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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Richard Kadrey. By Hyperion Books.
The regular list price is $45.00.
Sells new for $66.65.
There are some available for $12.95.
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5 comments about From Myst to Riven: The Creations & Inspirations.
- This gigantic book features stunning full page renders of key scenes from Riven, as well as various high resolution screencaptures. It also takes you through the entire process of making Riven, from the completion of Myst to the completion of Riven. It shows you how the story was developed (and additional bits to the story), how the stunning photo-realistic graphics were acheived, how the sound was done, how the design and visual look came about. In the background, it tracks Cyan's rise from a small company in a garage into one of the most profitable independent game designers in the world. Being a fan of the whole Myst universe and of computer technology in general, I absolutely love this book. I have it on my coffee table. While I have other things to attend to, my guests can flip through it until I have time to sit down. The process that went into making Riven was enormous and complex, and I salute Mr. Kadrey for getting down into words.
- Most computer games don't much for me. I'm not into shoot-'em-ups, and I learned back in the days of the original ADVENTURE and ZORK that I wasn't that great at puzzle-solving. Oh the other hand, I've been playing MYST and RIVEN regularly for years, even though I haven't solved that many of the puzzles. I'm what this author calls a "tourist," a player who just likes to wander about the Ages of these games and gawk at the exquisite artwork and music, and marvel at the fantastic realism the design team has managed to put into their worlds. This book brings all that out in some detail, describing how Rand and Robyn Miller came up with the basic ideas, how Richard Vander Wende turned all their plans on their heads and made the game the masterpiece that it is, how even the sounds you hear are apt to be clues (I never knew that!), and -- above all -- how none of the team let themselves be hurried in their quest for something as close to perfection as they could manage. Like Tolkien, they even invented a detailed language for the D'ni. Amazing stuff.
- "From Myst to Riven" is a positively amazing book that follows the arduous journey of the Cyantists from creating two of the greatest games ever made. All the way through Inception, Preparation, Construction and Completion, Kadrey takes such an in-depth look at the inner workings of Cyan that you feel as if you helped them along in making it. Breathtaking visuals and intriguing narrative make this a book that's a must-have for any hardcore fan.
- Despite having read all the five star articles, about how wonderful this books is. I was still utterly blown away by it when i received mine. The book cost me about 85$ with shipping, but I live in DK so in addition I had to pay extra tax totaling a cost of over 100$, despite that this book is still well worth it. note however if you live outside the US. you might want to check shipping options since this book is very large (about 35cm in height)and it will cost a great deal to ship, thus you might get it via regular mail (witch takes forever). For anyone interested in CG, computer game history, Myst, D'ni, or Multimedia, This book is an absolute must!
- Exquisitely illustrated, beautiful layout and easy to read, this book provides insight into the making of these groundbreaking computer games. Richard Kadrey has created this volume clearly showing his love and appreciation of the Myst game. This book should be included in the library of every design college, as it shows the development, mapping and design process of the creation of Myst.
The book has an introduction by Rand and Robyn Miller and is divided into four parts: Inception, Preparation, Construction and Completion. Included is even a lexicon of the D'ni grammar.
Well worth the wait and the price!
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Aeg. By Alderac Entertainment Group.
The regular list price is $50.00.
Sells new for $17.99.
There are some available for $22.08.
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1 comments about Stargate SG-1 Role Playing Game: Core Rulebook (d20).
- For the most part I absolutely adore this game. The setting is one of my favorites (the "Stargate SG-1" TV show universe is dead-on perfect as an RPG setting). The system (adapted d20; you'll need the "Dungeons & Dragons Player's Handbook, third edition) is wonderful--in particular it's stunningly detailed, allows characters to try virtually anything, and is quite flexible. It's simple enough to understand without much work, but complex enough to allow for dramatic, varied game-play. The amount of information provided is fantastic.
The one down-side of this much information is that we keep forgetting that there are rules we should be applying to the game because there are just so darn many of them. Over time this abates--you get better at remembering what's in the book the more you play. Run a few combats before you play the game, so you aren't trying to learn both at the same time.
My real gripe, and the one that took away that coveted last star, is that the editing job is terrible, and the layout job with respect to the charts doesn't help. The editing problems are issues that noticeably interfere with game-play. Paragraphs trail off in the middle. Fractions have been replaced by letters (just how much can you blow up with 'G' lbs. of C4?). Charts are often found quite a few pages away from any explanatory text.
There are the usual few details that feel a bit wrong--the idea that characters should gain roughly one level of experience for each mission would have had SG-1 retiring at the end of season 1 of the TV show. The idea that any officer player characters have Major as a minimum rank doesn't match up with either the TV show or the info in the first half of this book.
However, these are minor issues and easily fixed. The company's web site (www.stargatesg1rpg.com) provides detailed errata in the forums, as well as additional resources. And other than these problems, this is still the most fun I've ever had either playing OR gamemastering an RPG. It's an expensive book, but it's also nearly 500 pages--not a single bit of it wasted in my opinion. So I highly recommend it; just make sure you look up those errata!
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Vincent Darlage. By Mongoose Publishing.
The regular list price is $24.95.
Sells new for $16.18.
There are some available for $13.30.
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No comments about Player's Guide to the Hyborian Age (Conan (Mongoose Publishing)).
Posted in Role Playing Games (Tuesday, October 7, 2008)
By Catalyst Game Labs.
The regular list price is $19.99.
Sells new for $12.33.
There are some available for $13.92.
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No comments about Classic Battletech Starterbook Sword and Dragon (Classic Battletech).
Posted in Role Playing Games (Tuesday, October 7, 2008)
By Steve Jackson Games.
The regular list price is $17.95.
Sells new for $12.19.
There are some available for $9.43.
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1 comments about Steve Jackson Games Munchkin Blender.
- If you own any of the Munchkin games and their expansion this is a must add to your game deck. This expansion helps combine all the other expansion sets into one massive deck and it adds a bunch of cool treasures and doors. Definitely a must for any Munchkin who combines Munchkin sets.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Richard Baker and David O. Miller. By Wizards of the Coast.
The regular list price is $22.95.
Sells new for $10.50.
There are some available for $4.59.
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5 comments about Player's Option: Spells and Magic (Advanced Dungeons & Dragons, 2nd Edition, Rulebook/2163).
- The new spells and the new rules of this book made the mechanics of the game more realist and more "playable". An important acquisition for every spellcaster and most adventurers.
- This book is a great source of information for any type AD&D game, this book includes detailed info about all types of Spellcasters and includes too the system of Character Point's already seen in the Player Option's:Skills&Powers but expanded and woth more option's this time for all Spellcaster. There is a system that you can create your own spellcaster type and almost create a new class, by choosing it advantages, disadvantages special powers and special traits. The books also include a system and a table of critical hit caused by magic. The book is very interisting and very good it worth the price you pay. Get it if you can.
- Unlike "Skills and Powers" and "Combat and Tactics", "Spells and Magic" does not introduce a wholly new set of rules that the other two books in the series are infamous for. "Spells and Magic" so rarely deviates from the original rules and presents so much expanded materials ( rather than totally new), you will soon be immersed into the originality of the effort. While this is basically a second take on The Complete Wizard's Handbook, it accomplished its goals so much better and quicker that it has plenty of leftover space to introduce several new subdivisions of the magic-user class and many other useful innovations. My advise as for Spells and Magic? Opt for this rules expansion - steer clear of its comrades.
- Spells & Magic is a good, well-written, fairly well organized book packed with spells for both wizards and preists, along with numerous NWPs.
- I was searching for a way to create magical items with a mage and picked up this book and found it defines this and more. I was able to hunt for magical components and this book helped with the research factor.
I wanted to find a few off-the-wall components and this book helped to define a good way to do that. It was helpful in answer magic related questions about Mages and what an Enchanter is good for or an Invoker. This book is a must if you plan of playing or running Mages, it is very helpful.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Jim Mazurek. By Versus Books.
The regular list price is $14.99.
Sells new for $43.97.
There are some available for $33.96.
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5 comments about Baldur's Gate II: Shadows of Amn (Official Perfect Guide).
- This guide contains everything you need to beat the game. Definatly a good buy.
- 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.
- 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.
- 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".
- 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 (Tuesday, October 7, 2008)
Written by Beth Moursund. By Thunder's Mouth Press.
The regular list price is $16.95.
Sells new for $8.12.
There are some available for $2.90.
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5 comments about Magic - The Gathering Official Strategy Guide: The Color-Illustrated Guide to Winning Play.
- Beth Moursund, bethmo, is simply the best writer there is on Magic: the Gathering. She has a simple style, but makes very deep points. Time and again I have read her discussion of a card or a strategy and been amazed at her insight.
This is a book for the beginning to intermediate player. Actually, it's a book for all but the expert. (And even an expert would appreciate her writing.) In this book, bethmo discusses both how to play the game and how to build winning decks. She illustrates her approach with plays and with decks, so that her theory and practice can be seen side-by-side. Most wonderful of all, the book has illustrations of all the cards she discusses, so you don't have to wonder what the heck some card says. It's right there for you to see. Also, don't worry that the decks will involve out-of-print cards that will cost you a small fortune to procure. bethmo deliberately uses only in-print cards from relatively recent (and still very available editions of the game). She's so good that she doesn't need to take refuge in a deck full of $20 to $200 cards. By all means, by this book. Once you read it you'll be a bethmo addict, too. Then you can go out and buy other of her books, like her guide to Tempest, the single-card strategies (outdated unless you have the computer game or $1000s to spend), or one of the encyclopedia volumes.
- I can't think of any book that will teach you the finer details of the game better than this. As a beginner, photos of actual cards help immensely in learning the game. Only "Official" books show the actual cards. This book is great for a beginner who wants to advance to intermediate and tournament level play. The book is dedicated to teaching you all about the strategy of playing with the 5th edition cards. There is a fantastic attack sequence description in this book. The book also details banding, instants, and interrupts which can be very confusing to beginners. Good information is also included for creating and playing with the 5 basic decks: an inexpensive Weenie Deck; a Big Creature Deck; a Burn Deck; a Permission Deck; and a Land Destruction/Discard Deck.
- This book breaks it down into its simplest terms. I was able to understand and follow the directions easy. A definite need for those of us that are new to playing Magic the Gathering.
- i liked it a lot. good rules explanations
- Only being a novice with only a few cards, I wanted to know how to best utilize my time and money to get better at Magic. This book takes you through all the steps necessary to bring your skills up to par. I enjoyed the section about deck building since I had no experience (and no cards). Probably the best part of the book is everything is explained visually. You can see and read each of the cards and how they interact. The only concern I had with the book is that it is set up for Release 5, not the current release. But that's not that big of a deal. I recommend this book to anyone who wants to understand this game.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Frank Chadwick. By Heliograph, Inc..
The regular list price is $17.95.
Sells new for $10.94.
There are some available for $11.77.
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1 comments about Ironclads & Ether Flyers: Aeronaval Combat for Space 1889 (Space 1889 Sci-Fi Roleplaying).
- A fun game concerning ship combat in the Space 1889 game series. Space 1889 is a Victorian SciFi game concerning European colonization of the planets in the solar system. A great game for people interested in the period and the history of technology.
The ships are wooden and ironclad ships which float due to the miracle of "lift-wood" (discovered on Mars). If you like Ironclads or Smoke on the Water you find this easier to learn and quicker paced. I am glad to see it back in print.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Demian Linn and David Hodgson. By Prima Games.
The regular list price is $14.99.
Sells new for $14.93.
There are some available for $8.95.
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1 comments about Legacy of Kain: Soul Reaver 2 (Prima's Official Strategy Guide).
- I've always loved the Soul Reaver series, so when I heard a 2nd installment was going to be issued a couple of years back I was elated. But much like the original, your going to need some help if you want to minimize your frustration with Soul Reaver 2's complicated puzzles and obstacles. That is where this book comes in. Prima's guide was to the point and provided clear instructions on how to master Soul Reaver. Beautiful color illustrations, some background information of the games characters, and combat tips made Soul Reaver 2 a much more enjoyable game to play. Thegame by itself is a masterpiece with stunning graphics, great story line, and very realitic environments, Prima's Soul Reaver 2 guide enhances the magnificance of this epic game.
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From Myst to Riven: The Creations & Inspirations
Stargate SG-1 Role Playing Game: Core Rulebook (d20)
Player's Guide to the Hyborian Age (Conan (Mongoose Publishing))
Classic Battletech Starterbook Sword and Dragon (Classic Battletech)
Steve Jackson Games Munchkin Blender
Player's Option: Spells and Magic (Advanced Dungeons & Dragons, 2nd Edition, Rulebook/2163)
Baldur's Gate II: Shadows of Amn (Official Perfect Guide)
Magic - The Gathering Official Strategy Guide: The Color-Illustrated Guide to Winning Play
Ironclads & Ether Flyers: Aeronaval Combat for Space 1889 (Space 1889 Sci-Fi Roleplaying)
Legacy of Kain: Soul Reaver 2 (Prima's Official Strategy Guide)
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