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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Friday, July 25, 2008)

By U.S. Games Systems. The regular list price is $40.00. Sells new for $26.28. There are some available for $19.99.
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5 comments about The Complete Tarot Kit.
  1. I absolutely love this set. I bought it as a starter kit two years ago and still use the Rider-Waite deck and the information in the book, although I have other decks. I didn't want or like Crowley's Thoth deck (not that there's anything wrong with it, but I gave it away) but the kit is well worth it for the information, techniques and layouts. The journal was especially helpful both as a record and as a study aid, particularly when I was starting out and still getting a feel for the cards. There are some interpretations that are different than what you will see in other books, and I have modified some of the suggested practices for my own use; really, anyone using an oracle will develop a personal style over time. Still, I recommend this to any interested beginner. It would also make a nice gift.


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

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

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


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


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


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


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Posted in Role Playing Games (Friday, July 25, 2008)

By Steve Jackson Games. The regular list price is $24.95. Sells new for $15.68. There are some available for $15.00.
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5 comments about Steve Jackson Games Munchkin Bites.
  1. Munchkin Bites is yet another entry in the Munchkin series from Steve Jackson Games. For an interesting read, google "Steve Jackson" and "Secret Service" at the same time.) The original Munchkin series was a satiric take on hack-and-slash roleplaying; Munchkin Bites takes on the vampire and goth genres. Gameplay itself is fairly simple. Players start with a hand of four cards from which they may select character classes and/or equipment. Each class has its own strengths and weaknesses, but the weaknesses tend to disappear during gameplay as players simply become more and more powerful. Gameplay consists of drawing a card, fighting the revealed monster or dealing with the effects of a non-monster card, and trying to scoop up treasure. The goal? Gain 10 (or 20, if you prefer) levels.

    Munchkin Bites is a stand alone game, but it can be combined with any of the Munchkin series, including the expansions. It's not a particularly complex game; the fun comes from arguing about helping or hurting other players in their quest for levels.

    In addition, the cards themselves are satirical looks at the vampire and goth roleplaying genres. Curses such as "The Universe Hates You, Lose 1 Level" pop up, as do humorous takes on monsters and magic.

    Munchkin Bites is a decent game, and I can recommend it as a simple but fun family game. If you can find it in a local game shop give them your business, but ordering off Amazon will save you a few bucks.


  2. The rules of this card game of fairly straightforward. Each player is a first level human, Along the way you acquire new personas with new powers (werewolf, vampire or changeling), open doors to fictitious rooms (i.e., pick a card), fight the monster in the room (i.e., on the back of the card), collect the treasure in the room and move on. You can play cards against your opponents, some of them funny, e.g., change his or her sex leading to a turn of distraction (but it might be helpful later against a monster that has a power only against the prior sex) or more sinister, e.g., death. The combat is simple and you can call for allies. There is active card trading and it is a freewheeling game of combat, greed and betrayal.

    The things that stop this game from being great are the illustrations which are somewhat funny but generally pedestrian and boring and did not work to create the illusion of going into rooms. The game never transported you beyond a card game. The game is also a slow start and can be a bit boring until you have the strength needed to defeat some monsters, most of which have levels higher than yours. Because you can ask for allies in these fights, the more players the better this game plays. Finally, the number of cards and the way the game plays makes it difficult to develop an overall strategy - I am not saying impossible - but just difficult. This might change the more we play. But this game will not have the repeat playability of other similar genre card games and I suspect that while it is a good concept and an interesting game, the defects will prevent this game from becoming a family favorite.


  3. I began playing the Munchkin line when there was only the one game. Who would have known it would grow into this many offshoots and variations? Who? SJ Games of course and boy are they cashing in! Luckily this game series has held up in quality and they really seemed to dig into some quality satire with the vampire theme of this game. I for one have been involved in many sarcastic verbal attacks of all the goths and their over-dramatic gaming style. This game lets you bring that sarcasm right to the game table. If you are a completist and need the whole set, go for it. If vampires are not your bag, you might consider a pass on this one, there are plenty of other Munchkin products out there to keep you entertained (Munchkin Fu, Star Munchkin, Super Munchkin, and of course the original D&D based ones).


  4. Next to STAR MUNCHKIN this is my least favorite of the very excellent Munchkin series of games.

    Two things work against it for me.

    1...The Genre is just not my thing, if it is your thing then you will enjoy this game a lot more than I do.

    2...The powers system, powers that can be used are based on levels, it is in my opinion not as playable and took my kid a bit longer to catch on. The same system was used in SuperMunchkin and I didn't care for it as much there either.

    Nevertheless the game system plays pretty much like all the others so it is pretty solid. Munchkin is a fine game series it's just a question of finding the right flavor for you.

    This one just doesn't happen to be mine.


  5. I really enjoy Star Munchkin & Munchkin Bites and I can't wait to try some others, but we've come to the conclusion that Munchkin Bites is broken. It seems like every time we play it people start whining about the game taking too long. I think the problem is not enough monsters (unless you count the vampires, werewolves and changelings player characters). When combined with Star Munchkin it doesn't appear to drag that game down though. :)


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Posted in Role Playing Games (Friday, July 25, 2008)

Written by James Moore and Brett Brooks. By White Wolf Publishing. The regular list price is $17.95. Sells new for $50.00. There are some available for $7.49.
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3 comments about Ananasi: Changing Breed Book 7 (Werewolf: The Apocalypse).
  1. Talk about aracnia phobia. This book tells you how to build and play a were-spider, now how cool is that! This should put the fear back into you world of darkness games


  2. Most people think of the Spiders as working for the Weaver. The truth is they work as all parts of the Triat to correct it. The only confusing thing about them is that their aren't enough rules about how to kill a Spider swarm. This makes them nearly unstoppable and VERY hard to notice when they sneak up behind you. To make things even more unbalanced they can eat a persons brain and take over their body! That really isn't to pretty. All in all this book was well written stressing RPing over Rules.


  3. This book rates very highly on the 'I want to play one scale'. Whereas werewolves are designed as warriors, the werespiders are the regulators, taking on the tasks that the three primal forces of the universe have screwed up at. They serve all three and are dominated by none.

    The alien perspective (spiders are a lot further from humans than wolves, reptiles or even sharks) is explored well. Werespiders aren't evil as such, just very detached and callous about others (if it's a choice between sacrificing their best friend or failing in their mission, well, time to look for a new best friend).

    Their worldview is also explored with lots of interesting bits and pieces, such as the Ananasi-hunting monster stalking Australia and the dark fate of werespider metis (those with two shapeshifter parents) The retelling of world history is worthy of note, mainly because it's told from the point of view of the werespider goddess, Ananasa, who was actually there to witness it all.

    Character templates, and non-player characters are also given (including the builder of the first human city and a collector whose hobby is the corpses of serial killers). Overall, a good, comprehensive book, and well worth a purchase.



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Posted in Role Playing Games (Friday, July 25, 2008)

By White Wolf Publishing. The regular list price is $29.95. Sells new for $19.10. There are some available for $5.09.
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5 comments about Exalted (Role Playing Game Book).
  1. The setting is absolutely great, rich and complex. It takes place before the World of Darkness setting used on other Storyteller titles, such as Vampire, Werewolf and Mage.

    Also, the rules are absolutely great. The Charms system, specifically, is wonderful, the best I've seen around.



  2. I am a gamer of about 12 years, and in even my jaded opinion, Exalted is something to get excited about. The world created by the authors is nothing short of fascinating, the dice system is an old favorite of mine (though tweaked from games like Vampire to be more heroic), and the Charms are an inspired method of magic. Combat, if done correctly, is very smooth and dynamic, unlike the unwieldy systems of other games.
    The only flaws are the "extra dice for stunts" rule (and even that is only applicable with immature players), and the severe lack of sorcery spells in this book. I'm going to pay the extra $30 to buy the sorcery supplement "Book of Three Circles," but a few more spells in the core book would be nice.
    How great is this game? Well, suffice to say that I haven't bought anything but Exalted supplements and food for the past couple months. It's addictive!


  3. This book is all you need to play this game... I have yet to play, but have begun player creation and will be the storyteller for a few sessions...
    I would prefer that this book be better organized. Otherwise I appreciate the over the top gameplay it provides.
    It is also rich in history of the world; there are plenty of supplementary books for storytellers and players alike. It provides plenty of fuel for the imagination.
    It is not the best of its kind. It is a healthy alternative to others of its kind.
    Note to the Storyteller: Exalted are Uber powerful. You must be prepared for this. You will bore your players otherwise.
    later.


  4. I love RPGs. I'll take them anyway I can get them. Pen-and-paper or computer. Single player or MMORPG. Live action or table-top. You name it, I've probably played it at least once.

    Where fantasy table-top pen-and-paper RPGs is concerned, D&D used to be it. But what always killed me about the game was how small and insignificant your character was at 1st level and how long it took to get him to a level where he could really be heroic.

    Those days are gone.

    Exalted leaves behind the Tolkien inspired fantasy of D&D and it's various clones in favor of a world based on classic epics and wuxia martial arts films. Throw in demigod-like heroes with powers similiar in form and function to those found in most action-adventure anime shows, and you have a game that's original and fulfills many players' desires to play very powerful characters from the beginning.

    And what powers they are. In Exalted, players take on the roles of humans who have been granted incredible power by the Gods. These beings are called Exalted and they are stronger, faster, and thanks to their status as living near-gods, they can accomplish feats and miracles beyond anything a mere mortal could ever dream possible.

    With these powers, the Exalted are expected to go forth and be the Gods' army against those who would destroy Creation, namely the Yozi and their demonic hoardes. There's also the problem of the Fair Folk, chaotic beings from beyond Creation who want to digest the Essence of all things living. And then there's the Deathlords of the Underworld and their champions, the Abyssals.

    Unfortunately, things seldom go the way they're planned. In Exalted, the Gods are falable beings given to pursuing their own, very human, lusts and desires with as much vim and verve as Zeus, Ares, Aphrodite, or any Greek God. And their champions are no different.

    The rules present you with great choices for your character. At character creation, you have the opportunity to give your Solar Warrior of Virtuous Zeal a staggering array of high-level skills and abilities right off the bat. Combine this with an array of Charms - special mystical abilities inherit to the Exalted, that double his already high stats - and spells that can literally shake the foundations of Creation itself and you have a powergamer's wet dream made real.

    And the rules encourage this. As much as the setting is grand in scope and scale, filled with characters of long and flowery titles, the rules are just as epic. A few dice aren't enough to determine Fate's favor for our heroes. Oh no. You must roll scores of dice. Using a system similiar to the one used in the World of Darkness games, players roll a number of 10 sided dice equal to their ratings in the pertinent abilities. Success or failure is determined by the number of dice that score 7 or better. Some actions require more successes than others, according to conditions, tools used, and the situation.

    As you can see, combat is serious and complicated. Perhaps too complicated. When you add the number of modifiers and penalties from weapons or wounds or terrain, plus the dice for not just one, but two or three Charms linked in a combo you have a very lengthy procedure that threatens to turn a very narrative and cool battle into a morass of dice rolling and number crunching.

    But that's cool. Cuz my Warrior of Dawn's Indomitable Light has just leapt over a battalion of Dynasty Legionnaires and released a hail of sun bolts from his bow while executing a perfect somersault, annihilating the lot of them. All in bullet-time.

    What is not to love about this?

    Exalted 2nd Edition is coming very soon and claims to make a great game better by fixing the little rules problems that seem to bug so many players so much. I've had the book from the beginning and I have to say, it's pretty solid the way it is. Don't mess with what isn't broken, I say. But who knows, maybe the best is yet to come.

    What I really want to know is, does anyone want to play? Cuz this game rocks!


  5. This is one of my favorite games now. I was a bit leery of it--I'd played so many White Wolf games that I'd burnt out on them--but when one of our groupmembers offered to run this, I jumped at the chance. (I usually GM, so I was really wanting just to play for a while.) Now our epic campaign (and my break from GMing) is almost over, and I'm so sad! I don't want it to end! But this campaign, though short, has been a great one, full memory-making moments. And part of the reason is the Exalted rules and setting.

    So I've preordered the 2nd Edtion and I'm waiting eagerly for it to arrive. I suggest you do too. According to what I've read, the 2nd edtion will solve many of the problems of the 1st edition (and there are some problems--that's why I gave the 1st Ed. 4 stars instead of 5). Amazon's discount also made it cost less than the cover price--even with international shipping thrown in! Excellent work, Amazon!


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Posted in Role Playing Games (Friday, July 25, 2008)

Written by Mark Rein-Hagen and Robert Hatch and Bill Bridges and Tony DiTerlizzi. By White Wolf Publishing. The regular list price is $29.95. Sells new for $15.00. There are some available for $4.49.
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5 comments about *OP Werewolf: The Apocalypse 2nd Ed (Werewolf).
  1. The dark force known as the Wyrm stands poised to strike down all that is left good and decent upon Gaia, the Mother Earth. Now only the Garou, shapeshifting werewolves with mystical powers and deadly strength, can stand against their assault and prevent the Apocolypse. From the company that brought you Vampire: The Masquerade comes Werewolf: The Apocolypse, a storytelling RPG of the end times and the battle of survival. Play as a Garou from one of thirteen tribes who must battle against twisted, corrupted minions of the darkest force in existence, the Wyrm. Like Vampire, this game is based in the same World of Darkness that is a mirror of our own world. Unlike Vampire, Werewolf is a game of the brutal reality that the world is coming to an end. And with so few protectors left, will the Wyrm succeed in destroying everything?


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


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


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


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


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Posted in Role Playing Games (Friday, July 25, 2008)

Written by Joe Dever and Gary Chalk. By Pacer Books. The regular list price is $4.50. Sells new for $6.95. There are some available for $0.01.
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5 comments about The Caverns of Kalte (Lone Wolf, Book 3).
  1. This is without a doubt that I say, "This is the best lone wolf book I've ever read!"


  2. The Caverns of Kalte is yet another of the many great Lone Wolf books from Gary Chalk and Joe Dever. This "episode" is set in an icy waistland called Kalte. You are sent to track down another of the Darklords minions and bringing him to justice. I have been collecting these books for seven years and I have never gotten tired of reading a single one of them! I suggest you read one too, you will become addicted like me.


  3. Joe Dever's 'Caverns of Kalte' is the third gamebook in the fantastic, legendary Lone Wolf series. Following the demise of Zagarna, Lone Wolf is set upon a mission to bring Vonotar the Traitor - renegade Magician - to justice. However, Vonotar has found refuge within the icy wastes of Kalte, a hard, merciless wilderness. Where even the ferocities of nature are against him, Lone Wolf must brave the inhabitants of Kalte then steal himself into the magician's fortress. A great sequel to end the legacy of Zagarna, despite it being a part of the Lone Wolf Novice series (books 1-5). In particular, I found the Ice Barbarians a superb feature to this gamebook.


  4. You guide Lone Wolf into the icy desert of Kalte to capture Vonotar the Traitor-the very man who betrayed Sommerlund to the Darklords, and gave the evil creatures the information to bring the destruction of the Kai-your brethren! It is a matter of revenge as you penetrate the the stronghold of Kalte and its inhabitants-the Ice Barbarians! However, Vonotar has become the Brumulmarc of the Ice Barbarians, which translates to him being the king, so it is a quest to avoid as many barbarians as possible, and bring the foul traitor to final justice-banishment from Magnamund to an alter world! Hey, sounds like a great opening for another adventure...


  5. After getting the legendary Sommerswerd in the previous adventure you set out to the icy world of Kalte to kill Vonotar the Traitor. This adventure is extremely fun and there are many battles - mostly with Ice Barbarians! This adventure also contains one of my favorite items, the Kalte Firesphere. While not a necessary item for the future, it definately comes in handy.

    My only problem with the early books is that once you have the Sommerswerd the next four or five books have simple battles. Almost every monster yields an 11+ combat ratio because of the incredible +8 Combat Skill. Even with the ease of the battles, this is probably my favorite book out of the first five.

    Finally, Joe Dever has authorized the free distribution and licensing of his Lone Wolf series which are available online. This resource has the unabridged editions which makes it great. I will not give out the URL as part of the reviewers agreement but with a little searching you should be able to find it. However, I am still a fan of reading the paper version.


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Posted in Role Playing Games (Friday, July 25, 2008)

Written by Seth Johnson and Jon Leitheusser. By Green Ronin Publishing. The regular list price is $26.95. Sells new for $14.83. There are some available for $14.84.
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No comments about Mutants & Masterminds: Iron Age Sourcebook (Mutants & Masterminds Sourcebook).



Posted in Role Playing Games (Friday, July 25, 2008)

Written by Steve Kenson. By Green Ronin Publishing. The regular list price is $39.95. Sells new for $21.29. There are some available for $21.30.
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1 comments about Mutants & Masterminds: Paragons Campaign Setting Sourcebook.
  1. Paragons is an excellent real world setting for the Mutants & Masterminds system. Unique sources for powers, and different ways on looking at the world and the universe around you. Its not a MUST have, unless you prefer to use your M&M for this kind of gaming.


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Posted in Role Playing Games (Friday, July 25, 2008)

Written by Bryan Steele. By Mongoose Publishing. The regular list price is $24.95. Sells new for $16.47.
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No comments about Traders & Gunboats.



Posted in Role Playing Games (Friday, July 25, 2008)

Written by Chris Pramas and Robert J. Schwalb and Patrick O'Duffy and Wayne Reynolds. By Green Ronin Publishing. The regular list price is $34.95. Sells new for $19.96. There are some available for $18.80.
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No comments about The Pirate's Guide to Freeport: A City Setting for Fantasy Roleplaying (Freeport).



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The Complete Tarot Kit
Steve Jackson Games Munchkin Bites
Ananasi: Changing Breed Book 7 (Werewolf: The Apocalypse)
Exalted (Role Playing Game Book)
*OP Werewolf: The Apocalypse 2nd Ed (Werewolf)
The Caverns of Kalte (Lone Wolf, Book 3)
Mutants & Masterminds: Iron Age Sourcebook (Mutants & Masterminds Sourcebook)
Mutants & Masterminds: Paragons Campaign Setting Sourcebook
Traders & Gunboats
The Pirate's Guide to Freeport: A City Setting for Fantasy Roleplaying (Freeport)

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*Amazon.com prices and availability subject to change.
Last updated: Fri Jul 25 04:23:07 EDT 2008