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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Wednesday, July 9, 2008)
By Steve Jackson Games.
The regular list price is $24.95.
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3 comments about Steve Jackson Games Super Munchkin.
- The Munchkin crowd is at it again with a series of silly superheroes, crazy villians and odd powers to wind your head around.
The system is much like Munchkin Bites with the powers based on levels but other than that it is the same basic premise that makes the other munchkin games fun.
It is not my favorite of the batch (Munchkin-Fu wins that honor) but it is well worth your time and money.
- I have 4 teenage boys and the neighborhood of friends that go with them, and they all love this game! It seems easy to pick up as there's always a new kid at the playing table. Some of the cards are boyishly offensive, but you could pull those ones.
- This is rather unorthodox, but it is this game that really compelled my reluctant reader, 8, into wanting to read more. He loves this game. We all do, which is amazing to find a game that grabs the interest of everyone from 8 to 80. The rules are simple enough for kids to understand but funny and strategizing enough to keep adults entertained. What's great is a a lot of strategy has to do with help- so you can't piss off the top player by adding a "date to his monster" and than expect him to help you the next turn, not unless he's an elf anyway! We have several different sets now and each one is near and dear to my son's heart.
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Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by James Jacobs and Wayne Reynolds. By Paizo Publishing, LLC..
The regular list price is $19.99.
Sells new for $9.86.
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3 comments about Pathfinder #1 Rise Of The Runelords: Burnt Offerings (Pathfinder; Rise of the Ruinlords).
- This is one solid piece of work. The adventure is great and leaves you wanting more. The background and detail of Sandpoint (where the adventure begins) and the villains is colorful and imaginative. The new monsters are mostly great. And the reinvention of goblins is inspiring! All and all, very well put together. This is the first installment of the Rise of the Runelords adventure path and I can't wait till the rest are released.
- The first, full color volume of a six part Adventure Path (aka: campaign) for Dungeons and Dragons (version 3.5), which offers the opening salvo adventure for a party of 1st level Player Characters. The adventure is nicely written, taking place in the coastal town of Sandport and venturing briefly into the hinterlands. In addition to the 40 pages of adventure material (not merely dungeon crawls, there is plenty of room for interactions and drama from more than a character's ability to swing a sword or cast Magic Missle), the module offers a nicely detailed overview of the town and its major Non Player Characters, some fiction offering details about the Pathfinder Society (Paizo's adventuring society, a part of the Rise of the Ruinlords and further Pathfinder Chronicles supplements), a history of a collapsed society (which is crucial to the overarching adventure path), a handful of new monsters, and a quartet of premade player characters.
By now, the full adventure path is already out (and Paizo has moved on to their second effort), but I only just recently actually had a chance to start reading the thing. Quite nice, with a quirky sense of humor (as evinced in one monster chieftain's "Steal Food, Become Food" policy, which had me rolling for a while and still makes me chuckle...). The series apparently gets quite dark as it goes (yay!), but it starts out on a more traditional footing, while doing a little for goblins what Crown of the Kobold King did so well for kobolds... That is: it makes an often overlooked or rather wasted monster type interesting!
- While the deaths of Dragon and Dungeon magazines are regrettable, if this is what Paizo has intended to replace them with, I'm happy that it's a worthy successor.
Not just an adventure, but each issue is full of background source material, new creatures, maps, guides and tons of flavor for the Pathfinder World. I'm looking forward to running through the Rise of the Runelords campaign with my players who trust me to pick out a good product.
Speaking of which, the Pathfinder game has a free PDF available for download that has over 160 pages of updates and new ideas for 3.5. In fact, I've taken to calling it D&D 3.75. It's better than 3.5 without being as alien and obtuse as 4.0. Skills have been condensed, combat simplified but not dumbed down or turned into a bastardized pen and paper version of WoW, basic classes have been upgraded to compete with alternative and prestige classes featured in expansion books. Everything has been done logically and the side notes explain Paizo's rationale for doing so.
Overall, Pathfinder products are some of the highest quality I've seen in a while.
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Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Michael B. Lee and Greg Stolze. By White Wolf Publishing.
The regular list price is $29.95.
Sells new for $70.00.
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5 comments about Demon: The Fallen.
- Great WW... simply amazing work.
- i love the demon story line. i love the lores and the powers that the factions but if you break the system down you have super vampires. replace faith with blood and torment with humanity and lore with disiplines and you have the kindred. this is not a bad thing. in fact i always toyed with the idea of interchanging the powers. overall not the best game WW ever made(exalted) but not the worst(wraith) excellent mixing game though i have failed to see how you can put a demon and a werewolf together. not a must have but a good buy none the less.
- Beautifly writen demon the fallen is a great white wolf game that finaly allows non-n.p.c.'s to play as demons from the under world, this is backed up by a magnificently writen history of the demon era of humanity where demons ruled with humanity. And a full detailed accounting of Caine's fall from grace that all vampire fans have been waiting for. The only slight problem you may have with reading this book is if you are to bound to christianity and offended, probably white-wolfs greatest game next to Kindred of the East.
- Very interesting. Requires more thought than most other RPGs. Ranks right up there with changling as far as the limits of the game is only your's (and the storyteller's) imagination.
- DEMON:THE FALLEN is a role-playing game by White Wolf, set in the original WORLD OF DARKNESS setting. This game is about demons (obviously), but portrayed differently than in Judeo-Christian theology. Lucifer and the other fallen rebelled against God in order to love and serve humankind. There was war on Earth between the heavenly and fallen hosts resulting in great destruction and cruelty to humans, as the fallen used the humans they claimed to love as tools in their rebellion. Finally, the heavenly hosts were victorious and cast the fallen into Hell, a place of eternal isolation and nothingness. There, the fallen remained for all the aeons of earth's history.
And now all hell is breaking loose.
In DEMON, many fallen angels have managed to escape Hell, but it continually pulls at their essence. The only way for them to remain out of hell is to merge with a mortal body. The book implies that it is only possible to take the bodies of people with weak or broken souls; the brain-dead, the incurably insane, the suicidal, and those whose spirits have been crushed by the weight of a world of darkness. In this body, the fallen are very limited in their abilities; their memories of infinity and beyond have to fit in a mortal brain, and much is lost. Their fleshly shells are fragile, and the demons must continually search for faith to sustain themselves. They do retain some of their lore, their original ability to shape the universe, and their angelic form can be called upon at times. Whether they appear angelic or demonic depends on the fallen's level of torment, or how much they have succumbed to the dark side.
The book is exceedingly well written, with the first third of the book exploring the setting and abilities in narrative form - it makes for very interesting reading. I also found it interesting that some of the fallen have realized their error in rebelling against God and are in search of redemption (a position that surprised me given White Wolf's propensity for sticking a thumb in the eye of Christian belief whenever possible). I'm also surprised that people think that DEMON borrows from Judeo-Christian tradition when it is clearly Gnostic. It has a very Gnostic view of God, creation, Jesus, and humanity.
Many people (including myself) have wanted White Wolf to redo DEMON for their new setting. I think that they have chosen to replace it with PROMETHEAN: THE CREATED. It is billed as a "game of stolen lives", where a dead body is resurrected as a different creature, one with a mind but no soul. This new being searches for redemption, trying to understand humanity and to eventually become human. Prometheans even have Torment as a state they fall into over their suffering and have an "apocalyptic form" where their true selves are revealed. Many of the themes of DEMON seem to have been taken over by PROMETHEAN. If that is the case, it is an interesting decision by White Wolf.
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Posted in Role Playing Games (Wednesday, July 9, 2008)
By Wizards of the Coast.
The regular list price is $14.99.
Sells new for $13.00.
There are some available for $29.98.
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No comments about D&D Miniatures Game War Drums Booster Pack (D&D Miniatures Product).
Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by The Hackmaster Development Team. By Kenzer and Company.
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5 comments about Hackmaster: Official Player's Handbook.
- I want to get this thing a lot. Part of it is that it seems like fun, also that I'd enjoy seeing some of the stuff in here since it can be converted to 2nd edition etc. My group refuses to play though because I found the field guide and after I mentioned leperosychauns they said that they would not play.
- In reading Knights of the Dinner Table, from whose hallowed pages this game is spawned, one thing becomes evident; while this game may use Advanced Dungeons & Dragons as a springboard, the water at the bottom is bitterly, bitterly cold.
First, any GM worth their HackMaster GameMaster's Association certification isn't there to coddle you through a dungeon, helping you beat the big bad Swack-Iron Dragon. You don't have to imagine the enemies you're trying to beat; he (or she) is sitting right behind that GM's shield. So grab your dice and girdle your loins. It's war.
Actually, in all seriousness, this game is one of the best RPGs I've played. A lot of it is more a fun poke at AD&D than anything else, but it is a hell of a lot of fun to play. Just don't get too attatched to your charachter; you may go through a few while playing.
- I have the 1st, 2nd and 3e editions of D&D/AD&D and have been playing for many years. I enjoy all of the incarnations of this game as well as other RPGs. Certainly, I have to say I am very impressed with this book.
It's not the exact same game as any of the other editions mentioned above. Although based on 1st and 2nd edition materials there is a lot of new content. You'll love the new approach to building characters and using Building Points. The skills/proficiencies/talents have received a total overhaul and really shine. Spells have been significantly altered, and while this took me by surprise, the game dynamics do seem really well balanced. There are many new PC races and more new classes than you can shake a stick at.
HackMaster is really fun, and it is certainly better crafted than many games out there today. You'll really enjoy the ideas and writing in this book regardless of which side of the D&D or RPG fence you are on.
This is a very well organized, indexed and thought out RPG. There is so much more new material and subtle changes in the game than most people are aware of. HackMaster is truly a unique game but with all the old style attention to detail and style. The support site and forums at KenzerCo (the publisher) are extremely active and have a large following.
One last thing, I have heard/read several reviews who complain about a parody aspect to these books. People who make this claim have probably only briefly paged through the PHB before putting it back on the shelf. After you make it through the first few pages, you really don't notice any obvious parody. Rather, the book is well written with a healthy dose of humor. And if you can't laugh at yourself, what are you doing playing an RPG anyway?
- This is for those who have played D&D in the past and want to re-live the glory days and/or just want to slay some Orcs. Great stuff from the Kenzer team.
- Hackmaster wants to be one of 2 things, depending on how you look at it.
A Parody of 1st edition AD&D. Or. A playable RPG that returns us golden age of gaming...
In truth it is neither. It is not funny enough to be a joke, and is far to complex to be played as a game.
It is like playing 1st ed. AD&D with house rules created by some insane basement dweller who has never moved out of his parents house.
The irony is, 1st AD&D on it's own was, when compared to the current version of the game (D&D 3.5), a very simple (if nonsensical) rule set.
The rules provided by HACKMASTER are so convoluted and complex, it's hard to imagine any one old enough to appreciate the nostelgia value, would have the time to learn them. Unless they do still live in their parents basement!
It really is a shame. I really wanted to like the book as a parody, that would stir up fond memmories of lead figures, funny shaped dice, pepsi, pizza and many wasted hours of uber geekiness... which it is not. It's just 1st ed. made nearly useless with pointless rules glued on...
As a game, it borders on unplayable..... There are far too many BETTER "Old School" options out there these days....And if you really are "Jonseing" that baddly for a trip in the way back machine , I am sure
you could find PDF's of the original 1st ed books out there in cyber space...they'd be cheeper to boot!!"
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Posted in Role Playing Games (Wednesday, July 9, 2008)
By Wizards of the Coast.
Sells new for $39.99.
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No comments about D&D Icons: Gargantuan Dracolich (D&D Miniatures Product).
Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by Inc. IMGS. By Prima Games.
The regular list price is $14.99.
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4 comments about Pokemon Trading Card Game (Prima's Official Strategy Guide).
- best book for card players
I was The first to review this book By jerem
- I have many words about this book (and the awsome game) So if u have time to read get this book at least that is what my friends are saying.....
- I hate i
- The best book on how yo play the game. It also teels you what is in the booaster pakes for the normal cards and jungle cards.
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Posted in Role Playing Games (Wednesday, July 9, 2008)
Written by The Hackmaster Development Team. By Kenzer and Company.
The regular list price is $19.99.
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2 comments about Hackmaster: The Hacklopedia of Beasts, Vol I.
- Following in the tradition of the original Gary Gygax Basic D&D module B2: Keep on the Borderlands (ISBN 0935696474)(arguably the single most played adventure ever produced by TSR), the folks at K & Co. continue to produce superior quality reproductions of the original TSR classics. While almost all of the material is brand new, they manage to keep the spirit & flavor of the original very much alive. Following on the heels of B1: Quest for the Unknown (ISBN 1889182478), this adventure continues to provide Players more experience as well as more background information on Garweeze Wurld. The module contains several inter-related adventures (basically a mini-campaign) that allow Players to advance as slowly or as quickly as they desire (provided, of course, they manage to survive). The adventure begins with the Players arriving at Frandor's Keep. This is an adventure unto itself but also provides the Players a relatively safe place to hole up while recovering from their forays into the wilderness and, ultimately, the Mines of Chaos. There are many sidebar stories for the Players to enjoy or ignore if they so choose. Perhaps one of the best features of these new modules is in how logically they are laid-out, especially the Appendices. All new monsters & magic items are described in their own sections and a complete module index is also provided. Additionally, all notable module personalities are given their own section for further detail. Finally, all Player handouts, visual aids, and maps are beautifully illustrated and numbered to aid the GM. The "hack-factor" on this module is beyond expectations! I hope all future K & Co. products are as well written and produced as this one. They are certainly providing a lot of bang for the buck.
- Clearly a poorly thought out riff on 2nd ed. AD&Ds "Monsterous" mannual...a game book that was sold in section, to be placed in a three ring binder.
The question is, how much are you willing to pay for a joke? How about one that really is not all that funny??
Stick with your 1st/2nd edition monster books...they will work just fine.
This is for completetest and those desperate to recapture believe in the joke only...
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Posted in Role Playing Games (Wednesday, July 9, 2008)
By White Wolf Publishing.
The regular list price is $29.95.
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5 comments about Exalted (Role Playing Game Book).
- 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.
- 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!
- 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.
- 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!
- 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 (Wednesday, July 9, 2008)
Written by Jamie Chambers. By Margaret Weis Productions.
The regular list price is $9.99.
Sells new for $4.70.
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1 comments about Battlestar Galactica Quickstart Guide (Battlestar Galactica).
- I purchased this and ran it for my group. Not bad at all. It uses the same system as Serenity the RPG. It is just a module for starting off the series. Not real heavy on setting. Rules lite.
My group had a lot of fun escaping Caprica during the initial Cylon attack.
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Steve Jackson Games Super Munchkin
Pathfinder #1 Rise Of The Runelords: Burnt Offerings (Pathfinder; Rise of the Ruinlords)
Demon: The Fallen
D&D Miniatures Game War Drums Booster Pack (D&D Miniatures Product)
Hackmaster: Official Player's Handbook
D&D Icons: Gargantuan Dracolich (D&D Miniatures Product)
Pokemon Trading Card Game (Prima's Official Strategy Guide)
Hackmaster: The Hacklopedia of Beasts, Vol I
Exalted (Role Playing Game Book)
Battlestar Galactica Quickstart Guide (Battlestar Galactica)
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