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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Thursday, August 21, 2008)

Written by David Ellis. By Prima Games. The regular list price is $19.99. Sells new for $18.95. There are some available for $2.92.
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5 comments about Sid Meier's Civilization III (Prima's Official Strategy Guide).
  1. This guide is only for those people who don't know the difference between a spearman and a warrior, or for those who get eliminated while playing the Chieftain level, which isn't an easy feat.

    Otherwise, it does the job it's supposed to.



  2. I bought this manual hoping to quickly get up to speed with the new game. I knew enough to play at the more basic levels but wanted tips on how to improve my playing level. What I found in this book was a nicely complete instruction manual, and very little in the way of strategies, tips, etc.

    While I did read the book cover to cover and learned a few rules and features that I was unaware of beforehand, it did little to improve my level of play. This is a very complex game, and knowing a few basic tips/tricks can be immensely helpful. Most of the tricks I've learned came from extensive playing (it's easy to get [pulled] into this game) and message boards online - Yahoo groups, civfanatics, etc.

    If you have money to burn and want a comprehensive instruction manual buy this book. If you are looking to improve your level of play, you won't find it here.



  3. Gives you a lot of information in tables and charts. Well orgainzed and easy to reference. Has some helpful hints and clues to make the game easier to learn. It is NOT going to help you WIN. You have to think and reason on your own to accomplish this on your own ability. Use the brain GOD gave you and say thanks. Great Game and Great Information Book.


  4. This a great book that improves your skills. It is great for skimming through or evening reading cover to cover. Great addition for Civilization fans!


  5. I use this along with Civ 3 Complete Edition. I have about 25 hours of playing time so far, during which I spent a lot of time with the standard manual. The Ellis/Prima manual has a lot of tables that I find more useful than the tables in the standard manual. Tips that appear in the sidebar are also useful and non-trivial. The index is more intuitive than that in the standard manual. PLUS this book covers the game editor; I wasn't even able to FIND the game editor before, and I had looked hard. This was definitely worth the money ($4 plus shipping) but I suspect that the 2001 copyright date means that it came out before the expansion packs; therefore I am ordering the 2002 manual that includes Play the World etc. Recommended -- but the 2002 manual may be even better. Ellis is good.


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Posted in Role Playing Games (Thursday, August 21, 2008)

Written by Steve Jackson. By Steve Jackson Games. The regular list price is $24.95. Sells new for $19.49. There are some available for $17.30.
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5 comments about Steve Jackson Games Munchkin Fu.
  1. Are you sick of dungons and space? Are you sick of orcs, and the singing and dancing sword? Have no Fear Munchkin Fu is here.

    All the fun of Munchkin now making fun of the cheezy kung fu movies and shows of the past.

    Can be combined with the other versions.

    Tons of fun , buy it.



  2. A fun card game with an oriental twist. The cards keep me laughing with the different spoofs on other oriental games/movies. This is a great addition to the Munchkin cards games.


  3. I was introduced to munchkin about 4 years ago. I bought it soon after and have played in hundreds of times! It is the greatest party game (for 4 people unless you have the expansions, then about 4-12). I personally own Muchkin (original) and Munchkin: Unatural Axe (1st expansion pack) I am now looking to purchase Star Munchkin and Munchkin Fu. I have played all 3 of these versions and not one is any less fun than the next! I guess it's all about preference. If you have ever played Munchkin you'll know what I am talking about!!!! ENJOY any of these great game!!!


  4. I first got introduced to the original Munchkin game only about a month ago through my boyfriend, and I fell in love. Soon after I had to have my own set and decided on Munchkin Fu. Good choice! It requires a little bit of strategic thinking, but thats what I love about the game. And this particular set is great bc we all love those silly kung fu movies, and this game is like being in your very own kung fu movie...not really, but it is still a lot of fun.


  5. Munchkin Fu is a great variation on the near-classic Munchkin gameplay.

    You battle your munchkin warriors (yakuza, samurai, monk or ninja) against hordes of demons, Gaki and other monsters and collect heaps of treasure and weapons along the way.

    The game is fast-paced, VERY varied (and funny too), and easy to set up and play. It's just two card decks and one dice. Simple!

    I'm taking off one star just because it's got a fairly steep learning curve. There are a lot of rules, and every card in the deck has it's own set of rules to follow. It can be very overwhelming for a new player... but it's interesting enough to stick with it, and after your first game, it's easy to plan strategies and keep up with the rules and gameplay.

    Another item to note is that most Munchkin decks can be combined. ie. you can use your Munchkin Fu decks with your regular Munchkin decks, or other Munchkin games. Rules for combining decks are included.


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Posted in Role Playing Games (Thursday, August 21, 2008)

Written by Ari Marmell and Dean Shomshak and C.A. Suleiman and Andrew J. Scott and Alex Teodorescu-Badia and Peter Woodworth. By White Wolf Publishing. The regular list price is $27.99. Sells new for $14.62. There are some available for $14.42.
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4 comments about Minds Eye Theatre The Requiem (Vampire the Requiem).
  1. If you are interested in old style world of darkness vampires, this game is not for you. If you enjoy party based games like D&D on a smaller scale, then this game is for you. Of course, I wish a shorter version of this book existed.


  2. White Wolf has responded to customer criticism and shelved the proposed liscensing policy mentioned in a previous review, so don't make your decision based on that information...


  3. An excellent reset of the LARP system. Most of the book is essentially reprinted from the sit-down book, but there are some subtle changes. Transferring characters from RP to LARP is essentially effortless, as very little changes. A few disciplines change how they work, such as Vigor, but the dots on the paper don't change. I love the new Status system; it'll create even more political unrest and machinations than before. In some ways, Status might be the most important of all the stats in the live-action. Combat is less deadly by comparison; it's difficult to kill anyone now, which is probably a good thing. Poison their friends against them though...which to me is more what Vampire should be about.

    I know there are always going to be those that cling desperately to the old ways; gamers are often the worst of the lot when it comes to this, still playing 1st edition Dungeons & Dragons or whatever. But if you approach this with something of an open mind, you will be impressed. I know I was.


  4. I was one of those hardcore Old World of Darkness players - I swore that I would NEVER touch the NWoD. What a mistake!

    I have begun playing in the new system. The new system I have found to be fast, effective, and fun! The LARP system for NwoD is far more effective and easy to use with more depth and dimension than the orginal LARP system.

    Also, this book is hardcover, meaning it can survive the abuses a LARP can dish out even better.


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Posted in Role Playing Games (Thursday, August 21, 2008)

By Wizards of the Coast. The regular list price is $14.99. Sells new for $10.19.
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No comments about Feywild: A D&D Miniatures Game Expansion (D&D Miniatures Product).



Posted in Role Playing Games (Thursday, August 21, 2008)

Written by Randall Bills and Battletech. By FanPro. The regular list price is $29.99. Sells new for $17.75. There are some available for $26.19.
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1 comments about Classic Battletech RPG (FPR35030) (Battletech).
  1. Be Warned you are not buying a full RPG. Like D&D requires 3 books to play, if you want to include any vehicles in your campaign you will also need Classic BattleTech and at least one Technical Readout. If you want to get full use of the book, you'll need 9 different Technical Readouts, some of which have been out of print for a decade.

    While not a bad RPG, the Classic Battle Tech RPG suffers from a case of schizophrenia. It states that it is written with the assumption that the characters in the game are the "everyone else in the world" who never pilot Battle Mechs, however all but one of the example characters drives a war machine of one kind or another. This schism pops up over and over again in the book.

    If you've played a couple of different RPGs, I think you could have fun with this book, but if its your first, you will probably have trouble understanding it.


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Posted in Role Playing Games (Thursday, August 21, 2008)

Written by Bill Slavicsek and Jeff Grubb and Eric Cagle and David Noonan. By Wizards of the Coast. The regular list price is $39.95. Sells new for $29.98. There are some available for $27.95.
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3 comments about Urban Arcana Campaign Setting (d20 Modern).
  1. Okay, so first off, I have to admit that I haven't used this in actual play, but over all this is a good looking campaign supplement. It delivers on the promise that we got in the tiny section of D20 Modern and then some. It looks like the kind of fun, fast campaign world that atttracted me to D&D oh, so many years ago.
    In fact, with all the changes to D&D, and the 3.5 "update", I may just cut to the chase and play D20 Modern in the Urban Arcana world instead!


  2. When I read of this setting idea in the back D20 Modern I thought it would be an interesting thing to look over and maybe play. Now that I have it, I can see my expectations were rather justified as Urban Arcana looks like a kind of amalagamation of dark modern ideas like the X-Files and mixes it with a bit of Harry Potter's world. Freaky in some respects but intriguing none the less. Most of the standard D&D races are availble for play as well some non-standard races. I'm getting some other stuff to play with this and I may just try to do a kind of D20 Shadowrun when all is said and done, the possibilties are endless.


  3. Urban Arcana is a very well developed and presented addition to the D20 Modern world. It does a good job of balancing modern settings with fantasy. The races and the reason for the fantasy elements are very well incorporated into the campaign as well as the reason why you don't notice why the grumpy local banker is actually a dwarf. If you are looking at adding a little fantasy (or a lot) to your modern campaign, or just want to play a dwarf with a semi automatic pistol, Urbana Arcana has everything you need. A great product and a good addition to any D20 Modern group.


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Posted in Role Playing Games (Thursday, August 21, 2008)

Written by Jim Mazurek. By Versus Books. The regular list price is $14.99. Sells new for $220.00. There are some available for $69.98.
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5 comments about Baldur's Gate II: Shadows of Amn (Official Perfect Guide).
  1. This guide contains everything you need to beat the game. Definatly a good buy.


  2. The guide for Baldur's Gate I by Brady Games was abysmal. It's far better to go online for information BG:I than buy the guide.

    However, the Baldur's Gate II: Shadows of Amn Guide by Versus is absolutely brilliant. It gives you all the secrets, tells you exactly where everything is, exactly what needs to be done to get what, how much XP you get from each quest, etc. It's nigh on perfect.

    I have never seen another guide as good as this one. Perhaps it has some errors in it as other reviewers say, but what guide doesn't? I certainly have no complaints.

    I want a guide to give me detailed maps, detailed explanations of side quests,and detailed information on what items and XP you get from each monster, quest, etc. In short, I want it to explain everything there is to know about the game, except perhaps for strategies on defeating enemies - those are nice once in a while, but I tend to have my own style of gameplay anyways. This guide did all that. It gives all the vital information for this game - INCLUDING cheat information in case you are so inclined.

    This guide is nigh on perfect. I just wish that more guides were like it.


  3. Ok, so I made sure I read all the reviews first to get a general idea if it was worth the hefty price. Based on what I read I decided to get it. What a mistake. Sure, the book looks outstanding, plenty of full color and detailed maps, great character, NPC, monster spell and equipment lists... I just found it to be really lacking in information. There was so much left out about areas that I came across on my own and would have loved to know more about. While I didn't expect a step-by-step walkthrough, I did expect the covered areas to be a little more informative. I also didn't like the way it was written, "Duh!", "If you're playing a multiplayer game (like we TOLD you to do)...", "...you have to admit that she's pretty darn hot, eh?". There were times I felt like they were speaking to a moron and I didn't appreciate that at all. Well, I bought it and I'm stuck with it, for now, but I can safely say I wouldn't purchase another guide from Versus again, unless their writing staff grows up.


  4. Versus books made some of the best strategy guides I've seen. They were colorful, helpful, and concise. However, this pile of schlock is inexcusable. I payed $17, and it felt like I was reading one of my 8 year old brother's book reports (typos included). TONS of rancid information, lack of adequate coverage, and misprints. Save your money and find an online walkthrough.

    Verdict: Far from a "perfect guide".


  5. Not very helpful in actually getting you through the game, since there are numerous errors and quite obvious typos (one that is repeated several times refers you to "page ????" - think they rushed into production and didn't quite finish editing). On the other hand, the full color illustrations are nice and there are a number of detailed maps, which unfortunately are not keyed to the numbered events in the text. The item list in the back is nice to have but also incomplete and with some errors.
    Since you're probably going to have to buy it used at this point and pay way more than the original price (I did, anyway), think about whether you want this just for the not-totally-complete maps and item lists. The text is juvenile and the plot line is incomplete, so don't buy it for that. There are wonderfully detailed guides free for the downloading available on line, so if you wants hints and walkthroughs, get one of them, not this.


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Posted in Role Playing Games (Thursday, August 21, 2008)

Written by Brian Bates and Shawn Carman and Sean Holland and Douglas Sun and Brian Yoon. By Alderac Entertainment Group. The regular list price is $34.95. Sells new for $19.09. There are some available for $19.09.
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3 comments about L5R Creatures of Rokugan Third Edition (Legend of the Five Rings).
  1. This is the book of monsters for AEGs Legend of the 5 Rings RPG. Note, that while previous L5R books were done in a dual format of D20 and AEG rules, this book is all AEG rules. If you have the D20 Creatures of Rokugan book, you should be able to establish a conversion base with the monsters that are in both books.

    While this book does have a lot of creatures in it, the book fails to follow the most fundamental rule of a monster book, "Good Art and Lots of It". The majority of the monsters of this book are not illustrated and those that are, well the art is not that good. When you are dealing with exotic creatures like Oni, the demons of Japanese mythology, you really need pictures to visualize them. Considering all the art available from the L5R card game, the lack of monster pictures here is strange.

    The book does have very good sections on the Naga, serpent people, and the Nezumi, rat people. These sections provide everything you need to play these races and takes up about a third of the book. The rest is an alphabetical list of the creatures, monsters and spirits of Rokugan and while they are described in detail, most are lacking illustrations.


  2. I am an avid table-top role-player, mainly using the standard d20 rules with the occasional vintage version of TSR's Marvel Super Heroes. But this system is great!! Combat is vicious, but not the overriding element in the game. It is a more social game, forced role-playing instead of roll-playing.

    Overall, I recommend it to anyone looking for something new to try!


  3. This volume is an exceptional addition to the L5R game, and well worth the purchase. It includes many creatures only seen in the CCG, and that alone makes it valuable.


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Posted in Role Playing Games (Thursday, August 21, 2008)

Written by Author-Wizards of the Coast. By Wizards of the Coast. Sells new for $34.09. There are some available for $34.09.
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5 comments about Star Wars Miniatures Revenge of the Sith Starter Game.
  1. Good place to start if you're just getting into using the miniatures. What could be better than pre-painted plastic miniatures for your Star Wars roleplaying neeeds? I highly recommend these to anyone playing the game or just into collecting Star Wars stuff. The detailing is better than anything I could achieve if I painted them. Open a box and get ready to play!


  2. You will definitely want to buy this starter game if you want to get into playing Star Wars minatures. It comes with "quick start" rules, which you can start playing after reading them. The advanced rule book is also included but I am still trying to master the quick start version, so I can't tell you anything about that. It comes with Obi-wan and General Grevious, which are only found in this starter set. We have played it several times now and are finally getting the hang of it, but you will want to get booster packs so that you can start building a better battle team because it is starting to get boring with only the figures that are included. You don't have to just get the Revenge of the Sith figures either...we got booster packs fromt he Rebellion era (Luke, Han, etc.) and added them with the light and dark side figures that are included in this starter set.
    If you like 2 player games of strategy, you will like this game. But think about getting booster packs to go along with it also, otherwise, you will find that it gets boring with just the figures included in the box. However, to get the basics down, just start with this starter set first, and then start thinking about building on.


  3. My sons and I love playing the Star Wars miniature game. This addition to the pantheon is good, especially in that it is based on one particular encounter (that of Kenobi vs. Grievous). This is also why it gets one less star, though, just because the other starter sets have all come with 10 figures and this one only has six.
    I recommend these games for parents because the game actually requires some strategy and planning (and they're fun!).


  4. This Star Wars game is a lot of fun for my kids. They also sell booster packs for the game to get bigger guys. I also love that they come built and painted, unlike some other companies. Lots of imagination use too!


  5. My nephew (10)was very excited to receive this SW product for his birthday (accompanied by the Bounty Hunters miniatures set, which contained a giant crab droid--pretty neat!). He prefers Star Wars Episodes I - III (ah, the misguided passions of youth!), so this was a big hit, plus his friends have it, so they can all play together.


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Posted in Role Playing Games (Thursday, August 21, 2008)

Written by David Chart and Ray Fawkes and Greg Stolze and Chuck Wendig. By White Wolf Publishing. The regular list price is $31.99. Sells new for $19.81. There are some available for $21.46.
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2 comments about Circle Of The Crone (Vampire The Requiem - World Of Darkness - WOD).
  1. I have been playing White-Wolf's "World of Darkness" games for years, even before the new "World of Darkness" came out. I remember when I first saw the previews for the new "Vampire: the Requiem" and was fascinated by the Circle of the Crone, a faction of pagan vampires focused on tribulation and creation. I've awaited the release of this, the last of the Covenant, books for quite some time, and now that its finally out I can say I am not disappointed. This book lays out the background, beliefs and practices of the Acolytes, and finally fleshes out WHY they do what they do. A much needed book.

    It opens up with a piece of fiction focusing on Trey "Loki" Fischer, a signature character from the Chicago setting. I would have preferred to have the "Litanies of the Crone", or some other IC mythology, but the fiction is interesting and does a good job of introducing the Acolytes. We then go on to the introduction, which tries to give an overview of the Acolytes and their beliefs, explaining what they are (and what they aren't). Essentially, they are a network of cults sharing some common beliefs, but with many regional differences. We also get some info on Cruac, and the Circle's relation with spirits. Theres also an interesting bibliography of books on Paganism that can be used as inspiration, though imho it leaves out some key titles (like say, "The Golden Bough", with all the accompanying myths of sacrifice and rebirth). But then, thats just my opinion. On to the real juicy stuff.

    The first chapter gives details on the history of the Circle of the Crone, mostly as a network of pagan cults organized by a shadowy figure called the Blind Queen, and forced together by persecution from the Lancea Sanctum. From there, we go on to a chapter of the Circle's beliefs, practices and organization. The roles of the Heirophant and Chorus are explained and expanded upon, alongside less common positions like the Skald (a bard or tale-teller), Valkyrja (warriors), Haruspex (diviners), and so forth. More interesting, there are also mythic roles like the Maiden, the Fool, the Hero, and the Crone. These are more spiritual roles, and each is given examples from various pagan myths the world over. Beyond that, we also get a look at Cruac, the Acolytes' relations with the spirit world, views on tribulation and creation, holy nights, worship and other topics. A new background, Temple, is given, along with a connected Cruac ritual. Essentially, it's a place of worship that functions much as a Haven. This chapter alone should be essential reading for any chronicle involving the Acolytes. However, it also requires alot of work for the ST, since the Circle of the Crone can vary so much from location to location.

    Chapter three focuses on politics of the Acolytes, how they find converts, how they seek out tribulation (often through conflict with other Covenants) and how they fit into a given domain. Theres some interesting ideas in here, including the idea of Acolytes creating underground communities. The next chapter focuses on the factions and bloodlines, often a big draw for players. Numerous examples of factions are given, including the People of the Land (small rural covens), the Second Descent (devotees of chthonic gods of darkness), the Hag (vampires who are haunted by nightmares of a Crone like figure), Disciples of the Silence (nihilist worshippers of nothingness), Siapn (violently anti-Christian cultists from South America), Amanotsukai (who follow a corrupted form of Japanese Shinto), Daughters of the Goddess (fanatical feminist Goddess worshippers), and the Semioticians (scholars who study Cruac and other forms of blood magic). Examples of the variations on Cruac practiced by the different factions are given, mostly for flavor. Theres also an Acolyte ghoul family, the Bellsmeade, hidden in there. They are a small, inbred cult of mortals in an isolated hotel, who are taught to worship their creator as a god. Fun stuff!

    The bloodlines are really exciting. A bit slanted, but still exciting. Of the five bloodlines, three are Gangrel (my favorite Clan ironically), and three are heavily female focused. The Asnam are a Daeva lineage that consider themselves gods, and have a Discipline that lets them connect with their worshippers (the final level actually allows them to reincarnate!). The Carnon are a lineage of Gangrel who live like pagan rock stars, and usually burn out fairly quickly. They embody the Horned God, and learn Nightmare in-Clan. The Childer of the Morrigan are mostly female warriors, and are a Gangrel lineage with Potence in-Clan and the ability to learn the Touch of the Morrigan ritual without knowing Cruac. The Gorgons are a serpent-themed bloodline of Ventrue claiming descent from Medua, and have a snake-like Discipline called Amphivena. The Mara, or Lampreys, are a lineage of aquatic Gangrel who learn Obfuscate as a Clan Discipline. Once again, variations on Cruac are presented for the Mara, whose rituals are all conducted underwater. It's mostly flavor, but still very cool to work with.

    The next chapter explores the magics of the Circle, including the two new Disciplines for the above mentioned bloodlines (Ralab and Amphivena), several Devotions, and a huge amount of information on Cruac. All in all, we get some 25 Cruac rituals, including a few others hidden throughout the book. Information on how Cruac works, alternative styles of Cruac, creating and learning new rituals, and how it interacts with the spirit world is given. The rituals given are incredibly varied. There are rituals for calling upon spirits, divining the future, manipulating the weather, creating gargoyles and homunculi, storing blood in buboes, gaining power through sacrifice, changing one's Haven temporarily, and creating weapons that draw blood from an opponent. Many rituals for Acolytes to play with. The final chapter gives a number of NPCs for the Storyteller to use, including both combatants and non-combatants. Archetypes like Liason to the Lupines, Soothsaying Whore, and Acolyte Sheriff are given, all of which can easily be adapted to any chronicle with a little work. Or serve as inspiration for players, if they are so inclined.

    This is ultimately a great book, probably the best of the Covenant books, and it has been well worth the like. I came away from it with lots of ideas for my games. It exceeded my expectations. If you have no idea how to play or run the Circle of the Crone, then this book will help you. It does require you to flesh out how the Acolytes function on a local level, given that they are more a network of cults with a few shared beliefs and practices, but it does a good job giving you ideas to work with. I especially like how it draws upon mythological archetypes and how it details the different styles of Cruac. The factions and bloodlines were pretty interesting too. This book is essential for STs, and for any player who wants to play an Acolyte. Theres just so much useful stuff in here.


  2. I have to admit, when I first picked up the book I was full of anticipation. I hadn't really liked the Crones at first, because all I could get out of them was a neo-pagan femi-nazi kind of stereotype. I was hoping the book could expand upon, alter or outright kill those stereotypes and present the Acolytes as something more than what they appeared.
    Boy was I right.

    The book is excellent.
    The introduction and intro fiction set the tone for what is to be an exploration of teh darker sides of Vampire. The 3 1/2 pages of introduction does wonders to establish a very different relationship with the Covenant that what lept at me from teh write-up in teh core book, while still being true to what must have been the original vision of the Covenant: Dark, inhuman and primal, yet also divine, pure and natural. There is something ancient to the Crones that none of the other Covenants can muster, something primeaval that hints at forbidden truths and forgotten lore.
    The introductory piece of fiction is very dark and moody, and establishes the Acolytes as more than neo-hippies and feminists. Me like! biggrin.gif

    Chapter one discusses the history of the Circle, or as much of it as can be told. Because the Circle is made up of individual cults with differing belief structures and myths, mapping out the history of the Covenant is difficult at best. Instead, the chapter focuses on how teh individual cults rise to power, and eventually fall from grace, only to rise once more. The focus on this aspect of the Circle was very refreshing, and helps establish the Circle as something organic and unique that teh Storyteller can play with and mold as he desires.

    Chapter two discusses life (or unlife) in the Circle. The various cults views on Amaranth, Golcond, Torpor and teh Embrace, as well as other subjects, are discussed, and the chapter provides examples of the various rituals, practices and beliefs that cults can hold. Teh adition of example cult rituals and traditions is very satisfying, as St's can copy-paste them wholesale into theri chronicles, or simply take them as inspirations for his own creations. There is also a part of the chapter dedicated totitles and roles more or less common throughout the Covenant. I especially found the archetypal roles of Maiden, Fool, Scarlet Woman, Hero, Mother, Father, Crone and Hermit intriguing and exciting. I lik ethe way they can be twisted to fit nearly any belief structure, as well as the political avenues it opens within teh Circle while still staying true to teh Covenants religious bent.

    However, chapter three is where teh book comes into it's own right. It debates Acolytes' role in the politics of the Kindred, and masterfully so. The views and beliefs of the Acolytes color their approach to the Danse Macabre in vary sepcial ways, and it was a joy to realise just how different and alien their mindset is to other, more politically minded Kindred. The way they place their religion above political gain is very unique among Vampires, and it is still made plausible within the world of Requiem.
    The themes of Tribulation and Creation are everywhere in the book, and after a while they become a very natural part of the way I think about Acolytes.
    I found that I especially enjoyed the concept of teh Crucible. Basically, the Acolytes put mortals through extreme tribulation, often in the form of staging extreme tragedy in their lives, and attempt to push them towards enlightenment. This is an act of Creation unliek any other, as it creates true enlightenment. Very cool, very inhuman. Very fitting. biggrin.gif

    The Factions and Bloodlines chapter was cool, but not what I bought teh book for. I'm not a huge fan of Bloodlines.
    Still, I found myself inspired by tehfactions and Bloodlines both, and before long I had incorporated atleast one of teh Bloodlines into my ongoing chronicle.

    OF the Bloodlines, I especially liked the Gorgons (though I had to think hard to realise I liked them) and the Carnon.
    The factions were very cool. Basically, they are cults like the ones discussed in chapters one and two. They have their own (often very unique) views on their Covenant and their Requiems, and many of them are masterfully written and fit into practically any chronicle. I particularly liked the Second Descent and the Semioticians. I HATE the Daughters of the Godess, but that has more to do with personal opinions than the quality of the faction.

    The rest of the book is basically just Disciplines and Cruac rituals and Devotions, as well as some quick-NPC's/character concepts.

    All in all, a superb book that redefines the Circle for those who never got them, and provides some solid material to work with for those who did!

    I give it eight thumbs up!


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Last updated: Thu Aug 21 18:16:48 EDT 2008