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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Monday, October 6, 2008)

Written by The Hackmaster Development Team. By Kenzer and Company. The regular list price is $29.99. Sells new for $19.25. There are some available for $13.45.
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5 comments about Hackmaster: The Official Game Master's Guide.
  1. The HackMaster GMG, like all HackMaster material, reads like the original 1st Edition AD&D gamebooks by Gary Gygax, but with lots more humor and with plenty of good-natured ribbing to the "Godfather of Gaming".

    The HM Gamemaster's Guide is a great book, and like it's old 1st Edition AD&D counterpart, it can give a GM plenty of ideas for his/her campaign, simply by opening it and taking a look around. It's creative, well-written, better organized than most RPG's GM reference material, and it is DEFINITELY more entertaining (most RPG reference books read like VCR instructions and are about as dry as plain saltines with nothing to wash them down).

    In short, if you like the fun you had years ago with your hack-n-slash AD&D campaigns, and you're not interested in the new gaming system that Wizards of the Coast is trying to pass off as "D&D", then HackMaster is for you. Don't believe those that try and tell you that HackMaster is just a parody of a popular RPG... it's a full-scale, playable, well-thought-out, and well-playtested RPG based on the game that started an industry!



  2. I for one, totally than WOC for fecking up D&D. This allowed for Hackmaster to be readily available. I've been gaming off and on for more than 5 years. I thank God my GM decided to drop D&D and convert to Hackmaster.

    It is funnier, more interesting and more fun than D&D could ever hope to be. I just got the GM guide, and can't wait to begin GMing.



  3. This book contains Most of the 1st and 2nd edition rules for AD&D,and a whole lot more! Unlike 3rd Edition which claims to be clear and concise this book actually is organized and clear in it's presentation. The art is good, but not distracting from the content. Plus the book is actually ENJOYABLE AND EASY TO READ. Seriously, I could hardly put it down.(I stopped trying to decipher the 3rd ed D&D after Chapter 1 Yecch! What a headache.)

    Plus this version of the game actually stops all those annoying arguments people get into over the rules. (Just do as the GM says or get a roll on the Smack-Down Table) They thought of EVERYTHING!

    This is more than a Roleplaying game. It's also Primer for how to play a roleplaying game. Loaded with Good advice. Wow!

    A+ Good job Kenzer Keep em coming!



  4. Call it AD&D with a big bold sense of humor and lots of murder and mayhem. Hackmaster is the game and you're not going anywhere without this Hackmaster Game Master's Guide. Hackmaster is a truly brilliant game from Kenzer & Co., and something that veteran (I hesitate to say old) AD&D gamers like myself will love. Hackmaster freely and with permission uses the original AD&D rules (hence the remarkably similar covers) to those original Ad&D books of the late 70's and early 80's but imbues it with a sly sense of humor and an in your face attitude to provide the kind of gaming experience that you used to love before TSR and now Wizards of the Coast went nuts and started putting out a gazillion supplements.

    Veterans (there's that word again) will recognize much of the material contained in side this massive book but you'll still have to pay attention because the designers have added their special little nuances throughout to make this one hilarious but still straight-forward, RPG experience. Everything you'd expect to be covered is, including character creation, class, race, etc, but these guys have added their own little touches such as character quirks and flaws that add new depth to those two-dimensional character. These quirks take form in things like male pattern baldness, lips, and nosebleeds. Some could even aid your character. Turning to combat, Hackmaster has, hands down, the largest critical hit table that I have ever seen, even including an anatomical drawing to help show where the damage is done.

    Hackmaster provides a tool that is overdue by some 25 years...a Smartass Smackdown table. This table is used for dealing with out of control players. Roll a D100 and see the results. Perhaps that whiner develops a twitch, perhaps that ruthless killer of NPC's is infected by a skin-eating bacteria, maybe the dawdler slowing down the game finds himself the object of unnatural love from a powerful NPC (I'll let you define unnatural) It's touches like this that make the book a scream. Want another nice tool? How about a random tavern name generator? Now that really works!

    The magic item selection contains all those great items you remember from the original DM guide although some of the names have been changed to protect...someone. Thus we have the Hand of Vectra, along with the companion Eye, and, new to this book, the Feet of the Lich Vectra. There's also the Ring of Mercy Killing (AKA the Ring of Kavorkian), the Rod of Gender Bending, and the Bolt of the Month Pouch. If I am making this sound like a parody it's really not. At it's core Hackmaster is good, old time AD&D hack & slash fun. The designers have simply taken what is a great game and added a little humor that was probably already there to begin with in your own campaign. And, Hackmaster also has the largest random encounter tables I have ever seen, requiring the roll of a D10,000 to find out what you run into. What a superb book and what a great tribute to a simpler time of RPG gaming.

    Reviewed by Tim Janson


  5. If you have the first edition AD&D stuff by Gygax, then you really don't need this book. Its basically AD&D with some funny commentary every once in a while. I bought this thing when i decided to get back into gaming. I wanted something simple so i could introduce new players to dungeons and dragons. I took one look at the character creation part and decided that Hackmaster wasn't for the group i was putting together. It would have taken three hours to roll up. definately not a way to introduce new folks to the game, but if you hate the D20 stuff and you want to get into gaming the way it was in the good old days then you should give hackmaster a try.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Monte Cook and John Tynes. By Wizards of the Coast. The regular list price is $39.95. Sells new for $67.95. There are some available for $31.99.
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5 comments about Call of Cthulhu (d20 Edition Horror Roleplaying, WotC).
  1. Okay, I'll be honest. I do prefer the original Chaosium CoC to Wizards Of The Coast's adaptation. What I supremely loved about the original Call Of Cthulhu was that knowledge that reading that obscure occult tome was NOT a good idea and that nothing at all was what it seemed. Yes, characters either died or went insane, but that's what made it fun. The original Call Of Cthulhu was about the journey rather than the end. The new d20 Call Of Cthulhu takes away from that paranoid feel of the original game, making it a bit more combat-intensive and less mood-oriented.

    However, let's be honest here. It's the GM that creates the mood for the game. It's all about imagination, baby. It's easy to create a more mood-oriented d20 CoC campaign - the book even gives pointers. The rulebook is quite adaptable, including tips on incorporating the Mythos creatures, deities, and Sanity rules into a D&D Campaign (I imagine that they can be added to a d20Modern campaign as well).

    If you already have Chaosium's core CoC rulebook, there's no need to get this unless you want to incorporate the Mythos into D&D. If you're a D&D3E fan and don't own Chaosium's rulebook and/or have never played Call Of Cthulhu but want to learn it in a familiar framework, you can do far, far worse than WotC's adaptation of a classic game. The d20 adaptation features gorgeous artwork, a recommended reading list, and even adaptations to older CoC supplements.

    Enjoy!



  2. First, a word of warning to the shopper--although Amazon doesn't make it clear in the title, this is the d20 version of the Call of Cthulhu RPG.

    That out of the way--the greatest thing in this book is John Tynes' articles on how to GM a Call of Cthulhu game, and the background info on the Mythos. They are actually better than what's in the regular (non-d20) Call of Cthulu rulebook. Also, the rules for psychic characters are intriguing, and it's kinda kewl to have all those Mythos monsters and gods statted up for d20, so you can spring them on your unsuspecting Dungeons and Dragons characters.

    Those good points are so very very good that I give this product 5 stars, despite one very serious flaw: the rules are lame. Oh, Tynes and Cook do good things with them--many of their ideas were later used in other d20 products, and they certainly make some small improvements with the d20 rules. But it's still d20, and thus far clunkier and less elegant than the original Call of Cthulhu rules. Now, those CoC rules are far from perfect, but still, they are so much easier to learn and to use, and really, the *only* thing you need to buy to play CoC is the rulebook--no, not the "core" rulebook, because there *aren't* any other rulebooks! Oh sure, there are supplements, but unlike D&D, none of them is crucial to play. And unlike D&D, when Chaosium does a new edition, they don't change it so much that it's completely incompatible with previous material. Most of the changes are in gathering together published spells and monsters and equipment, so that (gasp!) you won't *have* to buy other supplements!

    So, I didn't actually buy it for the d20 rules--although that will allow me to introduce my local gaming group (some members of which refuse to play anything other than D&D) to CoC. I bought it as a supplement for the regular version of Call of Cthulhu--something entirely unnecessary, but beautiful and fun to have. Looked at that way, it's 5 stars, easy.



  3. Very simple. If you want to roleplay, love character (personality) development, truly love the horror of Lovecraft's brilliant world and want a memorable experience, buy Chaosium's original, elegant game.

    If you want a combat oriented game with a clumsy, ugly gaming system, go d20.

    Your choice.


  4. This d20 Call of Cthulhu is probably not to the liking of purists since it presents, to begin with, a set of different rules. As you know, people don't like to change of game mechanics. So, if you really like the d20 / D&D 3rd rules, this d20 supplement is for you!! In fact it is an excellent product, with nice layout and illustrations, and well written. Just if you wanted to add the Mythos to D&D 3rd ed., this book is worth the purchase. Now, as much the purists want to see a Call of Cthulhu game as one where player characters are expected to die within a couple of sessions, some others don't!! There are also players who like games where the PCs survive and thrive. As such, a combat oriented d20 CoC is not necessarily a bad thing! Anyway, if you really would like to do a "pulp" Cthulhu, you would better add some d20 Modern to it, since d20 CoC nonetheless goes for characters who are weak and nearly hopeless.


  5. I had the Chaosium Cthulhu book for a few years when someone recommended that I get the WotC D20 Cthulhu book for additional ideas. After buying and reading it, I feel that it stands well on its own. So I won't be reviewing it in comparison to Chaosium's BRP book, or recommend which one is better, but just to review it as it stands.

    First, the externals. It is a nice book - a solid hardback, with art to look like a grimoire or other tome. I like a sturdy rulesbook that structurally feels in flavor for the game it is made for. The interior art is in color (!) and is mostly very good, with the chapter heading paintings looking particularly realistic. The layout is readable, the paper feels dependable, and the page coloration changes subtly by chapter (for quick flipping). In short, it looks and feels like a book you might like to own (sometimes I feel guilty about owning ugly books).

    Next, I'll note that the mechanics are included. That's good, because I don't intend to buy any more d20 products (wait, that's a lie. I have already bought another d20 book to use with this one; I definitely wouldn't have if the d20 rules weren't spelled out). Everything you need to know about generating a character, advancing in levels, acquiring skills, and combat is included (which I didn't necessarily expect when I bought it - I guess it's a true stand-alone). It was difficult to sort through, and not terribly well organized. I assume that the mechanics were squeezed in so that more could be spent on Cthulhu than on d20. I did feel that my old AD&D 2E book was more clear (not saying the mechincs were better, just that I understood the presentation better after reading it). Feats and skill ranks are new to me, so I can't really review that section other than to say that it's there. I personally think that for all the rules, tables, and modifiers, the DM is just going to pick a dice check number that matches the difficulty he/she thinks the situations should have relative to your skill, so why bother with all the crunchiness? But I'm not a big shot like Monte Cook or John Tynes, and this is d20, so I'll take their word for it.

    Guns and other equipment is covered in excellent detail - nice to have it all in one place.

    Magic - tomes are covered very well, and even BRP Cthulhu people might benefit from reading the section on how sanity loss from reading Mythos books occurs. Specific tomes are covered, along with all the spells from the BRP game.

    Creatures - all the major critters have entries. I think the stats are a little silly, and not consistemt with descriptions or at appropriate levels relative to other monsters. Also, given the deadliness of some monsters' descriptions, the challenge ratings seem much too low.

    The Mythos - the idea of Lovecraft's vision is explained. Also, each decade is explained in terms of the progression of the End Times, and how each decade might be played along with movie and literature references that are appropriate for inspiration.

    How to run a game - this is probably the most useful chapter in any game book I've ever bought. There are 40 pages on how to create backstory, create good horror, keep a game going, and please your players. I wish all gmaes came with this kind of explanation about what are the elements of a good game with lots of examples. Even if you never play d20, this is great for any other horror game.

    The two scenarios are well-designed with plenty of investigation that is also accessible to the players. All useful details are included for what may be a first-time GM.

    At the back are a Monstrous Compendium of deities for use if you want in a D&D game. I feel like they need to be in the book, and the stats hardly matter anyway. There is also a conversion table for BRP and d20, as well as a bibliography of Cthulhu books to read.

    Excellent presentation, excellent material, useful to more than just d20 players but contains everything needed to play d20. An excellent buy for anyone in horror gaming, I think.


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Posted in Role Playing Games (Monday, October 6, 2008)

By Benbella Books. The regular list price is $17.95. Sells new for $4.49. There are some available for $4.49.
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3 comments about The Battle for Azeroth: Adventure, Alliance, and Addiction in the World of Warcraft (Smart Pop series).
  1. Think of this book as more of a collection of random blog posts related around World of Warcraft. There was no real cohesion among the authors. I did really enjoy some of the early chapters, but the end of the book felt like a publisher looking for filler. This information could have been a single series on a website blog somewhere.


  2. This book is very humorous & very serious look at "The World of Warcraft", packed with short articles & essays about nearly every facet of the king of all MMORPG's. Entertaining & informative, I'm happy I took a chance on this book.
    As most players of WoW know, this game can really be addicting! If you want to give up other vices, say smoking, you can by playing WoW, you won't have time for a cigarette, or you can loose weight! You won't have time to fix a proper meal!
    The contributors to this book address all of this, and other such subjects as the unique economy of "Azeroth", hacking, cheating, & even where our history & legends have been adapted into WoW.
    This is a fun book for any WoW player. Enjoy!


  3. This is a collection of essays on WoW. I found the first 7 essays very informative and enjoyable. The last 5 essays seemed to be more complaints of people who live with WoW players and not so interesting accounts of addictive behavior.

    Part 2 of the book gives background and historical examples for each of the classes available to WoW players. This was very interesting provides insight into the way the classes were designed by Blizzard.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Bruce Baugh and Geoff Grabowski and Angel McCoy and Greg Stolze. By White Wolf Publishing. The regular list price is $29.95. Sells new for $15.88. There are some available for $16.00.
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5 comments about *OP Hunter: The Reckoning.
  1. Though suffering from a bit of the verbosity that seems to plague White Wolf publications (the supplements in particular; you could halve their lengths if you just made sure each point was made only once), Hunter: The Reckoning is, despite the judgements flung towards it, actually one of the most down-to-earth, difficult, and tactically challenging games White Wolf has released. Though many might instantaneously assume that it is meant to be an Army of Darkness style shoot-'em-up (like the namesake video games based on Hunter), the inclusion of firearms is primarily just a natural human response to grab SOMETHING they can fight back with. Honestly, against blood-drinking walking corpses, semi-spirit werewolves, immaterial ghosts, and horrors far worse, you'll need brains to survive. Unless your storyteller is heavy on action and firepower, trying to play this game in the twinky stereotype it's often given will get you killed, fast. In fact, not all the Creeds (philosphical archetypes of Hunter, which determine their powers) are even geared toward fighting at all. Some try to rehabilitate or cure monsters, while others don't even go that far, simply seeking to understand them, let them know they are not begrudged for it, and leave the doors of forgiveness open. Trying to talk an angry vampire out of killing a roomful of mortals can take on challenges all its own.

    An issue of confusion seems to be those who mix up the Hunters (capital H; note the full, proper title being the "Imbued Hunters") with unrelated groups. Though some number of them may have joined groups like the Society of Leopold, Hunters are imbued with their powers when confronted with the supernatural. They share no unified system, no overarching organization or membership cards. Though they can meet with others of their kind, their disorganized nature and supernatural powers set them apart from conventional mortal hunters, be they alone or in groups. The issue of incompatibility seems to be largely unfounded. Imbued Hunters are explained in several White Wolf core rulebooks, and creatures from several of these books are even summed up in Hunter. The relatively minimal mention of them does make sense. Ultimately, the Hunters, as they are, are not a powerful force. All together, their powers and armaments mean relatively little. Only with time, careful planning, and survival could they ever hope to take back the night. It is this ultimate weakness which is their primary dilemma. Still ultimately mortals with a few helpful cantrips and tricks to give them a better chance, most are left with the disappointment of only being able to do what few things they can.

    Whether you want to play a boomstick-toting zombie blaster, a skittish parapsychologist trying to get a peek into a dark and hidden world, a wandering redeemer seeking to save the inhuman souls of the damned, a stake-toting Van Helsing, or a stiff-collared exorcist attempting to dispel hellish influence from the world, there's a niche in Hunter for you. Just don't pack any guns you can't drop in a hurry. You'll need to shed as much weight as possible when it's time to start running.



  2. This is a hard game for a true gamer! sadly, the low level of power of the characters of this game can deceive other players of powergaming series like vampire and werewolf. This game is about terror and madness, not to make the world a couple of slaves and show the most powers of strange forces. Through the scenario of the Time of Judgement, this game shows exactly the situation of the humans and the apocalyptic situation of the end of the WoD. Only for experts, not for Powerseekers.


  3. I always enjoyed a good Hunter game because players are in control of supernaturally imbued characters who are entirely clueless to the World of Darkness. Thankfully with the well written, and familiar, rules, you have the opportunity to fight back against the creatures who prey on humanity. This is not an investigate and run away game like Call of Cthulhu.

    With that said, a good game requires that the cluelessness is maintained to keep the level of excitement up. You can have players who know about the World of Darkness, but that information should not influencing their character's in-game decisions. A Hunter is not going to know a Brujah from a Gangrel or that a large man in a business suit is a Glasswalker.

    Overall, Hunter was my favorite of the "old-school" White Wolf/World of Darkness games/settings. The basic rules are consistent with the other titles in the line, with only a few variations. This made it easy to pick up and start playing on our first night with the rule book.


  4. Pardon the title, but really- a fantastic game.

    I own all of the major (o)WoD titles and have played and/or run them all. I really loved the games, the system, and despite the difficult times I had in trying to run massive cross over games I did what I could.

    To be honest, I still prefer Vampire the Masquerade, but Hunter is a really close second.

    The book is worth the purchase for the Flaws section alone. Giving a character a large alimony or a terminal illness helps to keep the characters set in a realistic setting that's hard to get out of other WoD games. The arguement that the characters are too weak to really 'hunt' the other various denizens of the World of Darkness is rather accurate. A man is generally too weak to stand toe to toe with lions and tigers and bears, yet they too are hunted and slain. The complaint that the game is nothing but weak combat and no story is awful. When I was the storyteller we spent about a third or fourth of the night discussing the day to day lives of the hunters- there 9-5 lives. The characters would then band together- guided by a mysterious force- to hunt. I didn't hand the characters rocket launchers and C-4. None of them were kung-fu masters or rogue CIA assassins. A professor, car dealer, truck driver, and - okay I admit- mad scientist type guy. They had very limited combat resources so instead of just off and 'blowing away' vampires and werewolves they had to really be clever, setting traps, researching patterns and habits, and generally trying like hell not to get killed. I have been enjoying the New World of Darkness and PRAY that the new Hunter does a halfway decent job to catch the feel of the old. If not, I'm sure I'll make adjustments as necessary.


  5. It's quite a necessity for making Hunter characters since I'm sure Vampires and other supernaturals run afoul of them from time to time. If you like playing on the Hunter's side then this book is vital. I consider it a staple to the Old World Of Darkness collection, but others may disagree.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Randall Bills. By FanPro. Sells new for $19.99. There are some available for $18.98.
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No comments about Classic Battletech: Technical Readout: Project Phoenix (FPR35032) (Battletech).



Posted in Role Playing Games (Monday, October 6, 2008)

Written by Various. By Mongoose Publishing. The regular list price is $19.95. Sells new for $13.00. There are some available for $11.55.
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No comments about Dark Passions.



Posted in Role Playing Games (Monday, October 6, 2008)

Written by Chip Daniels and P.D. Joyce. By Prima Games. The regular list price is $9.99. Sells new for $114.99. There are some available for $23.44.
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5 comments about Breath of Fire III: Prima's Official Strategy Guide.
  1. It didn't help me very much, but that may be coz I'm the best B of F-player ever known to humans..... So long buddies! "Tifa"


  2. The Book Had Alot of Deatail on the Masters and Where to Find the Brood Stones. It Was so Helpful.


  3. In the guide there was a great amount of mistakes. But even with them it still included all the necessary information.


  4. THIS BOOK HELPS GREATLY IF YOUR HAVING A PROBLEM THIS BOOK WILL HELP YOU ON THE GAME! :)


  5. I don`t know what to say? It is a good book. After all this book is only guide for this game.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Mark Justice and Beth Moursund. By Thunder's Mouth Press. The regular list price is $17.95. Sells new for $5.49. There are some available for $2.06.
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5 comments about Magic The Gathering Advanced Strategy Guide: For Advanced and Expert Magic Players.
  1. I won't waste much typing on this review. The title says it all. With about 3 new Magic editions released since this book was published, don't waste a cent on this stinker (8th Edition due out in July 2003). It was great when first released, but thye need to get on the ball and write a new one.


  2. I won't waste much typing on this review. The title says it all. With about 3 new Magic editions released since this book was published, don't waste a cent on this stinker (8th Edition due out in July 2003). It was great when first released, but thye need to get on the ball and write a new one.


  3. This is one of the only real strategy guides for Magic that I could get my hands on when I was still starting out. Written by one of the great masters of the game, Tim Deopulos, the book gives instructions on the more advanced aspects of the game, including tournament formats, deck history, tips and tricks, and even bluffing advice. In my mind, it acts as mostly as an "advanced rulebook." However, it is now six years old. The game changed so much since Tempest was in Standard, which seems like ages to any Magic player now (Honestly, since when did you play Tempest Booster Draft?). This was even before the Sixth Edition rules upheaval, which tried to simplify the game not only for newcomers, but also for tournament players. Due to this large expansion of the games rules, this guide is now a relic of a forgotten time; when the Auratog deck was still considered a cool idea (I remind you that this is before Urza's Saga) and when Standard was still fresh out of infancy. So, in conclusion, it was a great buy way back when, but now it's just part of the discount section, along with the Homelands boosters and The Wheel of Time CCG.


  4. When I was a serious tournament player I met Mark in Lincoln, Nebraska. Mark is a friendly, intelligent, and generous person. He's a great example of someone who found what he was meant to do in life. Mark is committed to the game and sharing his knowledge, which he demonstrated when I saw him in person. He also imparts his knowledge to fellow gamers in this well written book.

    Obviously, the book went out of date (in a sense) soon after it was published. However, it contains a treasure trove of knowledge for the serious player. Magic is about strategy first and tactics second. Of course the game will change as WOTC develops new cards and different rules. I particularly liked the rigorous way the book delineates how to create an effective tournament deck. Mark also gives great tips about how to analyze new cards (how will that ever go out of date?).

    I disagree with the foreward of the book - it states that anyone can become a great magic player with enough hard work. I've been around and I know that some people are naturally talented at Magic playing and will be better players than everyone else. However, using the book's advice will probably result in more wins for the committed student and player of Magic. econ


  5. A very good book on Magic strategies, but keep in mind this book was made in 1998 when Stronghold first came out, so this information is a bit dated. Obviously this means that some of the strategies have long ago lost popularity, or have no bearing on the current set's strategies. Another problem, is that some of the individual card descriptions for the Stronghold set are wrong (ie Flowstone Hellion is not a flying creature!). But outside of that, Mark Justice is an excellent old-school Magic player and if you play with older cards, you should definately read through this book.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by Kevin Siembieda. By Palladium Books Inc. The regular list price is $26.95. Sells new for $21.56. There are some available for $37.95.
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3 comments about Rifts: Book of Magic (Rifts Rpg Ser).
  1. Having read thouroughly the pages of this book. I am quite impressed with the completeness of its contents... long had I awaited a centralized location for this information. It is a massive compilation of nearly all the magical "stuff" in the Rifts Megaverse. A definate must have for GM's and players worldwide.


  2. This book would save you a lot to time when you are trying to find an odd spell in the many World Books. Overall, if you are a Palladium fan, or a Rifts fan, you need one.


  3. The Rifts role playing game was first published in 1990 and has been continuously published since then in spite of changes in the hobby, the economy and various business oriented road bumps suffered by the company. As of the writing of this review there are a large number of books concerning all aspects of the Rifts game and background information about the game world.

    This book, "Rifts Book of Magic" is one of the best books to buy for someone just starting out with Rifts. Within the game world of Rifts there are a myriad of magics and a myriad of spells in many different books. This book brings all that information together in one volume. In addition to the master lists for this information there are rules clarifications, in-game examples, tips on running "magic-oriented" games and much more.

    I would consider this book one of four necessary books to have when playing Rifts... Additionally I would suggest the "Rifts Ultimate Edition" core rulebook as well as the "Rifts Game Master Guide" and the "Rifts Adventure Guide". With these four books in hand you have all you need to not just play the game but plan your next purchases in an intelligent fashion.


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Posted in Role Playing Games (Monday, October 6, 2008)

Written by White Wolf. By White Wolf Publishing. The regular list price is $27.99. Sells new for $20.38. There are some available for $18.93.
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2 comments about Mage Banishers (Mage the Awakening).
  1. The Internet carries porn, so it should be banned. Video games are often violent, so they should all be banned. Computers are used for both, so they must be banned. The printed word can carry blasphemy, so all books must burn. Fire can burn people, too, and since it was the first technology, not only it but all advances beyond hunter-gathering must go. There are people who believe some or all of this, and some of them are willing to kill to enforce it. In the World of Darkness, Banishers know that magic can be used for evil, so it too must be totally destroyed, along with its practitioners.

    The book begins with a character given a choice: Awaken as a Banisher, or remain ignorant of depths of the World of Darkness. The introduction sets out the theme and mood of the book: "violent ignorance". It blends well with the first section of the first chapter, which explains the varying theories on the origins of Banishers, the competing ideas on their motives as it were. It starts with the sublime, that Banishers see far more of the nature of the world than most mages and it breaks their minds, down to the prosaic: they reject the structure of mage society for reasons that seem as petty as the elements they object too. That illustrates an element of justified mage paranoia: not all Banishers immediately become magic-powered serial killers, some stay in the Orders until the pressure of mage life becomes too much, and instead of just abandoning the politics of a city, they seek to destroy all the other mages.

    The second half of the first chapter and all of the second chapter is on the means Banishers have access to. They cover the mechanical elements of creating uniquely Banisher characters, from merits to spells and rotes to Banisher magical equipment. It may seem odd that characters opposed to magical learning create rather a lot of rotes. Most Banishers still don't have many rotes, but a Banisher who survives to reach Mastery of an Arcanum then spends a lot of time making combat rotes. The third chapter is on Banisher suspects. A common complaint about White Wolf is that they don't do Monster Manual type stuff. There are nine different Banisher organisations in here, ranging from cults with global cell structures to unique and individual groups. The reasons for the many characters becoming Banishers and how they operate is widely varied.

    The fourth and last chapter is Storytelling, giving Banishers the opportunity to commit their crimes. The book as a whole is explicitly written mostly for Storytellers, but this chapter provides details on portraying Banisher characters that includes a section specifically on dealing with Banisher PCs. Finally, if you were expecting the Timori to appear in a specific form, you were right. They are what I consider the most diabolical of Left-Handed Legacies.

    This is a bleak book. Banishers are broken, and they want to crack the rest of the world to fit their shattered viewpoints. It's well written and really good reading, though. The only complaint I have is that the artwork actively detracts from the rest of the book. I should have taken a star off for that, but didn't, as I sincerely recommend everything else in this book to Mage gamers.


  2. The first thing any prospective purchaser needs to be aware is that this is an antagonists book. This is important because it is not necessary that this be the case: Banisher's have a compelling hook that can make for good play, at least on paper. The character who is tainted by the darkness but will fight against it until he is the only taint that remains before ending himself has all the elements necessary for fun tragedy. However, if that is what you're looking to do, this book will provide only the bare minimum of support, and while that may be a disappointment to some, it was the right choice for the book for two reasons.

    First, Mage has a historical issue of its antagonists being cooler than its protagonists, so that needs to be avoided in general. Even more: the 'Hunter' corebook will be out after this, and heroic Banishers would tread on that space of play pretty thoroughly.

    Second, and more importantly, the authors have a strong sense for a thematic core for the Banishers, and they embrace it. At heart, the banishers are broken, deeply and profoundly broken, and while there are a myriad of ways for this to be expressed, they share that central note.

    All of which comes back to the fact that this is an antagonists book, first and foremost. There is a bit of mechanical support for Banisher magic, but it's just a few new widgets, no great change from the baseline. There's also some new ancient history, but it's suspect and fuzzy. The heart of it really seems to be the array of NPC Banishers for use in your game, and excepting the odd parody of Scientology, they all seem to step right out of different flavors of horror movie, often with a slasher or splatterpunk kind of feel.

    As with all WoD books, it's sprinkled with fiction and art. The fiction is better than average, the Art is a bit more uneven.

    All in all, this is a good book. Well executed, and tightly adhering to a specific vision for what the Banishers are in play, while leaving flexibility for what they are in cosmology and still giving enough tools to not totally abandon divergence. However, I think that same central strength of vision makes it something that is likely to be very useful or not useful at all in a given game. If you want to hit the horror notes with serial killer cannibalistic crazy Banishers then this book gives you all the tools you want. If your game is not as slanted towards horror, then there's less of use here.


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Mage Banishers (Mage the Awakening)

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Last updated: Mon Oct 6 23:35:50 EDT 2008