviously cannot continue on to the next part unless you successfully conclude the one that comes before it. This makes for a rather mundane adventure. There's nothing worse than feeling you are being led around by the nose. On top of that, I don't care for adventures that find the players in such a confined, and claustrophobic place such as a ship, even one as large as the Golden Dragon.
The module includes maps of all the ship's levels and other important locations should you choose to play it. Not one of the better D&D adventures.
Reviewed by Tim Janson
- We had a great time playing it and it felt very much like an Eberron module should. As the DM, everything was clear to me and it was easy to DM it.
- This is a decent value for the money. If you are a newbie gm or more experienced there is something that you can use.
- This was a good adventure. I don't run eberron, but this adventure can easily be dropped into a different campaign setting. In fact I plan to tweak it and run it in exalted. Solid, entertaining, and a good read. If it had been longer it would have gotten 5 stars.
Read more...
Posted in Role Playing Games (Sunday, July 6, 2008)
Written by Neal Hallford and Jana Hallford. By Course Technology PTR.
The regular list price is $34.99.
Sells new for $12.64.
There are some available for $9.99.
Read more...
Purchase Information
5 comments about Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Game Development).
- Neal and Jana Hallford, Swords and Circuitry (Prima, 2001)
A word to prospective buyers: Swords and Circuitry is not a book about coding games. If that's what you're looking for, Prima has a number of other titles you can go to. This one's about designing games, and there's nary a line of code to be found.
Okay, now that that's out of the way, this book does have a lot to offer both for those who plan to specialize in game design and those who are running (or trying to run) one-man shops. The Hallfords offer a good deal of advice regarding the whole process of game design, from defining what it is (and having others interviewed by Neal Hallford do so as well) to details of design documents, proposals, etc. The benefits for the aspiring game designer are obvious; to the one-man shop, reading this may help clarify some things that will help when programming time comes, or shed a different light on things that may not have been thought of in quite that way. Definitely worth checking out, but know what you're getting. *** ½
- This book provides a clear outlook of how to design an RPG though I wish there was a reference book to go with it. It even could be used as a text book for a class. It does everything it says. Includes other designers perspectives to broaden your perspective on design including designers from Might & Magic, Neverwinter, Star-Trek, and a few others.
- First and foremost I have to say this book is very well written and easy to read. The only real mistakes I noticed were with release dates on some of the games in a timeline.
The concepts covered in this book will help not only individuals trying their hand at designing RPGs, but other games as well. The information is also presented in an interesting and entertaining way to keep the reader doing just that, reading.
Having recently entered the video game industry, I would recommend this book to anyone seeking to get a start in the industy or anyone just curious about game design in general.
- This book wasn't at all what I thought it would be, but I loved it. I finished it within a day.
Don't buy this book if you are expecting someone to tell you the steps involved in making an RPG. There are many better books for that. S&C doesn't tell you how to make a game. It tells you how to THINK when making a game. It also goes quite in-depth about what it's like to be in the role of a game designer.
So the two scenarios in which this book would be most useful are:
1. You have a game already designed in your head and just want to make it more fun or more professional.
2. You are considering whether you want to become a game designer as a career.
If you fit one of these two, buy this book right away. If not, it might still be worth a look. It's interesting, well-written, and you may just learn a thing or two.
- This book was written when Dungeon Siege I and Neverwinter Nights I were in development, and thus lacks any information regarding their sequels, Baldur's Gate II, Diablo II, Titan Quest, Morrowind, and ultimately Oblivion. It briefly discusses UO and mentions both Asheron's Call and Everquest, the early mainstream MMOs. Don't expect anything regarding WoW, DAoC, EQ2, DDO, AO or Lord of the Rings Online. That's a lot of material that just didn't exist when this was published.
However, for what it contains, it's VERY good. It has a great introduction on the early development of RPGs. You'll find good information on the influence of Dungeons and Dragons and Lord of the Rings on CRPGs. The interviews at the end are excellent reading as well.
The book sets out to guide new RPG designers through the do's and don'ts of CRPG development, and give them a good background on why things are the way they are. It lays out what you need in your proposal and design document, with plenty of examples. It really does an excellent job in all of this. If you're looking for code, look elsewhere. You won't find ANY in this book. It's intended for designers, not programmers.
If you can grab it for under ten bucks like I did, go for it. Everything inside the book is still useful and the guiding principles are accurate even with all that's happened since it was published. I just wish there was a second volume that included all of the new stuff.
Read more...
Posted in Role Playing Games (Sunday, July 6, 2008)
Written by Randall Bills and Battletech. By FanPro.
The regular list price is $39.99.
Sells new for $35.99.
There are some available for $32.00.
Read more...
Purchase Information
5 comments about Classic Battletech: Total Warfare (FPR35101) (Classic Battletech).
- This book is your one stop shop for all the Battletech rules. They ommited the construction rules, but if you have like me several different versions already, that isnt a problem at all.
Even the fiction included was of a high level.
- I've been playing Battletech since the 2nd Edition came out, and the Total Warfare book is in my opinion the end product of people who love the game. While it may seem over the top for new players, old campaigners will find the book a much needed addition to their library as the Classic Battletech universe expands.
- I have been playing Battletech for over 12 years now and have owned most of the core rule books. But this newest book is by far the best rule book ever put out for Battletech.
- Before I get started - this book flat out tells you it is not for new players. These rules will not help you learn how to play.
That said this book is absolutely fantastic - the production work is beyond belief. Every page is full color with photos, the rules are organized in an intelligent manner (finally), and each chapter starts with a brief piece of fiction that covers the universe pretty throughly. Instead of the lineart of the previous editions full color photos of extremely well painted miniatures for the game - not only do you get nice looking pictures but it even helps explain some of the rules of the game.
The rules of the game have been collected, cleaned up, organized in one style, and in general improved upon. These are much much better then the last edition put out by FASA.
If you enjoy Battletech pick this up. If you enjoyed and of the Mechwarrior, Mechcommander, or MechAssault games go pick up the free pdfs from www.classicbattletech.com and see if you like it and then pick this up if you do.
- It is really nice to have all the rules and regs for Classic Battletech in one book. This has all the play rules you would need to play every aspect of the game. Everything from Battlemechs to the new Protomechs. It also has rules for aerospace fighters and dropships. But if you want to build your own, this book doesn't have any construction rules. For that you have to get the Tech Manual, which is one problem I have with the book. One other thing is it is pretty confusing to find what you need. But if you want all the rules in one, handy place. This is the book for you.
Read more...
Posted in Role Playing Games (Sunday, July 6, 2008)
Written by J. Robert King. By Wizards of the Coast.
The regular list price is $6.99.
Sells new for $29.99.
There are some available for $10.49.
Read more...
Purchase Information
5 comments about The Thran (Magic, The Gathering).
- The first book I read in this series is Nemisis, then I got Apocalypse, and all time I wanted to know more abot Yawgmoth, Rebbec and Halycon, now I know! This is so good I cried, even the sample pages show how cool the book is. J. Robert King writes the best MTG books (and the funniest and must cursed filled ones.). This is my favorite book in the world.
- This book is excellent. It has a lot of background information on some important characters in the magic universe. This book takes place before Urza and Mishra, and even before there were colors of magic. In fact, there is no knowledge of magic in "the Thran." This book starts with the knowledge of a Thran-Phyrexian War. It then jumps back and explains the build up to this war - which by the end will leave you wondering what just happened and how the magic universe was drastically affected thousands of years before Urza rocked the world in the Brother's War.
Very interesting book and I recommend it for Magic: The Gathering fans and those who have never played the game. M:TG fans will certainly love the history provided but the story is still so well written and an amazing tale that even people who do not know who Yawgmoth is will still like the book. Upon finishing this book I wanted to immediately to jump in to the "Invasion" cycle because the Phyrexians are so crazy and powerful. I can't wait.
- this is the bomb. If you ever wondered how yawgmouth came to power this is the book you need. Must have
- The Thran is a deep tale of progressive generation and its roots in civilization. The visions painted in our minds of heavenly cities and floating temples provoke ideas of ascension as if we were citizens of Halcyon itself. The story is enriched with intrigue and open-ended technological innovation in the form of a limitless source of energy. Insights into the brilliant mind of Glacian imbue a sense of wonder at the possibilities of such energy sources. His wife Rebbec has countless inspirations of beauty, and as an archictect they both contribute to the good of the city. Yawgmoth is the catch. He is much more than a character, he is an idea. He is the embodiment of human moral failure, shown through his rape of entire nations for his own means. He is a compulsive liar, and tends to get away with it because anyone who speaks the truth is silenced immediately and branded a sick person who needs to be quarantined. I would love to see this on the big screen, with a high budget. Johhny Depp would make a great Yawgmoth, Sean Bean would make a great Glacian, and Vin Diesel would be awesome as Gix. Angelina Jolie as Dyfed and the woman who plays "M" for 007 as Eldest Jameth.
- Before I start my review, I want to say that I have very little experience with the Magic the Gathering card game. Over the years I have collected the cards on and off, but have since quit the game due to lack of friends who play. With that said, I am reviewing this book not from the perspective of a player, but a reader. I am also reading this book before I have started to read the Invasion Cycle. And now, onto the review.
The Thran is the prequel to the three book Invasion Cycle (making this the fourth book in the cycle). The book tells the story of Glacian, a genius from the "city-state" of Halcyon who during a typical day in the mana rig is stabbed by an untouchable (an outcast or a criminal from the society) with a "powerstone". Afterwards, Glacian is hospitalized as he now suffers from a mysterious illness known as phthisis (am unsure of the correct spelling). After regular healing (white magic) proves to only worsen Glacian's condition, a banished "healer" is brought in to try and cure Glacian. However, it appears that this "healer" has an agenda of his own, while making slow and steady strides to cure the disease he plots and schemes until he finally gets what his heart desires. This is the story of Yawgmoth and his rise to power in the Thran empire, how he came to rule, the revolt from the Thran and other races in Dominaria to stop the evil genius, and the creation of the deadliest "plague of creatures" ever, the Phyrexians.
Though, I'm an essential novice to the game of Magic the Gathering, I have to say that I love this book. All the suspense and drama, the betrayals by loved ones, I mean it's all amazing. I had a hard time putting this book down because I was left wondering what would happen to Glacian would he get better or would he perish from the disease the eats away his body. And Yawgmoth, another gripping character, as you go through the book, you're just hoping that someone, anyone realizes what he's doing and tries to stop him. I must say that I am very pleased with how this story ends and can't wait to read the Invasion Cycle. This is a gripping novel of love and loss, deception and betrayal, and the ultimate battle of good and evil.
Read more...
Posted in Role Playing Games (Sunday, July 6, 2008)
By White Wolf Publishing.
The regular list price is $49.95.
Sells new for $149.36.
There are some available for $62.02.
Read more...
Purchase Information
5 comments about A Game of Thrones: D20-Based Open Gaming RPG.
- Absolutely awesome. Very true to the setting.
Some of the rules are a bit clunky and take a bit of effort to switch over from standard D20, but overall makes for a MUCH better experience.
- This book is a remarkable achievement in d20. It offers several innovations, and also pares away some of the more ridiculous aspects of the system as we have known it. But even more impressively, this publication is distinguished in its tastefulness, outclassing any other d20 game with its maturity of style and imagination. This is gaming for grownups.
This 495 full-color hardback is a comprehensive rulebook and campaign setting. If you didn't already own the core rulebooks, you wouldn't need to get them, because it's all here--handbook, DMG, and bestiary rolled into one. The bestiary, of course, is very small, because this is a low-fantasy (almost historical) setting. You won't find a catalog of abberations, walking funguses and extraplanar half-whosywhatsits. You won't find dozens of ridiculous, superheroic, micro-niche prestige classes. And you won't find elves, or gnomes ... or any such breeds. Who needs them? Magic and mosters are gone . . . except for a few surprises here and there, which are really special.
What do you find? The heart of the game is human drama. You have Realpolitik, war, alliances and betrayals, intrigue, spying and struggle. In order to cultivate this kind of gaming experience, they draw on the work of one of the greatest living writers of science fiction and fantasy, George R. R. Martin. (Read the novels, if you haven't already.) But the game also contributes a promising innovation with the rules for Reputation and Influence. These mechanics are to the social and political what the Base Attack Bonus is to combat. Influence points are a way of measuring a character's power in the social sphere, and of adjudicating a character's efforts to get others to do what he wants.
In standard d20 games, a character with a high Diplomacy skill may be effective in getting people to have a friendly disposition towards him, but how do you determine what a friendly disposition actually gets you. Now there is a mechanic for determining that. An Influence check is used to call in a debt, command, persuade or otherwise coerce someone to actually do what you want (whether they like you or not).
Reputation is a way of defining how you are perceived by others, in terms of specific characteristics. For example, a character may get several reputation points as a Ruthless Brute, which will come in handy when he wants to Intimidate and hinder him when he wants to gain trust.
There will be combat, of course, though perhaps not as frequently. (Wounds take time to heal when you don't have potions and spells ready at hand.) In place of lightning bolts and acid arrows, they have added more options and possibilities in hand-to-hand combat. First of all, armor gives you DR rather than an AC bonus. (Shields are different). Armor classes will tend to be not quite as high as we are used to, but on the other hand damage will be smaller too. However, if you want to deal more damage, you can opt for one of several types of called shots, which allow you to customize your attack strategy based on your opponents defences. There are also some good rules for becoming fatigued due to the encumbrance of armor. Only playtesting can tell, but it seems to me that combat strategy may be more interesting in this game. More deadly? You'll have fewer hitpoints. On the other hand, there's the Shock Value feature, which makes it a lot more likely that you'll be temporarily incapacitated long before your hitpoints are gone. Characters at first level will have about the same number of hitpoints as comparable D&D characters, but as your character advances, you'll gain fewer hitpoints. I think the reason for this is that average damage dealt by a hit will not increase as much either. It might turn out that first-level is more survivable and higher levels are more dangerous than in D&D.
Perhaps my only complaint about this game is that it may be more difficult for the Gamemaster. The setting is not nearly as static as something like the Forgotten Realms. Things change in this world, and fast! So, if the GM has any intention of staying true to the novels, he will have to think carefully about the timeline and know what's going on in the story. And Martin hasn't finished writing novels yet! If the future is being determined in the imagination of George R. R. Martin, then there are some limitations on how much the players (or the GM) can change).
Another challenge for the GM will be that without monsters and abundant treasure, he will have to keep things interesting in the story arc, or the game will fall flat.
On the up side, players should be able to plug into the drama of politics and war fairly easily. There should be less of a problem coming up with motivations for your character to "go adventuring" (Ugh!) You won't need artificial motivations, because by the nature of the game your character will have loyalties and enemies, not to mention the task of keeping his corpse from being eaten by crows!
- I haven't gamed in more than 10 years, and don't really plan on starting again - but this book is worth buying for ANY fan of Song of Ice & Fire series.
Gorgeous artwork & fascinating bios of the characters of George R.R. Martin's books are the main highlights of the book for non-gamers - but the more you delve into the mechanics of the game, the more insights into the world it reveals.
And another pleasant surprise - an introduction including a very detailed & impressive overview of the history of fanstasy writing. Given me lots of new (to me) writers to check out.
- There is only one thing you have to know: no Spellcraft skill because magic is a legend or it is a dead.
I redesign the character sheet (the one it came with sucked which is the only complaint I have about it) and it brought a tear to my eye not having to worry about spell slots or any of that sort of mess.
No magic, magic items, Power Word: Kills or some god coming down to smite you. It is just you, the enemy and the ground in-between. You make your own in this world, you forge your way through either might or wisdom, sword or diplomacy.
Like a great man, a Giant of a man some might say, once said, "It is not so much what we do as why we do it." When you could run away in fear for your life but you chose to stand and regain your honour, right your wrongs and possible make your world a better place to be even it it meant losing your own life, then you know you have struck gold when it comes to a roleplaying campaign.
Sure it has all the levels, skills points and the like but to be honest, I never cared about the levels in this game. I think whatever age or level we start off with is fine by me.
If you are a D20 vet and wanting to try this, take time to learn how Reputation and Influence works. It is a little different but it adds a lot to the world.
If for nothing else, my brother, "Mister Casual About All Things Gaming", can't stop talking about the game. That is for the first time in 15 years. That is the greatness of A Song of Ice and Fire.
- Very detailed, artwork is solid, if not outstanding. Gives a fine format for exploring Martin's world.
Read more...
Posted in Role Playing Games (Sunday, July 6, 2008)
Written by Robert J. Schwalb and Owen K. C. Stephens and Scott Gearin. By Green Ronin Publishing.
The regular list price is $44.95.
Sells new for $29.65.
There are some available for $27.94.
Read more...
Purchase Information
4 comments about Mythic Vistas: The Black Company Campaign Setting (Mythic Vistas).
- Clearly a lot of time and effort went into this product, however it could have used one more pass through a independent proofreader. The backgrounds, classes, prestige classes, new combat mechanics, mass land combat system, new magic system, and new masterwork item system are all well thought out and fairly well balanced internally. The power scale of the characters compared to base classes are slightly higher, but this will probably be offset by the lack of significant magic items. Some of the feats and class features will prove problematic, but are significanly in the exception and can easily be house ruled back to balance. After the editing my biggest complaint with this setting book is that it overdoes the epic thing. Many of the characters in the books were clearly epic, but 30 and 50 levels of epic seems wrong to me.
Overall it is a pretty good product that most gaming fans of the Black Company would enjoy.
- I would have bought this book even if I weren't a D&D geek, because I am a rabid fan of the Black Company books. I read it cover to cover with the compulsive, sweaty-palmed fervor of a devotee, but I can see some problems for most normal people:
The rules make some radical departures from standard 3.5 games, totally eliminating some staples of D&D (clerics, for instance). This has an effect of many other aspects of the game (no clerics? no quick healing...no quick healing, much higher body count). I would not recommend this for the average Greyhawk or Forgotten Realms player. Personally, that's what attracted me to the books in the first place: no elves, no unpronounceable names, and a sword in the guts will kill even the most beloved characters.
The editing is ugly in places but that's a quibble.
Recommeded for Black Company fans and / or very open-minded d20 players in search of some gritty and grim action.
- Having hated the regular D&D magic system since I first learned about it, this book offers a wonderful alternative. Wizards don't just forget their spells when they use them once, and none of the magic relies on the basic assumption that your mythology is correct.
Better yet - noone can abuse the system to have a completely broken character before even taking their class levels, and dragons aren't color coded for your convienence. No elves, no orcs, no dragonkin, no easily available flaming swords.
It even contains a feat to break that spiked chain strategy.
Sadly, as everyone else has mentioned, the editing could definately have been improved. However, that can be overlooked since it really does capture the low-magic grit of the setting in the series.
Gotta love it.
- Dark fantasy and gritty realism merge to form a world where you can almost smell the battle fields and seige engines. The classes are unique and the magic system is flexible but deep beyond first blush. I spent hours just figuring out the basic spells and was amazed at the effects possible and prices the mage would pay to create them. Fans of the Conan novels or Grey Mouser will find this a good fit where magic is terrible and great but not slick and quick like classic D&D. Glen Cook's novels are well studied and the detail is amazing.
Read more...
Posted in Role Playing Games (Sunday, July 6, 2008)
Written by BradyGames. By BRADY GAMES.
The regular list price is $19.99.
Sells new for $14.99.
There are some available for $14.89.
Read more...
Purchase Information
5 comments about Company of Heroes Official Strategy Guide (Official Strategy Guides (Bradygames)).
- This strategy actually make some valid points for the hardest rts I have EVER played and I've played alot grat game and book
- Quite a bit of useful information, especially if you are new to strategy games. The maps are good and help to give a good overview of the of the single player campaign. I withheld the 5th star due to a lack of more detailed strategies for general game play in skirmish and multi player modes.
- This is probably the worst strategy guide I have ever seen. It is nothing more than the game manual. It will help you get through the missions, but there is nothing in here on how the units interact, optimal costs, or any kind of strategy info you can use.
If you are looking for info on multi-player strategies, look elsewhere. There is MUCH better information can be found online for free.
VERY disappointing.
- I bought this game and then had to buy a new computer and video card to run it. It was worth it. I've never seen a war game with the kind of accuracy to detail that CoH shows. Mostly you're lucky if you can tell the different units of similar type apart. Here, the Tiger tanks look different from the Panthers which look different from the Shermans and each looks is so detailed that you would never mistake one for the other. The game play is Real Time Simulation with an emphasis on capturing and holding strategic points on the map. I'm not sure that this encourages good military strategy because it is based on holding ground rather than destroying the enemy, but from a game perspective, it allows the sort of resources gathering and expenditure as in games like Age of Empire and adds an extra element to building and concentrating forces. It's gotten so bad that when my friends call the first thing they ask is whether I'm killing Germans.
- Recently, while waiting to see my optomologist, I noticed that he had a diploma from Parkland Hospital, so I asked if that had been the same one where President Kennedy had died. He told me that one of the patients he had there was working in the Emergency Room at the time this event took place. He had talked with an actual eyewitness to this tragedy and its aftermath.
About five years ago, I had another specialist at a regional hospital, a gastroenterologist. He, too, had interned at this famous hospital in Dallas. Thus, I had decided he was from Texas. A sensitive, shy personality but extremely competent in his field, I had much admiration for his skill. He had performed some minor surgery and tests on me which kept me from needing radical procedures later on. At one of these procedures, however, I had waited past my endurance(the whole time attached to an IV); thus, I asked a nurse to unhook me as I was ready to go home.
When she toldthe doctor that I was wanting to leave, I was immediately wheeled back to the operating room. He said, "So you were going to skip out on me," and I replied, "Doctor, I was sure you had gotten on your horse and ridden off into the sunset." He was surprised and amused by this vision and asked, "Now, why would I do that?" I emphatically stated, "Well, you're from Texas and that's what cowboys do, isn't it?" He said (before he promptly put me to sleep so he could perform his task), "We have horses in Tennessee, too." Later, I learned from one of his nursing assistants there at the hospital that he's a native Tennessean and proud of it. The problem was he hadn't let me tell him that cowboys had always been my heroes. From that day on, this doctor who looked nothing like a cowboy, was one of my heroes.
Lincoln once said, "The best thing about the future is that it comes only one day at a time."
Read more...
Posted in Role Playing Games (Sunday, July 6, 2008)
Written by Nick Bantock. By Viking Adult.
The regular list price is $18.95.
Sells new for $5.99.
There are some available for $1.94.
Read more...
Purchase Information
5 comments about The Egyptian Jukebox: A Conundrum.
- I want to read this book very much but it has told me the same this for months, that it is not avalible! If any one knows where to get this book else where email me! locust@snet.net
- If you enjoy puzzles which carefully interweave illustration and prose, this is a good pick. The puzzle is challenging enough not to be boring, but it's not mind-numbingly hard like some others (notably Christopher Manson's "Maze," the only book of this genre I've liked better than this one). The illustrations are beautiful, and the aura of enigma created by the puzzle enticing. The only drawback I would cite is that once you make a certain intuitive leap in the puzzle's trickery, a bit of busy work lies before you to finish. But reaching that leap is reward enough. A good pick, if you can track it down.
- It was never returned, and I mourn its absence.
To me, The Egyptian Jukebox is the "Myst" of book puzzles. With a central theme that mixes Egyptology with Rock & Roll, woven together with intriguing little trinkets, cryptic narration, and a deceivingly simple riddle to solve ("Where do my worlds join?"), it will draw in anyone who ever dreamed of solving an ancient mystery or unearthing a lost treasure. Many with short attention spans will discard The Egyptian Jukebox before long. There are no instructions explaining how to even begin. But if you are a creative thinker and problem solver (and perhaps just a little obsessive), this puzzle will be both amusing and rewarding. The solution will amuse you, but like a favorite novel, will leave you wishing that the book never came to an end.
- For those of you trying to get hold of this (as of 2005) out of print volume, I recommend ebay or abebooks. I paid only US$12 for a very nice used copy and I treasure it.
From an artistic point of view it's really a breathtaking little volume. Bantock really does put a lot of care and thought into his constructions and collages and you can spend hours examining them (as an engineer I like that sort of art!)
I did cheat and look up the answer, but for puzzle fans I would recommend sticking with it a while. I did notice that all the drawers had different patterns on the edges which appeared to be coordinates, and figured out that Ln and Wd meant lenght and width, but besides that some of the clues were truly puzzling. But then I worked on Riven for weeks and finally had to look up a cheat to finish it...
In any case, as popular as Bantock's other works are I am surprised that it hasn't been reprinted recently. If I am decoding the publishers page correctly I think that mine is a third printing, but that is not a negative since I enjoy the book collectible or not.
- In the tradition of Nick Bantock, it is an artful mystery more complex than many of his other works (all of which I intend to collect). It is short and combines both the metaphysical and curious ancient artifacts from other cultures. I am taken on a journey and led to think of possible connections between the items. I am sure I will reread this work many times. Each time finding something new. It's a journey in intimate archeology. I wonder what someone would think of me if they looked through my life's souveniers?
Read more...
Posted in Role Playing Games (Sunday, July 6, 2008)
Written by Adam Griffith and Bjoern-Erik Hartsfvang and Stuart J. Stuple. By For Dummies.
The regular list price is $21.99.
Sells new for $0.35.
There are some available for $0.02.
Read more...
Purchase Information
3 comments about GURPS For Dummies (For Dummies (Sports & Hobbies)).
- After having read the lackluster reviews of D&D for Dummies, I was a bit hesitant to purchase this title sans any exisiting reviews, however, I took the leap anyway, and was not dissapointed.
The first thing you notice when you open the book is the great three-panel double sided pullout cheat sheet containing a ton of information that is invaluable to have at your fingertips during play! This alone is worth almost the cost of the book, and for new players gives them their options in a succint little package.
The book basically appeals to two audiences: Players and Game Masters and the six sections of the book are divided amongst the two.
PART ONE introduces GURPS and gives a player tips on how to come up with the foundation of a character, that is the concept and role the character will play in the story. This information is applicable to any role playing game, and the advice is clear and uncomplicated. This section continues on to describe how to use the GURPS rules as the building blocks of the character, not by teaching the rules or by repeating the rules (you need the GURPS books for that) but by telling you how the different elements work in the game and interact together. In other words, they tell you how to use the game mechanics to recreate what is in your imagination. Its almost like having an experienced player actually helping you through the process step by step, explaining what each thing in the rulebook REALLY MEANS and how it will REALLY WORK (or not work). You are told how high is high, and how low is low.
PART TWO builds on Part One by going into more detail on magic, powers, technology, and non-humans. This section is basically a much deeper exploration of all the different ways the elements of the game (advantages, perks, talents, skills, etc) can be put together, and how each one works. The authors also provide insight on how to use the different game mechanics to achieve the vision you have for your character, and the possible ways to get there (as there is usually more than one).
PART THREE gives solid advice on role playing, again, relevant to any RPG. Combat is explained, with very detailed information given to how different elements works together in combat and how combat flows in GURPS (which can be much different than other RPG's). I would have liked to have seen more information regarding the various reach ranges, because they can have a major affect on swords and sorcery type games. The combat chapter teaches you how to choose armor, what choices there are in combat and more importantly, why you would want to choose certain options, when and how to defend yourself, and how to make wise weapon choices. In fact, there is an excellent chart describing what the solid weapopn choices are for each character strength level. This is perfect for those countless times I have heard players say "What weapon should I choose?". There is a great section on how to solve common combat problems (too many opponents, can't penetrate armor, etc) and a section on how best to use healing magic. This section also describes good ways to keep track of all the information used in GURPS.
PART FOUR is where the Game Mastering (GMing) section begins. This section and the next should be read by every GM, no matter what the game they run. I've been GMing and playing for almost 30 years, and I found the advice in this section and the next to be invaluable. Part Four describes how to be a GM, gives an EXCELLENT chapter on how to design an adventure with an example of how that would play out.
PART FIVE describes how to build the campaign, that is the world, or epic, or whatever that will be the focus of why the story is, what the story is, and why are the players even creating characters to begin with. The advice is once again solid, and while there are references on how to use GURPS, as in Part Four, the information is applicable to any Role Playing Game/GM.
PART SIX are three short chapters containing the authors' preferences for spending points, their top ten favorite advantages, and top ten favorite disadvantages. There was to be a chapter on the "10 skills no PC should be without" but it was apparently cut. Seeing the chapter released in electronic format would be a great addition to the book.
Overall, this book is a "must have" for anyone even contemplating playing or running a GURPS game. New players will find the answers and help they need to bring their imagination to life, and old veterans will find an angle they hadn't thought of. The GMing section really could have been "Game Mastering for Dummies", because the tips and advice here go beyond what do do in GURPS. I wish I had seen this advice when I first started GMing oh-so-long-ago. This book should be considered the third of the core books (Characters and Campaigns being the first two) and is a book no gaming library should be without.
- It's a great view of role playing in general. GURPS is already an easy system, and GURPS For Dummies makes it idiot proof. A must for folks playing or running GURPS games.
- GURPS is already a great system, but the massive volume of data can easily overwhelm someone, especially if this is their first RPG. GURPS for Dummies provides the perspective needed to digest and begin taking advantage of this great system. Be aware that several important source books have been released since the publication of GURPS for Dummies, but the consistency of the GURPS rules don't significantly impact its effectiveness.
Read more...
Posted in Role Playing Games (Sunday, July 6, 2008)
Written by Zach Meston. By Prima Games.
The regular list price is $9.99.
Sells new for $29.90.
There are some available for $1.49.
Read more...
Purchase Information
5 comments about The Legend of Zelda: A Link to the Past: Unauthorized Game Secrets (Secrets of the Games Series).
- I bought this book thinking it would help me in solving LEgenda of Zelda a Link to the past. What I Found was a hard to understand guide, with no logical sequence between its chapters and it is really hard to relate the information in one chapter with another. Example: One chapter is only for bosses another one for items ... why not write a book that is step by step, including bosses and items as they appear throughout the game?
- This Zelda players guide is the best Zelda guide. I bought the book before the game!!! It helps you get all the heart pieces and figure out the challenging dungens. Ganon is so easy to beat!!!!!! Make sure you add this book to your Zelda collection!!!!!!!
- I had lots of fun with the game
- The game is easy to beat if you have this guide!!!! It tells how to beat all the dungeons and the bosses including Ganon!!!!I would add this to your shopping cart now!!!!
- This Guide tells you EVERYTHING you need to know to do ANYTHING in the game. It's great. It even tells about things that don't pertain to winning the game, but are of interest or fun. You can find all the heart containers and items. It guides you step by step through each dungeon. Tells you how to defeat each boss. Then gives you a walk through of the whole game. And...contains a complete guide for "Legend of Zelda Links Awakening" also. I was thrilled to find this book. It's well worth the purchase. We were stuck at the first dark world dungeon and now we are over half way through Ganon's castle in just a few day's.
Read more...
|
|
|
Voyage of the Golden Dragon (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting)
Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Game Development)
Classic Battletech: Total Warfare (FPR35101) (Classic Battletech)
The Thran (Magic, The Gathering)
A Game of Thrones: D20-Based Open Gaming RPG
Mythic Vistas: The Black Company Campaign Setting (Mythic Vistas)
Company of Heroes Official Strategy Guide (Official Strategy Guides (Bradygames))
The Egyptian Jukebox: A Conundrum
GURPS For Dummies (For Dummies (Sports & Hobbies))
The Legend of Zelda: A Link to the Past: Unauthorized Game Secrets (Secrets of the Games Series)
|