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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Phil Brucato and Rachelle Udell. By White Wolf Publishing. The regular list price is $10.95. Sells new for $43.98. There are some available for $22.49.
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5 comments about Revelations of the Dark Mother.
  1. It is a great book in a Book of Nod fashion, deatiling all the references to the dark mother Lilith, I really loved this book, beatifully illustrated, and magnificently writed. It is one of the best sources for every vampire in the misterious world of darkness in Vampire: The mascarade.


  2. I loved this book! The words--the visualizations they produce--it's pure poetry, something not usually seen in a source book for a roleplaying world. I could put myself in Lilith's shoes, and understand her pain, her joy. I mined this book for information, and got a teasure. If you deal with Lilith in your game, this is the perfect book for you.


  3. This book is beautifully illustrated with a frequent subject being lilith's naked form which is a theme of the book really. Sleeping with Adam, Eve, Caine, Lucifer, God (yes, God), Animals, and probably a dozen or so more folk that I've forgotten. The Book is best for a Sabbat book because it's appeal to such base sexual things instead of any divine mystery or questioning doesn't provide much. The narrator is also far less interesting than Aristole DeLaurent and Beckett.


  4. As I force my players to dive deeper into the mysterious world of Kindred and fight against destruction, prophecy can be a wonderful thing. I use this book, along with "The Book of Nod" and other WoD books to develop unique interpretations to the story we have just finished our fourth summer of playing. Told from the point of view of someone investigating the cults concerning Lilith, we get 3 "books" about the Dark Mother. These three agree on many points but it is the contradictions that I find most useful in the game. A creepy feeling surrounds the book and you may get chills just from reading it.


  5. While it is true that this is a better reference for Sabbat characters than Camarilla, this is not because of wanton sexuality or anything like that. It is a book about discovering yourself through all outlets: pain, thought, suffering, sexuality, sensuality, etc. This is more of a Sabbat outlook than a Camarilla one, so it is more appropriate for those characters.

    That set aside, it is not really all that helpful a resource. Some of the book was obviously researched, I can tell that from my own studies. However, much of it was merely Lilith bemoaning her fate. Dark Mother indeed. Where is this Mother's self-sufficiency, her self-confidence, her satisfaction at what she is done? Nowhere. It is a book about her whining and using her powers to seduce those she hates until she meets her love, Lucifer.

    While that is all very interesting, the art is neither detailed nor differentiated. The only really interesting pictures are toward the end, where Lilith is dressed in the outfits of Pharoh, and where she holds Lucifer's sword and prepares to slaughter her enemies. The text is not as poetic as you would be likely to think, if you had read The Book of Nod or The Erciyes Fragments, both of which are wonderful and highly recommended. If you have need of more of that, go ahead and pick this up. If you have players who are Lilins, go ahead and have them pick this up. If you are interested in vampire flavor, this is not really for you. It shuns vampires mainly, and it is not really useful for them.
    Harkius



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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Steve Kurtz. By Wizards of the Coast. Sells new for $186.32. There are some available for $28.99.
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5 comments about The Complete Book of Necromancers (Advanced Dungeons & Dragons, 2nd Edition, Dungeon Master Guide Rules Supplement/2151).
  1. Author Steve Kurtz went out of his way to find fictional examples of the various types of Necromantic Kits, and since most of them are from such stellar writers as Mary Shelley, Bram Stoker, H.P. Lovecraft, and Clark Ashton Smith, this book -- or at least the kit descriptions -- is an excellent introduction to the literary genre of the Necromancer. The one glaring ommision was the failure to mention Robert Louis Stevenson's "The Body Snatcher," about the 19th Century "Resurrection Men" who stole (and sometimes CREATED) corpses for medical students; also missing were such creepy types as Burke & Hare, and Dr. Knox. ("Down the close and up the stair/But and been with Burke and Hare/Burke's the butcher, Hare's the thief/Knox the man that buys the beef!") And let's not forget Sweeney Todd and those delicious meat pies Mrs. Lovett made!


  2. This is definatly a great supplement, but that is all it is... a supplement. This book is not the be all end all campaign creator. I find this book, enjoyable to read (I admire the necromancer class) and a very excellent addition to building mysterious and dangerous necromancer NPC's (this book includes an suggested necromancer dragon!).

    With this book you can make an NPC to scare your players away, and show them just how powerful the dark arts really can be. The warned, this book is mainly for the DM for creating NPC's. It is not meant to be used as a Player "Class" option. However, I would possible let a player create one of these unique necromancer kits in the right setting.

    A must have for magic user freaks, and a DM looking to add a twist to their adventure.



  3. This book adds depth to the most durable nemsis NPC your PCs could face. Evil spellcasters have long been a favorite and this book presents many new and powerful options. When used in conjunction with other books (e.g., V.R.'s Guide to the Lich, etc.) the value of this book becomes even more apparent. However, other books aren't necessary to get a wonderful experience out of this work. I definitely recommend it to any DM wishing to use priests and wizards who use the dark arts.


  4. THIS IS A BOOK THAT CAN VERY QUICKLY BRING BACK SOME BALANCE TO A CAMPAIGN THAT MAYBE THE CHARACTERS ARE A LITTLE TO STRONG. THE DARK ARTS ARE POWERFUL INDEED, AND WITH THE HELP OF AN EVIL POWER (GODS, DEMONS, POWERFUL UNDEAD ECT...) NPC'S CAN GIVE YOUR PARTY REAL FITS, THIS IS ALL DRAWN OUT AND VERY EASY TO ACCESS IN THIS HANDY LITTLE BOOK. UNDEAD ARE COMMON TO AN ADVENTURING PARTY AND HAVING SOMEONE OR SOMETHING IN CONTROL OF THEM ADDS A LITTLE FLAVOR IN THE GAME. AS PC'S THIS BOOK THIS ALSO COMES IN HANDY IF YOU WANT TO PLAY A CHARACTER THAT HATES UNDEAD. ON A FINAL NOTE, THERE ARE SOME HANDY SPELLS AND POWERS (NEAT EXTA BONUSES AND PENALTIES) THAT AD A REAL TWIST TO A CAMPAIGN.


  5. Not only odes this Suppliment provide a possible source of balance for the campaign and a number of interesting advetures. It is also a great sourse for odd Ravenloft Dark Powers. Futher the new spells and Kits allow Necromancers with a touch more character then the traditional raise dead/take over world Necromancers. As a DM I love this book! It is one of the finest supliments that I have read. As a player this is a great book as well, though it is for DM's, it can allow a player to make an in depth character that if used wisely can be one of the funnest and even "Goodest" charcters he'she has played. Very Well Done!


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Fantasy Flight Staff. By Fantasy Flight Games. The regular list price is $24.95. Sells new for $7.95. There are some available for $7.97.
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5 comments about Seafarer's Handbook: Sourcebook of Ships, Oceans, and the Beasts Therein (Legends & Lairs, d20 System).
  1. A great resources if you want to add a splash of water to your campaing or want to sail away from the adventure your DM wants to plunge you in.

    Published under the open gaming license, this book fits in great with the WOTC rules for D20 3rd edition D&D. Giving you a couple of new races, that I would never use for a PC, but that can be very cool NPC's, both supporting and opposing the players.
    The new feats and skills fit in great with the thema of the book.

    The best part for me personaly is the chapter about ship construction and the chapter with the already designed ships. There is also a chapter concerned with moving and fighting ship based. The fighting part is realy detailed and nice, but I am afraid I will nearly never use it. That could just be personal, if you want to have ships fight, the rules do make sense and seem very balanced.

    The only reason I did not rate this a 5 star book is the fact that it is in black&white. Besides that, the artwork is good quality and so is the binding of the book.



  2. Calling it realistic may be a stretch since I'm no expert on wooden ships, but I would say that it's more realistic than any of the 3rd edition competitors I've seen.
    This is mostly a book for lovers of "crunchy bits". It has lots of good rules for expanding your characters into aquatic adventures and a lot of rules for building your own ships. I think it may be the best D&D sailing supplement either, even knocking out the venerable Of Ships and the Sea.
    If you've ever thought you'd like to try a Pirates or Treasure Island campaign, then this is the book for you. The only moderate disappointment is the lack of color illustrations, but the artwork is mostly very good and none of it is bad.


  3. I just recently bought and read this book with the aim of adding some watery adventures to my (typically) land-based adventures.

    I was not disappointed. I'm only 2/3 way through this book at this time, but felt compelled to write a review because I just WANT TO RUN A WATERY CAMPAIGN now! :)

    The book details three underwater races and provides ideas on how their cultures interact with each other and the land-based races. There are prestige classes, spells, etc. as with other supplements, and I found these ones a nice fit with the context of the book -- especially the Reef Warrior for added mystique. There's also the ships (as detailed in other reviews) and a few rockin' adventure ideas/hooks.

    I highly recommend this book. It beats many of the WOTC-published books I've purchased in terms of value & aid to my campaign.



  4. This is truly an outstanding supplement for those planning on running adventures on the high seas. As I went through this book, I kept asking myself "Why isn't this in Stormwrack?" For those that aren't aware, "Stormwrack" is the official D&D supplement covering adventures in Aquatic environments.

    Don't get me wrong, the material in Stormwrack is good. I'd give it 4 stars as well. However, there is a TON of great stuff in here that Stormwrack doesn't mention. For example, how are skills affected underwater? There are some really good adjustments DM's should consider to certain skills when used underwater...most notably things like Listen, Spot, and so on.

    There are also some good and reasonable feats for use in aquatic environments, some nifty spells, and really tons of other material that I would very nearly deem "essential" for those running campaigns aboard ships or under the waves. Again, it makes one wonder why Wizards of the Coast didn't have some sort of similar material in Stormwrack.

    I should also add that the book is good quality, and that the art and so on are good quality as well. This isn't a cheap supplement of low quality, like some OGL stuff tends to occasionally be. This won't fall apart on you. I will mention however, that when I ordered it anyway, Amazon had it on 6-8 week backorder, so make sure you check availability before buying it here. If it's not available here, I'm sure you can find it elsewhere on the net.

    I highly recommend this product in addition to Stormwrack, for those who are planning to play or run games where the Sea is a primary setting location.


  5. Seafarer's Handbook: Sourcebook of Ships, Oceans, and the Beasts Therein is a great book on pirates! A must for all pirate buffs!


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Bryan Steele. By Mongoose Publishing. The regular list price is $24.95. Sells new for $18.21.
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No comments about Traders & Gunboats.



Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Jackie Cassada. By Arthaus. The regular list price is $22.95. Sells new for $60.00. There are some available for $84.95.
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2 comments about Van Richten's Guide to the Walking Dead (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Ravenloft Setting).
  1. This is the best of the Ravenloft supplements so far. It gives a nice structure to the undead and some of the new creature concepts are very nice and will come in quite handy to add some terror in the campaign. Much of the information would work very well even outside of a strict Ravenloft setting. Keep up the good work.


  2. It's Ravenloft at it's finest and undead at it's prime. What could be worse than fighting against Ravenloft's custom undead creaters that stalk the night, haunt the forests, and hunt the living? Ravenloft answer making those undead stronger and giving you the ability to make your own Ravenloft undead monsters. This can be achieved through this book it gives you a comprehensive list of abilities, powers, and appearances that you can give to any character. So if you had a really nasty villian that you loved and your players recall with infamany you can bring em' back to the land of the living to scare the crap of them one more time in ways they would never see coming. I would recommend this book to any self respected horror fan, Ravenloft fan, and anyone gamer that wants a second chance at their players with their favorite villian.


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Kenzer & Company Staff. By Kenzer & Company. The regular list price is $34.95. Sells new for $7.99. There are some available for $4.10.
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5 comments about Kingdoms of Kalamar: Campaign Setting Sourcebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying).
  1. This book is one of the best-created campaign worlds I did ever encounter for a RPG. The design is not based on a few powerful characters or a book, but a complex evolution of races, cities and wars. The history and the religions based on this world makes it the best described and most accessible d20 setting available at this point.

    A huge advantage of this setting is the rich support by modules and books, not only is there besides this book an Atlas of the world of Tellene, there are race descriptions, adventures and much more.

    In short this world is believable to play in, an evolution where you can believe that actually would work if magic exists while not letting lose the major fantasy marks. I did only encounter as fast as I can recall now 1 book with a better fantasy world and that is Tolkien him self. So I can say without doubt that it is a book worth buying if you are interested in RPG.



  2. The Kingdoms Of Kalamar Campaing Setting is a very detailed book that skips completly over the "crunch" that seems to be a prequisite for most D&D book these days and instead get down to the serious buisiness of discribing the world.

    Although many of the human realms are inspired by real world examples (Rome etc.) they still manage to portray a very different world. In the world of Tellene, humans dominate the world but are given heaps more flavour than the standard fantasy humans. Kingdoms of Kalamar uses human sub-races that each have individual appearances and culture.

    The section on language further enhances this and although I may never find a practical use for them (apart from naming my characters of course) they add so much to the setting, showing that there is actual structure behind the some say bizarre place names of the setting.

    The gods of the setting are, despite whatother reviewers have said, original and their depth is amazing. With information on the organisation of the churches, sacrafices and holy places, it is much better done than any other setting I have seen.

    The minor sections of the book, like the armies of Kalamar, laws and section on Tellenes constilations are not entierly nesesary but they add even more detail to the setting already displayed.

    Kalamar presents as a low magic campaign world but can be played at any level. One of the things I like most about Kalamar is it's versatility and the magic of the world is a prime example. There could easily be no magic or flying cities it's up to you. This differentiates this setting from those like the Forgotten Realms that are stuck at certain levels.

    A mature look at slavery is one of the best things I like about the setting as it is fully integrated and can be used as a moral device for my players.

    All in all the Kingdoms of Kalamar Campaign Setting is a very good buy for any game( because the D&D stuff in it is limited to some horse breeds, a few magic items and a NPC index) or indeed just as a source of ideas and material.



  3. I have been a player of Dungeons and Dragons since around 1980 or so. I believe this is the best world sourcebook on the market, bar none. The world is a nice outline, but does not have too much detail where you feel straight jacketed into running a high magic world a certain way, like the Forgotten Realms. You get a lot of plot hooks in each chapter and there are lots of ways you can run the plot hooks. And, an added bonus from the design of the book is that it is very easy to just drop in a random module or adventure here. You're not so overwhelmed with details where it would take tons of work to modify a generic adventure. A thing I particularly liked is that you, the PC, can become the most powerful person in the world. In the aforementioned Realms, there is always Elminster or some near god-like bad guy. In Greyhawk, you have legendary characters going back to the game's creation. How can you outshine them? All in all, this book will give a DM a nice world that is quickly playable and easily adaptable to any campaign you want. If you want high magic, it's easy to add in dragons, magic items and whatnot. But, what is the Realms with Elminster and a magic shop on every corner? If you want to run a low magic world, you are all set. It's certainly easier to add the magic in than take it out


  4. Though intended for use with Dungeons and Dragons 3rd Edition, this background-heavy, rules-light sourcebook can be used for just about any RPG system. Where most commercially available campaign worlds for gaming are based on someone's hodge-podge home game, the World of Tellene was built as a whole, with thought to plate tectonics, ecology, weather patterns, cultural migrations, wars, linguistics and sociology all taken into account from the start. Magic flavors the mix, but isn't responsible for illogical juxtapositions like an arctic climate at the equator or similar aberrant phenomenon.

    Six human culture/ethnicities clash and mix to destroy or create nations; hobgoblin empires struggle to maintain and expand against hostile neighbors; elves, dwarves, gnomes and halflings try to keep their cultures living and free from the dominance of human influences. Orcs, giants, and monsters on the fringes of civilized lands exist logically according to their natures and resources, with realistic rivalries and goals.

    Histories of peoples and nations, backgrounds for adventures, current events, languages, timelines, military forces and more are detailed here - while leaving future events entirely up to the DM and the players. The setting is also well supported by adventure modules, a Player's Guide, an Atlas, sourcebooks, and a web-community where the designers actually thrive on feedback from the consumers.

    It's also the only Offical game setting produced under license for the D&D3e game system by a company other than Wizards of the Coast, with far greater quality standards than what mere d20 licensees produce.



  5. When I first started gaming over 25 years ago there wasn't much in the way of campaign settings other than modules. When it came to a world, you were pretty much on your own. Then TSR came out with the World of Greyhawk in the early 80'swhich at the time was quite wonderful. You got a couple of nice maps and two soft cover books detailing the lands and peoples of Greyhawk. Times have really changed! Kenzer and Co. have produced one of the most detailed and rich campaign settings ever for Dungeons & Dragons in this massive 272 page hardcover book.

    "Kingdoms of Kalamar" introduces us to the lands and peoples of the continent of Tellene. The first two-thirds of the book detail everything you could possibly want to know about the area with a different chapter for each kingdom. These sections detail the climate, population, government & politics, military, temples, economy, underworld, and interesting sites of all of the cities and towns within each kingdom. Each of the various human peoples is described meticulously including their histories and migrations, physical make-ups, styles of names, even their alphabets.

    The attention to detail is staggering as each city is give a one to two page synopsis that in addition to the info mentioned previously, also includes the city's history, notes on demi-human and humanoid populations, notable NPCs, and also provides anecdotes that can be used to develop adventures in these various regions. For example, we learn that in the city of Ospolen the daughter of Duke Letton has been kidnapped and the Duke is offering a reward of 10,000 gold pieces for her safe return.

    "Kingdoms of Kalama"r is filled with political intrigue providing a framework for more than just the typical hack & slash gaming experience. We learn that the Empire of Kalamar was once much larger but the current ruling family has managed to lose nearly half its territories. The Duchy of O' Par declared itself independent just eighty years ago without reprisal and the Principality of Pekal rebelled against the empire over one hundred years ago and now the Empire is dead set on regaining the territory. These various notes and interesting sites will provide the DM with many solid foundations for adventures for player characters.

    The selling point of any campaign setting is if it's just words on a page or if the world is truly living and breathing. Kingdoms of Kalamar is incredibly vibrant. While maybe some gamers find the various political intrigues of these lands unneeded in a role-playing game, I found that they added tremendous depth. So often, campaign settings tend to be very one-dimensional with flat histories and characters. Not so in "Kingdoms of Kalamar." In the east on the Kaotoon Island in Reanaaria Bay you will find Aasaer, the City of Pirates. Described as having "seedy taverns that litter every corner, murder victims rotting in the alleys, and prostitutes crowding the doorways", it's a location that sounds like a fun place to visit!

    The final one-third of the book features sections on the various organizations and groups of Kalamar, major languages, law in the kingdoms, and appendices on constellations, armies, and NPCs. The book also gives a description of each of the nearly four dozen Gods of the world with their names in the assorted languages, symbols, typical appearance, raiment colors, etc. A short history of the gods is provided as we learn that the Creator made fifty-four gods, each representing a different aspect of Her personality. The Gods eventually war amongst themselves and nearly a dozen are destroyed. Now they use the peoples of Tellene as their pawns, drawing power as their number of worshippers increase.

    The book also has two large, fold-out maps with the entire continent of Tellene, beautifully done. A nice touch is that the developers did not mar the map with a grid. Instead they provided the nice touch of including a tear-out, clear plastic overlay with a hexagonal grid to place over the map.

    Different people look for different things within a campaign setting. I don't like to have everything spelled out for me, taking the creative thought out of the game. "Kingdoms of Kalamar" provides a detailed framework from which the DM can create all manner of adventures from. This is an extremely well constructed world, ready to be trampled underfoot by your player characters!

    Reviewed by Tim Janson


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Posted in Role Playing Games (Tuesday, October 7, 2008)

By Paizo Publishing. The regular list price is $15.99. Sells new for $10.87. There are some available for $10.71.
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1 comments about Harrow Divination Deck (Pathfinder Chronicles).
  1. I purchased the Harrow Deck a few months ago, but we used it in game for the first time yesterday. While there are more directions than we were prepared to use, there are several 'guide cards' that basically tell you what to do. within 1 minute someone who had never looked at the cards was doing a reading.

    The reading was general enough that it didn't contradict any events that happened in game, and was specific enough that several times that night our characters would say 'Remember the cards - The Empty Throne', for instance.

    As a game aid, they certainly do work, and with a little practice I think our enjoyment will only grow.

    Negative criticisms - the packaging is terrible. The deck comes in a wide package - the width of 2 decks of cards. Half the cards are wrapped on each half. The box is essentially worthless for storing the cards, and considering the deck is thicker than a standard playing deck, keeping them protected will involve some creativity.

    The art style is somewhat cartoonish in my mind. While it works, I'd prefer a more 'grown up' artistic style, though that is only my personal opinion. Art by Kyle Stanley Hunter.


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Graeme Davis. By White Wolf Publishing. The regular list price is $18.00. Sells new for $7.00. There are some available for $1.82.
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5 comments about World of Darkness: Mummy 2nd ed..
  1. I found this book both fascinating and enthralling. It has great source material, new merits, flaws and generating system that allow you to create the NEAR eternal (not immortal, there is a difference) mummies. However, one thing that should absolutely be noted before purchasing the book - a warning so to speak - is that there is only one book in this series (there should have been more) and the background material covers only the Egyptian/Greek mummies, but refers to "the others" constantly. Also note, that the creation process for mummies is more grueling and there are not as many spells in their paths to work with solely on the facts in this book. You'll need to improvise if you wanna keep things fresh storytellers! Other than those warnings, this book gets 4 stars easy.


  2. If you have been playing white wolf for a while and want to try a crossover game using various "species" from the main systems, consider a mummy character as the glue that holds the group together or as a means of getting the group together in the first place. Also, it is a wonderful game in its own right.


  3. You wouldn't think a book about mummies, in the Vampire line, would be this interesting. And the book's slightly dated at this point. But the virtue system is far more meaningful than the vampire equivalent, and the Reborn add a fascinating element to any White Wolf game, not a B-Movie feel. In my opinion, the Reborn are virtually a *must* in Vampire and/or Mage games that delve into the origins of civilization, and while they should be rare, they're totally playable.


  4. This version of the Mummy subset of the original World of Darkness is a must better rendition of this type of supernatural monster than its revision, Mummy: The Resurrection. Mummy Second Edition inproved on its precesessors by expading its scope, and showing how mummies from cultures other than Egypt can be created as characters. The mummies created using these rules are the mummies of film--the mummies created through Resurrection are reincarnations, and not as spectacular nor unique (when compare to other WoD creatures) than the mummies from this book.


  5. Have to love the concept. A great alternative for those who whish to have a break from the regular Werewolf, Vampire and Mage ideas. It even incoroporates some of Wratih the Oblivion. Not a long term play however and is better suited for creating background stories or even NPC's. Needs a character sheet though. (Don't know why they would omit something so vital.)


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Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by William Connors. By TSR Hobbies. There are some available for $47.50.
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No comments about Requiem: The Grim Harvest (AD&D/Ravenloft) [BOX SET].



Posted in Role Playing Games (Tuesday, October 7, 2008)

Written by Christopher Perkins. By Wizards of the Coast. The regular list price is $14.95. Sells new for $1.81. There are some available for $1.80.
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4 comments about Deluxe Eberron Dungeon Master's Screen (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Accessories).
  1. This is, quite possibly, the best screen yet released for D&D, regardless of setting. Including tables for everything from Cleric's turning checks to Influencing NPC attitudes, as well as a handy Days of the Week and Months of the Year guide for Eberron's calendar (among a large number of other goodies), it's clearly meant for a high-roleplay campaign. Things like Item Breac DC's and what actions provoke what are also included, and it does quite a bit to lower the ammount of time some of the more rules-driven areas of the game take up in game time. Also, since it uses the D&D Deluxe Screen landscape format, I really don't feel half as "cut-off" from the players as when using my Forgotten Realms screen.

    Still, there are areas in which the screen could be improved. There are three emblems (the same as the O in the Eberron logo) on the DM's side of it in which another table could be placed. Also, when viewed from a high angle the text doesn't contrast very well with the table background... and since my group generally plays around a coffee table, my players can easilly tell when I'm looking something up when I have to lower my eyes almost to the level of the screen. It's something to look over before the game while players are building characters (or before they arrive) or during the occasional in-session break, but otherwise to be reserved for really sticky deal-with-the-rules-lawyer situations.


  2. Overall the screen is good;
    The landscape format is fantastic, you can see over the screen when you need to see what's going on, yet it still provides the DM some privacy.
    The artwork is great (even if it is a reprint of artwork from "The Order of the Emerald Claw" adventure cover, it is expanded).
    The details and tables on the screen, in general are excellent.
    And the map that is included is an awesome play aid.

    BUT.....
    HOUSE JORASCO IS MISSING FROM THE LIST OF DRAGON MARKED HOUSES!!!!
    I mean it's just a basic cut and paste from previously printed lists of Dragon Marked Houses OR any basic editing should have caught this oversight.
    UNFORGIVABLE, especially when, of the 3 Eberron specific tables included on the Deluxe Eberron Dungeon Master's Screen, the main one is incomplete!
    This poor quality is becoming more and more common from Wizards D&D releases of late. Very, very disappointing. As you may be able to tell, I am still furious about this oversight, so I just wanted to warn people of the incompleteness of the product, when compared to its description on the back of the product.

    Enough said...


  3. I bought this expecting it to be only used during my upcoming Eberron campaign - I was dead wrong. This has every table you will need, and some you won't for the non-Eberron games. It's horizontal so I don't feel like I'm at a seperate part of the table than the gamers. It provides all the privacy I need for rolling dice and stashing papers. I can wrap it all the way around, almost to both edges of the table around me, at a comfortable visibility level. I could have a player sitting next to me and successfully hide my rolls.
    Definately a recommended purchase - especially for the low price.


  4. I really like this DM screen. My kids and I are playing and the art helps them feel like they are in Eberron. The map put me over the top. I purchased this product knowing of its errors a priori. However, the map was a nice surprise. I must have missed it in the other reviews.


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Revelations of the Dark Mother
The Complete Book of Necromancers (Advanced Dungeons & Dragons, 2nd Edition, Dungeon Master Guide Rules Supplement/2151)
Seafarer's Handbook: Sourcebook of Ships, Oceans, and the Beasts Therein (Legends & Lairs, d20 System)
Traders & Gunboats
Van Richten's Guide to the Walking Dead (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Ravenloft Setting)
Kingdoms of Kalamar: Campaign Setting Sourcebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Harrow Divination Deck (Pathfinder Chronicles)
World of Darkness: Mummy 2nd ed.
Requiem: The Grim Harvest (AD&D/Ravenloft) [BOX SET]
Deluxe Eberron Dungeon Master's Screen (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Accessories)

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*Amazon.com prices and availability subject to change.
Last updated: Tue Oct 7 12:01:14 EDT 2008