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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Mel Odom. By Wizards of the Coast. The regular list price is $5.99. Sells new for $39.95. There are some available for $2.93.
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5 comments about Under Fallen Stars (Forgotten Realms: The Threat from the Sea, Book 2).
  1. Overall Mel Odom continues to do a good job with this saga that touches on an area that no Realms novel has ever dealt with before. He deserves much credit for being the first author to work in this virgin territory, creating detailed pictures of the cultures and creatures that make their lives under the waves. In this second installment of the trilogy he continues to add color and depth to his characters as well as introduce a few new ones. My only regrets which keep this a 4 star review, are the few moments when I had to suspend my disbelief. For example, Jherek with the help of his new found friend the paladin launch a clumsy, hopeless attack on the HQ of a pirate, and are only saved by the good samaritan actions of another pirate. Not too believable. Jherek's sense of honor also gets a bit annoying, mainly during combat. In the naval attack on Baldurs Gate he passes up oppurtunities to strike his sauhagin foes in the back, and he shudders at the tactics his fellows use in combat because they seem "unfair" to him. In all probability Jherek should have gotten himself killed fighting the way he does. However, towards the end of book Jherek's sense of himself receives a serious blow, and he needs the help of a friend to get himself centered again. So in a sense his character retains some realism and becomes believeable. The book's pace doesn't quite match the first, but I still enjoyed reading it and look forward to the final novel.


  2. As I read this second book it what is shaping up to be a fantastic series, I can not help that notice that this book is not as strong as the first. The Character development contined at a some what slower rate, and I see signs that the story is begining to be drawn out (Though not to the extreem that Robert Jorden is still doing), and can only hope that the next book remains the same quality.

    I find that there are a lot of similarities in the general story line to a series of "ready to play" adventures developed by TSR for the DD gaming universe. So I recomend for those players that liked this series to look in finding the "Trouble in Saltmarsh" adventures and trying them out.

    Over all I did like this book and I highly recomend that the fans of the first should also get the second.



  3. The story of Jherek and the Sahauguin invaders continues in this well written book. Odom continues to develop his characters well, even adding a couple of new additions to the journey. A young paladin joins Jherek on his journey after the item given to him by the priest of Lethander. And they end up at the Sea of Fallen Stars right where the old bard weaving his tale just happens to have traveled to.

    The series is shaping up to be a fantastic one all in all, but this book was missing something compared to the first book. It seemed drawn out at times just filling space, like the author ran into the problem of one group being here and the other there and no way to bring them together, but he manages to pull it off rather well and it doesn't destract from the book at all.

    Despite what some reviewers say this does not surpass the books of Salvatore. Does it come close? I will have to concede that it does. This is shaping up to be one of the best adventures in the Realms in recent history. Enjoy!



  4. Ok I picked up the first one had thought it was a pretty good book it definetly had my intrests peaked so when I settled in my favorite chair to start up reading the sequel I was expecting a decent read. I was definetly disappointed. This book is horribly drawn out. This book should have been condensed to a couple chapters and edited in the 3rd book to save people time from reading it.


  5. Overall I really liked this book, as with the others in this series. The battle/action scenes are great, and the whole time I was wondering, "What will happen next?" It was very hard to put down...
    My only complaint about this book would be that the characters were just plain stupid a lot of the time. I had just finished reading some of RA Salvatore's crap, and I will say that the characters are nowhere near as annoying as his, but they are still annoying sometimes. Pacys the bard seems like a nice guy, but all he does is lament that the song he wants to write will never really come to him, and yet he is given lines to said song like every other minute. Jherek is clearly the chosen one or whatever, and yet he still denies it, even when any conclusion other than he is the chosen one would be incredibly insane. I guess he is too busy feeling sorry for himself to realize he is actually really tough. OK the character I liked least in these books was Sabyna...you can tell from reading the books that she's not hot at all, but thinks she is...again she is actually a really cool character when compared to RA's "Cattie-Brie" but she was still a pain in the neck sometimes. Oh wait, maybe Sabyna isn't the most annoying character, there is this sahaugin named Laqueel that is a religious fanatic, OK fine, people, and sahaugin should be able to believe what they want, and I have no problem with that, but if you do decide to be a religious fanatic, there shouldn't be books written about you. I don't want to read about someone if I always know what they will do in any given scenario. Oh and along the same lines as Pacys complaining he can't think up a song when he is writing one throughout the book, Odom says time and again that the Sahaugin hate magic, and yet all they do is use magic...What's going on here Mel? OK so that's all the bad stuff...the characters are really stupid and uninteresting, but much cooler and more interesting than any of Salvatore's good guys.
    Here let me just say that I can't emphasize enough how cool Odom's battle/action scenes are...that alone has me reading this trilogy for a second time.


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by George Effinger and George Alec Effinger. By White Wolf Publishing. The regular list price is $14.95. Sells new for $10.95. There are some available for $8.52.
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5 comments about Trinity (Softcover Ed).
  1. Trinity is the best science-fiction role-playing game I've ever played. Built on White Wolf's familiar Storyteller system, Trinity takes the best that system has to offer and incorporates a number of elements that distinguish it not just from other White Wolf games, but from more "generic" sci-fi rpgs such as Alternity, Star Trek, Spacemaster, or Traveller. With topics ranging from psionic powers, hard tech, biotechnology, and weapons of the 22nd century, the game comes with the building blocks necessary for good sci-fi.

    What really sets the game above the rest however, is the incredibly rich universe that White Wolf has created. It's possible to play just about any type of sci-fi game you want from Blade Runner film-noir, Aliens-style horror, Star Trek-quests into the unknown, to Star Wars-style space opera. The supplemental books and adventures are also top notch. If you're looking for adaptable sci-fi, Trinity is it.



  2. This game is one of the best RPG's ever written hands down. It is almost sad that this game is made by White Wolf, because the other World of Darkness games, tend to over shadow their other titles. Set in the year 2120, Trinity takes a look at a dark future. Where the United States of America, have been taken over by our own military. Where the Earth has nearly been destroyed by a horrible war, against what can only be called "superheros." But within this frame work, come the heros. Members of Elite Psionic Orders, who try and change the world for the better. Alright I know the concept sounds really bad, and maybe I am not explaining it right. But I like the game because they dive into the culture of 2120. Talking about fashion, what the ordinery guy does for a living, and how technology has changed the world. The aliens in the game are ALIEN. The 3 major alien races are a species of psionic 1ft long slugs, who make advanced biotechnology. A race of strangely advanced lizards who can manipulate light. And lastly a race of hive like creatures, who graft genetic material from races they find, to their own gene code. For the price of the book, you really cannot go wrong just to give it a try. So if you are in the mood for a unique science fiction setting, give Trinity a try. Or try it's prequel games "Aberrant" (Dealing with the golden age of the "superheros") and "Adventure" (Coming later in 2001, dealing with pulp heros in 1925).


  3. When I first heard of this game I was not very interested, since I was busy with Vampire and the like. But a friend of mine sat me down and made me read it and now two years later, I don't know how I could have been so silly. This is a dark, suspenseful game that sucks you in. Set in the 2120's, it is a new world. Aberrants have destroyed life as we knew it and now, we set forth as Psions, humanity's last hope. This game will really take you on a wild ride. In the time I have played it I have been angry, experienced frustration unlike any before, felt despair and been moved to the point of tears.

    The game system is the same as most White Wolf Games and is easy to use and understand. There is plenty of background material and if it is not enough, there are several supplements available. It is extremely well written and the illustrations are exceptional not only for the artistic merit, but for the relevence to the background material. This a game every gamer must try, if not own!


  4. I've always been interested in futuristic sci-fi rpgs like Cyberpunk 2020 and Jovian Chronicles. When Mage the Ascension introduced the Technocratic Union to me I saw it as a great opportunity to run sci-fi and space dramas with the Storyteller system. Yeah I could have made up a lot of the material but it was good to have some source material to work with. Then I learned about Trinity. Trinity opened up an entirely new realm for me to explore as a storyteller. The players are not mages, but humans with psychic powers that range from mind control to controlling machines and generating lasers from fingers. This is one of the best White Wolf source books out there.

    The book is divided into two sections. One is in color and focused on the setting of Trinity. The section started off with a nice piece of fiction about a latent psion and his encounters in a rough and unforgiving world. It then goes on to discuss the events that lead up to the current Trinity setting. There was a good amount of material on the Aberrants and some stuff on the Aeon Society. Both group have their own source books and game universes. Psi Orders and the state of the world in 2120 were presented without giving away too many secrets to players. The world is completely different in the future. Africa and China are now super-powers with space programs while America is in a state of ruin and has nothing but the military to keep it alive. The color section, I believe is primarily for players to flip through.

    The rest of the book was in black and white and covered material for basic rules, character creation, psionic powers, gadgets, vehicles and other details that are necessary to run a game. It is all standard stuff from a core White Wolf book. Sections like this have appeared in Vampire, Werewolf, Mage, and all the other main books. There are a few subtle but significant changes in the rules but nothing White Wolf (or other) gamers can't understand quickly. The rule mechanics are very easy to grasp, thus freeing the players and storytellers from flipping through the book every few minutes for specialized rules.

    The book did cover a broad range of topics. There was little room for details such as culture in the futuristic nations. The psions are only a small percentage of the populace so it would have been nice to have more information on the daily life of normal people.

    Trinity is a very complete book, which covers everything you need to know to get a futuristic game rolling. Whether you're into cyberpunk, space combat and drama, encounter with aliens, wars and battles on Earth and other planets, espionage, anarchic frenzy or controlled social progress, Trinity has something for everyone.



  5. I love this book! How many times can we actually say that about a book? Not often, believe me, I have read my share of stinkers!!

    Trinity RPG is the definitive rpg for those looking for more pizazz in their cyberpunk role-playing experience. It has all the moody cyberpunk themes, but it adds a twist: you are Earth's last hope for fighting alien invasions and former 'superhero' mutants called Abberants. Blessed with alien genetics spliced in you, you are a gifted Psion or psychic superhero who must use his superhero ablities to save the world.

    The book comes with the best rules out there, Storyteller System 1.0, a rpg system from White Wolf Games. Those guys who brought us Vampire the Masquerade, remember? A narrative-driven story rpg, it's more about you the player than dice. It still hasn't been topped as a rpg engine to date!

    Psions come in eight flavors: shapeshifting Norca, psychic healers called Aesculpians, computer-hacker electomagnetic psychics from the Orgotek Corporation, the Ministy from China, who can read minds. The telekinetic psions from Australia, the ESP prophets from the Moon, and lastly the teleporters from the new deep-space, extrasolar colonies.
    Side note: one order, the Chibs, were wiped out due to the fact that they used quantum energy like the Abberants.
    SO what's not to love? Its cyberpunk meets frickin' psychic superheroes for crying out loud! Worth all them five stars!


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Andrew Greenberg. By White Wolf Publishing. The regular list price is $12.00. Sells new for $5.83. There are some available for $2.99.
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5 comments about *OP Clanbook: Ventrue (Clan Series).
  1. This Clan-book completely misses the point, we already know the Ventrue are the money-makers of the Camarilla. What we wanted from a Clan-book was what was not obvious, the secrets of the Clan, the Outcasts, etc. What we got was useless drivel and quite frankly a waste of money and time.


  2. For all of you just starting out this book covers many of the must know areas, but don't fool yours self and think that it will give you any grate insight to a very close mouth society. The innermost workings and structure of the Clan are almost impossible to understand, without being well placed in a developed city. Many a Prince is only a happy target placed there to give others freedom to move with out being seen until it is far to late. Power and nobility are our birthright none shall change this. MORANA THE ELDER


  3. For all of you just starting out this book covers many of the must know areas, but don't fool yours self and think that it will give you any grate insight to a very close mouth society. The innermost workings and structure of the Clan are almost impossible to understand, without being well placed in a developed city. Many a Prince is only a happy target placed there to give others freedom to move with out being seen until it is far to late. Power and nobility are our birthright none shall change this. MORANA THE ELDER


  4. The lineage of the Ventrue Clan is a long one, and the staggering amount of power the clan has achieved clearly stems from this illustrious history. Still, while the history offered in this book is invaluable to a good storyteller, the information is presented in a dry and uninteresting fashion. What's more, too much attention is paid to the clan's history and not enough to it's present or future. Still, one of the best thought through of the clanbooks.


  5. I had previously only played a Malky, so when a friend gave me this book, I was intrigued. Lots of history, ideas for how to play, and other goodies make this a real treat. If you wanna have lots of fun in this game, be a Ventrue. Allow the snob out!


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Peter Dell'Orto. By Steve Jackson Games. The regular list price is $37.95. Sells new for $24.92. There are some available for $21.08.
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4 comments about GURPS Martial Arts.
  1. Exhaustively researched and painstakingly compiled, this compendium is a must read for both gaming enthusiasts and also martial arts practitioners.


  2. GURPS Martial Arts for 4th edition is a mature product that embodies the professionalism and attention to detail found in all GURPS products. This hardbound volume encompasses all previous editions of GURPS Martial Arts, and more than just updating them to 4th edition, matures them by keeping what has worked and cleaning up issues found from previous editions. This places GURPS Martial Arts among the most thoroughly play tested supplements on the market today. I consider this product to be one of the GURPS "core" books in my collection.


  3. Well organized, clearly written, and chock full of information.

    This book contains a great deal of material any melee character will find useful, regardless of if their preferred kind of combat involves empty hands or a weapon. Unlike the 3rd Edition softcover, this book does not focus on hand-to-hand styles to the exclusion of all else.


  4. I can't possibly do this book justice. I've barely skimmed the sections on martial-arts history, campaign ideas, or sample characters: all my time has been spent thinking about tactics with the new combat possibilities. New rules come mostly in the form of new combat techniques and options (Committed Attack, Defensive Grip, etc.) and are nicely modular so you can use only the ones that support the flavour your group is looking for (cinematic, chambara, unarmed, etc.) without an combinatoric increase in complexity. The new techniques are intended primarily as new combat options and only secondarily as something to spend points on--Jeet Kune Do specializes in feints and counterattacks, for instance, but it's made clear that that's as much a combat-roleplaying guideline as a rule for point-allocation (you may choose to just raise Karate instead of Karate/Counterattack technique, and that's fine). The section on Style Perks is really neat, and fixes some GURPS Basic annoyances (in Basic, buying Off-Hand-Weapon technique is crazy because it's always cheaper to buy ambidexterity; in GURPS: MA e.g. Off-Hand-Shortsword is a perk costing 1 point instead of a technique) as well as having some cool new perks (shtick: flicking blood off your sword as a free-action Intimidation attempt). In several cases, GURPS: MA supplies optional rules that let me throw out my house rules by providing the flavour I was looking for but couldn't create with GURPS: Campaigns rules (heroic D&D-style combat, for instance, with Chambara rules + Combinations + Counterattack + Targetted Attack + Multiple Blocks + Special Exercises for extra HP). At the same time, the principled approach toward new rules, such as favoring techniques over ad hoc special abilities for styles, avoids balance problems that plagued the old 3E approach toward martial arts while maintaining the "coolness" factor of super-skilled martial artists. (In 3E, for instance, Combinations were basically a too-cheap Extra Attack; in the new book Combinations are a variant of Rapid Strike which allows you to buy off the -6 penalty but are easier to defend against if used multiple times).

    The book is packed with content and even better than the old 3E Martial Arts book by at least a factor of 2. When I put it together with rules from GURPS GULLIVER I have practically everything I want in terms of combat verisimilitude. The best GURPS 4E book I have seen yet.

    -Max


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Tom Dowd and Fasa and FASA Corporation. By Fasa. The regular list price is $12.00. Sells new for $9.99. There are some available for $0.01.
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5 comments about Street Samurai Catalog/Shadowrun 7104.
  1. The street samurai catalog was full of weapons reviews. This helps a lot because now i can give my characters much better gear.


  2. Honestly, I'm tired of supporting FASA by buying sourcebooks, but this one has a lot and I do mean A LOT of useful information that you should need for your campaign.


  3. This book is written more from advertisers point of view, and seems to be a quite relistic catalog. The quotes are great and i like them, but i wanted more information. it gave general information, but not how everthing worked.


  4. needed more items and weapons.It also could have contained GM tips and tricks.


  5. A note: If you are playing Third Edition Shadowrun and don't feel like collecting old source material, skip this book completely (it is replaced by a newer sourcebook, as is its companion, Fields of Fire).

    That said: Unlike some of the later sourcebooks, most things here are actually useful while not being overpowered. In addition, it gives a better range of items to choose from within a class (for example, you're not limited to only 4 light pistols).

    If you are looking for more toys for your compaign, get this book. If you prefer a better idea of how to play a Street Samurai, don't look here. There's almost nothing on tips or hints in this book. Cybertechnology and Fields of Fire are much more useful for the hows and whys of playing street sams.



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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Davis Chenault. By Chenault and Gray. Sells new for $19.95. There are some available for $16.23.
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5 comments about Castles And Crusades Monsters & Treasures.
  1. It's a darn nice book crammed with information and fun art. The layout is clear and easily recognizable by any old hand at these games as well as decipherable by those new folks.

    Along with the Player's Hand Book, it makes for a complete game with all the information in your hands to run a fun adventure for your friends. So for less than the cover price of just one of the "official core rules" you get a complete game. Later they're coming out with a Castle Keeper's guide, but I'm not certain that will even be necessary.


  2. This book is the perfect companion to the C&C Players Handbook. It gives you a nice selection of monsters along with some very beautiful black and white artwork done mostly by Peter Bradley. The book is very reminiscent of the old 1E Monster Manual and just paging through it instantly transports me back to the fun early days of gaming. The last 1/3 or so of the book gives you a nice assortment of magic items along with some very useful tables and charts. This book and the C&C Players Handbook make up the core rules for the Castles and Crusades RPG system. Additionally, the binding is strong and well done and looks as though it will last for many, many years despite heavy use at the gaming table.


  3. A perfect companion for C&C. Easy to use and a fince price to boot. This system is the best.


  4. Fantastic Monster Manual and treasure guide! This is essentially the GM/Castle Keeper's guide at the same time.


  5. To those of you trying to find an alternative to the overly commercialized D&D 3.5, C&C is a good start. It is much simpler and easier to play , but, in my opinion is still misses the mark. Nothing beats a good set of "House Rules". Is the book necessary...Yea ya gotta have monsters to vanquish, and this book fills the bill very well. All those D&D miniatures you have collected...use em. Once you have the basics C&C books (players hand book, castle keepers guide, and this book (monsters and treasures), you are ready to roll. In addition you can easily convert all your D&D stuff, books and all to C&C. BUT I MUST STRESS...If you don't like a rule...CHANGE IT! We checked out C&C, and are back to D&D 3.5 with a lot of C&C inspired "House Rules". This alone makes the C&C series worth a look.


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by John W. Gosney. By Course Technology PTR. The regular list price is $29.99. Sells new for $19.24. There are some available for $20.88.
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2 comments about Beyond Reality: A Guide to Alternate Reality Gaming.
  1. John W. Gosney's Beyond Reality: A Guide To Alternate Reality Gaming narrows the focus to alternate reality games, which ask players to ignore the usual barriers between real and fantasy worlds to use web sites, TV ads, and game-generated phone calls as clues to uncovering the game's mystery. When lines between real and virtual worlds are blurred and intersect, a higher-quality gaming experience can be achieved: that's the message of Beyond Reality which leads programmers to uncover just how this can be accomplished, from honing critical thinking skills to building an ARG simulation which works.


  2. An average book, the author repeats himself several times (for instance he mentions the guide to The Beast at least 5 times), and two chapters of the book are dedicated to HTML!! That's not precisely a guide to ARG. I found it quite a superficial book, not deepening enough in the capabilities of ARGs


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Margaret Weis. By Sovereign Press. The regular list price is $29.99. Sells new for $3.88. There are some available for $12.50.
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2 comments about Spectre of Sorrows (Dragonlance).
  1. With this, the second installment of the Key of Destiny, you finally have the chance to continue one of the single greatest modules ever created. Soverign Press does an excellent job in tying up all loose ends from the Key of Destiny and sets you bounding boldly through Krynn once more. The best thing about the module, it takes the characters from where they ended Key of Destiny (supposedly 7th or 8th level) and propels them forward until they end around 14th or 15th level. Biggest negative, the third module is still yet to be released (time of review 08/19/05) and, if its anything like the time delay on Specter of Sorrows, then it may be a LONG time before you finish the modules.


  2. I'm glad to see the furthering of the Dragonlance setting. Unlike the 2nd edition AD&D stuff (or the ill-conceived Saga System) which never really advanced the world of Krynn, the d20/3.5 version is taking steps to add some expansion to the setting. I'm pleased to see the use of the setting's other gods. I look forward to the next part of the adventure!


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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by David Edelstein. By Steve Jackson Games. The regular list price is $19.95. Sells new for $11.99. There are some available for $9.94.
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1 comments about In Nomine Corporeal PG (In Nomine).
  1. The CPG has the daunting task of making mortals viable characters in a system and setting in which things are stacked against them. It does an excellent job at this, elaborating on uniquely human abilities such as sorcery as well introducing options that level the playing field realistically and well. The discusion of human organisations and the role that humanity as a whole plays in the war is also very well done.

    The book definetely has more bredth than depth, which leaves some parts of it feeling incomplete. All in all however the book is an effective tool kit and essential for any In-Nomine campaign that wants to have humans as more than just extras.



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Posted in Role Playing Games (Sunday, October 12, 2008)

Written by Ed Greenwood and Eric L. Boyd and Darrin Drader. By Wizards of the Coast. The regular list price is $29.95. Sells new for $14.25. There are some available for $6.49.
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5 comments about Serpent Kingdoms (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement).
  1. Ed Greenwood, creator of the Forgotten Realms campaign setting, is the best-selling author of hundreds of stories, game products, novels, articles, and other material set in the world of Faerûn. His most recent titles for Wizards of the Coast, Inc., were Elminster in Hell and Hand of Fire. He is also the author of the Band of Four novels published by Tor Books.
    EricC. L. Boyd has written articles for both Dungeon® and Dragon® Magazines and is the author of Drizzt Do'Urden's Guide to the Underdark™.
    Darrin Drader has done design work for Asgard and d20 Weekly online magazines


  2. Serpent Kingdoms is a Forgotten Realms release, which means it's going to be long on story and background and consequently a little short on feats, classes and other "crunchy" bits. This isn't a bad thing, it's just the way things are and you have to understand that any time you buy a book that's about a particular campaign setting it's going to have a lot more story and a lot less crunch than other books.
    As far as content goes, I found the backstory interesting and several of the creatures mentioned will be making an appearance in my game shortly. I'm not running FR, but I do have a vile reptilian dictator to play with and Serpent Kingdoms gave me some great stuff I can drop right in, some ideas I can use with a little work, and some inspirations for my own game. Not bad for a gamer whose bookshelf beats most game stores.


  3. Serpent Kingdoms continues the recent tradition of better FR products, improving substantially on such below average fare such as Races of Faerun and the Player's Guide. However, the new power of the Sarrukh and the information on the Yuan-ti religion contradicts other sources and seems to be setting the stage for a revision of Set's relationship with the Yuan-Ti.

    I would recomend this book only to those looking to set a campaign outside of the usual areas or those who are very interested in the Yuan-Ti. The Sarrukh are too limited in number and location to be of much use in a gaming sense, though the information about them makes a great read.

    The background on the Lizard Kings, Nagas, and other reptilian species is specious at best.


  4. Readers who buy these books should have an understanding that they can be great for inspiration purposes. People who get disappointed seem to do so because of some tidbit of reference material they were hoping would be there but wasn't. However it seems to me that there is still tons of other useful refernce material contained in these books to keep one occupied for a very long time. I agree they are pricey, but the material contained cannot just be scoffed at.


  5. Good Background book if you plan to use any of the reptile type races in your adventures. Easy read, put together well, very usable.


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Under Fallen Stars (Forgotten Realms: The Threat from the Sea, Book 2)
Trinity (Softcover Ed)
*OP Clanbook: Ventrue (Clan Series)
GURPS Martial Arts
Street Samurai Catalog/Shadowrun 7104
Castles And Crusades Monsters & Treasures
Beyond Reality: A Guide to Alternate Reality Gaming
Spectre of Sorrows (Dragonlance)
In Nomine Corporeal PG (In Nomine)
Serpent Kingdoms (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Supplement)

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Sun Oct 12 18:48:11 EDT 2008