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ROLE PLAYING GAMES BOOKS

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

Written by Joshua Marquart and Tony Oliviera and Christopher Tatro and Jonathan Cassie. By Pulsar Games. The regular list price is $30.00. Sells new for $18.78. There are some available for $19.97.
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5 comments about Blood of Heroes Role-Playing Game : Special Edition.
  1. This game rocks! It is my favorite after I lost every DC heroes product I had about 10 years ago to a buddy who in turn lost the game when I wanted it back.
    This game is 3rd edition redone I would say 4th edition DC, just without the DC stuff but you can easily add it if you like. Personally I like playing it without the DC universe anyhow, the system is so great, you can create any universe you like with it.

    Get it NOW!


  2. The Blood of Hereos Special Edition is a superhero role-playing game, and is in effect a revamp of the DC Heroes 3rd Edition rules-set, with the authors own (non-DC) universe added as a setting since they did not have a license for the DC Universe material.

    The setting material is of fair but passable quality, but in this reviewer's opinion the real gem in this book is the updated and expanded rules: the rules system, based on the "MEGS" (Mayfair Expontential Gaming System) system used in the earlier DC Heroes role-playing games, has been expanded and improved upon, with many new powers added, many powers altered to make them more balanced, and features better explanations of most powers that help one better understand the intended use of each power. The game adds several useful new combat maneuvers, a good set of "genre" rules to customize your campaign theme, and related items that enhance the game. Once you get used to the system, combat can be processed very fast; much faster than with, say, the Hero System/Champions rules. The rules do an excellent job of re-creating the 'cinematic' style of the 4-color comics.

    The setting, as mentioned above, is of the authors own unique universe. While it has some interesting aspects and may appeal to some players, the universe setting is not of the same quality as the rules, and simply does not compare well against the DC or Marvel universes. Still, the gamemaster and players can make use of parts of this universe, and some of the NPCs listed can be worked into their campaign with minor changes.

    I would highly recommend this game to anyone who wants to run or play a superhero genre game.


  3. An excellent set of rules for creating action packed, larger-than-life adventures. Though designed to recreate comic book superhero stories, the game works just fine for fantasy, science fiction, pulp, modern day action/adventure, and any other setting which calls for heroic characters and over-the-top thrills.

    It paints in broad strokes, and doesn't bog down in trivia, but the system is deep enough to handle players who want more detailed characters and settings.

    I can't recommend it highly enough.


  4. Pulsar has done a fantastic job of retooling, compiling, tweaking, and adding to the MEGS system. It is still MEGS, so if you didn't like it before, you probably won't now, either. (Not unless one of the new tweaks solved a problem that has kept you away from MEGS previously, anyway.) However, if you want the latest, best, most comprehensive version of a tried-and-true superhero game system, BoH:SE is a good choice. And who knows? You might even end up being a big fan of the setting, which would just be gravy.


  5. Physical Appearance and Layout-

    * Blood of Heroes Special Edition is a large softback with a beautiful if generic cover. The artwork throughout ranges from passable to awful. The layout is tolerable, if somewhat counter-intuitive. The sections are not always laid out as i would have, but, oh well.

    System-

    * As the (latest?) version of the old Mayfair Exponential Roleplaying Game System (MEGS), it is a very comprehensive game, capable of handling more powers and situations than any of the previous versions of MEGS that I have read (1st and 2nd Editions). That said, it is 'Old Skool', and clunky; very time-intensive with its choosing powers and ratings, then looking up the 'level'-costs for each, and because this is a self-contained book, there are no easy reference pages, which means one must either photocopy those charts, or constantly turn back to the pertinent pages. This makes for a frustrating character/villain/gadget experience, and frankly, limits its usefulness to me.

    * I'm not going to explain how the MEGS system works, as any Google-search of Mayfair DC Heroes RPG will turn up a number of useful pages that do a much better job than I feel I can fairly do within this review, and which is beyond the scope of this product's domain.

    * Does Blood of Heroes Special Edition do a better job than previous editions? Perhaps. From what I gather, it has built upon Mayfair's 3rd Edition, and continued to streamline it, though as noted above, the single book design is not a plus as far as I am concerned.

    * I'm not certain that this system is especially germane to the contemporary RPG experience when there are other systems available with a more current mindset regarding sleekness of character and game mechanics design available, but it certainly appears as playable as any of the previous editions once the AP charts are in hand.

    Overall Evaluation-

    * If one is a MEGS fan, and a completeist for possessing the 'newest' version of a given system/game, then BoH:SE is a must.

    * I would rather see a new boxed edition produced by another company, and without the awful artwork based on Pulsar Games' in-house campaign, much of which are very dated in their characterisation (stat and background) beside their awful visual depiction.

    * For the price, I would say that unless one is already a fan of MEGS, or must have an all-in-one RPG (travel with concern of flattened boxes, or loss of fiddly bits, etc.), this could easily be forgotten to the dusts of time. HOWEVER, if one has an interest in comparing Powers and Advantages, etc. this is a very straightforward RPG, and reasonably articulately readable set of rules. It is, in my opinion, a better alternative to the WestEnd Games DC Universe D6-based RPG that came out a few years ago, though, if mated with that system, I believe the synthesis (homebrew rules) would be better than either alone.

    * If my gaming crew are interested the next time I GM, I may put the idea forward to play this game, but I wouldn't expect them to jump for joy.

    System-integrity Rating:
    [*][*][*][*][-]

    Usefulness:
    [*][*][*][-][-]

    Presentation:
    [*][*][-][-][-]

    Overall:
    [*][*][*][-][-]


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

Written by Carl Bowen and Lydia Laurenson and Peter Schaefer and Dustin Shampel and Dean Shomshak. By White Wolf Publishing. The regular list price is $24.99. Sells new for $15.62. There are some available for $17.67.
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4 comments about Exalted Scroll of the Monk (Exalted).
  1. This book, although not having much in the way of explaination as to what it was, is action packed with Martial Art Charms and various information for those of us who just love the idea of powerful Martial Artists.

    At first I was skeptical due to no information concerning what this book contained, but I decided to get it anyway. I am glad I did. This book details various Terrestrial, Celestrial, and Siderial Forms. It will help fill out your Martial Artist. It also goes into how to be initiated into the ranks of each Tier.

    This book is a MUST have for any exalted game.


  2. The Scrolls of Esoteric Wisdom Volume I: Scroll of the Monk (Note: the cover does not mention the Esoteric Wisdom part, but the ad for the Scroll of Lesser Races [sidebar, p.2] mentions that it is the Esoteric Wisdom series) has set the bar for quality of this series within White Wolf's Exalted Second Edition line. Not only does it elaborate on the Martial Arts world within Creation (Fight clubs?) and add several pages of long-awaited weapons (I've been hearing cries for garrotes, kamas, nunchaku, and tonfas ever since I started playing Exalted two years ago), the bulk of the book contains enough supernatural Martial Arts to quench any asiophile's thirst.

    The chapter on Terrestrial Martial Arts alone would have been worth the money I spent on this book. The diversity introduced, adding to the flexibility of Martial Arts (and proving that nearly anything can be a *martial* art) has caused nearly every player in a Dragon-Blooded story I'm working on create a martial artist. Yet no two characters are the same. One character was birthed in a brothel, and knows Orgiastic Fugitive Style (the learning of which requires "meditative sex"). Another is an informant for the All-Seeing Eye, and infiltrated the Fivefold Shadow-Hand Association, and learned their ninjutsu-style martial arts. A third prophesied the disappearance of the Scarlet Empress, and has learned the social kung-fu of the White Veil Society ("There is no White Veil Society. It is not cunningly concealed among the... Dragon-Blooded socialites of the Realm... No one would suggest that its members have a political agenda..."). And another is a street rat from Nexus, who learned the rough-and-rumble First Pulse Style while fighting for his life.

    The Celestial Martial Arts chapter is a notch less interesting, with most styles reprinted (though updated!) from First Edition. This time around, however, they use the updated battle system, and are all in one place (as opposed to ten different book in the previous version of the game).

    Sidereal Martial Arts, finally, is the first time I've seen canon Charms listed with Essence or Ability requirements above six. For example, "Meditative Battlefield Escalation" (p.118), with requirements of Martial Arts 8, Essence 8. Considering that all characters max out at Essence 10, it is apparent that the strength of these martial artists is great (Such as a lesser Charm than the above, which essentially turns the player into the Storyteller for one scene), and though it would take a long and/or high-powered game to bring such powers out, they are entertaining to read ("What if my character could do THAT! Wow...") and possibly just as much to use.

    Definitely a good buy. Worth every cent I spent.


  3. Will make this short. Excellent book. A must have.

    Now the long explanation.
    Cool moves, different martial arts, the three level of power can be felt.
    Even though I dislike the idea that Siderials have SUCH power in their hands and dont teach em it is a great idea. Really. Something that Solars have to ask to be taught.

    Powerlevel is cool, moves sound fantastic, setting for the Martial Arts World or Society and the uses of it, how mortals can learn em, how Dragon Blooded can touch Celestial level and how Siderials rule the maximum apex of the Lotus of Perfection. Sublime!

    Now this in comparison to Sorcery is way extremely powerful.
    That is kinda my complaint in here. Sorcery is supposed to be the most terrific and overwhelming power to have. But the Siderial Martial Arts can undo spells and even reverse em. And many moves seem even more useful than taking actions to cast a spell and spending huge amounts of essence to achive small effects.

    Martial Arts is an important part of the setting and this book raises the word when you say POWER! A must have!


  4. I loved this book. Have many choices to your character to be. Has offensive, defensive, couter and many varieties of attacks. All them are nice.


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

Written by Nicolas Logue. By Paizo Publishing, LLC.. The regular list price is $12.99. Sells new for $6.63. There are some available for $4.99.
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No comments about GameMastery Module: Crown of the Kobold King.



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

By Wizards of the Coast. Sells new for $9.99.
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No comments about The Clone Wars: The Hidden Lab of Nelvaan: A Star Wars Miniatures Map Pack (Star Wars Miniatures Product).



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

Written by Kraig Blackwelder and Carl Bowen and Ethan Skemp. By White Wolf Publishing. The regular list price is $19.95. Sells new for $25.00. There are some available for $25.97.
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4 comments about Nagah: Changing Breed Book 9 (Werewolf: The Apocalypse).
  1. I have been waiting for this book for a LONG time, and it was worth the wait. They did an excellent job on the wereserpents, showing how they fit into the World of Darkness, and how to include them in your games. Definately worth the money if you play Werewolf, to play a Nagah or to use one as an NPC while running a game.


  2. White Wolf overall has done a great job with the other were-creatures and this book is no exspection. If you ever wanted to play white wolf campaign with a cloak and dagger approach this is it. Too bad they don't plan on making any more material like this,the changing breed books are some of the best stuff white wolf has put out.


  3. The Nagah are cool. Everyone likes the idea of Assassins, and the snake is the coolest animal to do the job. They are probubly one of the most complex group of shifters as well. People believe that they are extinct, but they still conduct their duties.

    See, the Nagah have the job of playing the judge (the every supernatural group in a White-Wolf game has). They are basically a group that hunts down offending shapeshifters and plays judge, jury and exicutioner. Of course, due to past circumstances this can only be done by a group of Nagah, and as such they travel in groups of three.

    Rules wise these guys are monsters. They have Venom which essentially makes them killers without anything else, as even one bite of the venom, could kill any person who can't soak aggravated damage. They are also adept at being sneaky and have numerous gifts to hide their passing. These guys would seem perfect for powergamming but ironically, they are rather limited in fighting purpose. This book is a rather good book for a person who really wants to spice up their Werewolf game.



  4. Just what we needed. Another sourcebook on another group of creatures that have the need to change at a whim. It would appear the writers at White Wolf didn't learn from their Rokea ( *knock-knock* Land shark) nonsense and slapped together a group of sneaky snakes that can also shift. Lump them with the changing alligators, and wolves, and lions, and tigers, and bears, oh my. The book itself is not as poorly written as some of the shifter material WW shovels out anymore, but it comes across as somewhat unnecessary. The role explained for the Nagah in the World of Darkness can certainly be filled by another breed, or camp within another breed. As with any creative storyteller you can certainly weave the Nagah into your stories, but you could fill the same stories with any of the other numerous shifter breeds already out there. The book is fine for what it is. Though it feels as though the shifter writers at White Wolf have been reaching for a reason to work with these past few releases. Nothing has been inspired, and Nagah is no exception to that sense of apathy.


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

Written by Stephen Cawood. By O'Reilly Media, Inc.. The regular list price is $24.95. Sells new for $7.24. There are some available for $0.49.
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5 comments about Halo 2 Hacks: Tips & Tools for Finishing the Fight (Hacks).
  1. He was a little disapointed with the item. He thought it was a book not a magazine


  2. Halo 2 Hacks is a very well written book and easy to understand. The pictures and "visual aids" are very helpful. A definate must for EVERY Halo 2 fan! The section on modding is really well done too. A good introduction to modding, a good source for "how-to" find/use gameplay secrets. A well done book. 5 Stars.


  3. Do you want to know the type of work that is currently being done by the Halo community? If you do, you're in luck! Author Stephen Cawood, has done an outstanding job of writing a book that will show you how to explore the new dimensions of Halo 2 games and some of the most interesting Halo 2 mods that you can create on a modded Xbox.

    Cawood, begins by showing you some of the more interesting Halo 2 jumping techniques. Then, he covers the most mysterious of Halo 2 Easter eggs, the skulls. The author continues by showing you how to find some more interesting Easter eggs. Next, he introduces you to interesting things that you can do in the Halo 2 universe. Then, the author covers some interesting anomalies in Halo 2. He continues by showing you the best software tools available for changing the way Halo 2 functions. Then, he shows you how you can create your own weapon variations. The author continues by covering mods that can be made to Halo 2 vehicles. Next, he introduces you to some mods that alter the Halo 2 environment. Then, the author covers mods that relate to the presentation of Halo 2. He continues exploring mods that affect the Halo 2 game engine. Finally, he introduces you to some of the best modded maps that have been produced to date and gets you started on making your own.

    In this most excellent book, each hack stands on its own. This book has been written with the same goal in mind, that is, to give you afresh way to enjoy your Halo universe.


  4. A good book for those who love Halo 2 and those to need a little help gettin' the edge on the enemy!!!


  5. I bought this book, because I'm a big Halo 2 fan. I play Halo 2 all the time. And let me just tell you, this book is the greatest.

    Don't let the name Halo 2 Hacks fool you, the first half of this book shows you plenty of Easter Eggs, techniques, glitches, and awesome stuff in the game. The second half shows you modding tools, where to get them, and how to use them. It does absolutely nothing to show you how to cheat on X-Box Live, which is good. I'll bet you didn't know that you can mod a map so when you crouch, you get an ariael view of the sky. You can jump a bazillion feet into the sky. You can put a Scorpion turret on the back of a Warthog. You can even make your shotgun fire dozens of plasma grenades, and this book shows you how to do ALL of those.

    See people with interesting textures on their modded maps? This book shows you programs you can use to make those. You can inject meta (I bet you don't even know what that is, but this book will show you!) to make a picture of George Bush apppear over the map. Now I don't know why you would want to, but you can!

    I bet you had absolutely no idea before that the Scarab gun is in the form of a Plasma Pistol on Metropolis. This book shows you how to get it. There's a giant soccerball on Metropolis, also. This book shows you how to get it. There's a skull that changes the physics of the game and makes everything explode bigger. This book shows you how to do that. This book shows you EVERYTHING!

    In overall, I give this book a 11/10. It is the best guide book I have ever read.


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

Written by Privateer Press. By Privateer Press. The regular list price is $34.99. Sells new for $17.99. There are some available for $18.15.
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5 comments about Warmachine: Apotheosis (Wamachine).
  1. This is an amazing book, in game content, quality, and sheer presentation. If Privateer Press continues to put out this kind of quality it won't be long before we ask WARHAMMER who?


  2. This is a gint leap forward in production for Privateer Press. Full color, beautiful art, reference quality paper, and perfect bound; this is what miniature wargaming books should be like. The content is a big step up from previous releases as well, with in-depth descriptions and backstory for some of the games most important and interesting characters. BRAVO!


  3. However, of the three releases in the series this is the weakest and smallest. Its big on painting tips, pretty pictures, campaign setup information, and storyline but features only a few units.

    Even with the release now of this 3rd book, the majority of the units fielded in your average force is primarily fielded from Prime and Escalation. Apotheosis is a good book but not something you want to pick up right away. Any new player and most players who've played for awhile focus entirely on the Prime and Escalation books and they're units.

    My personal use for Apotheosis is mainly for painting types and a lot of the storyline for my Privateer Press D20 games. It looks really good, which is the main reason I picked it up. I will admit that the units in Apotheosis are good, but most are only viable in the largest and least common of games. (Tournments don't play high enough point values to allow you the new warcasters)

    I do enjoy the game, and I'm sure if the tournment level goes up to the 750 point level. Then I will get a lot more use out of Apotheosis but as long as things continue at the 350 and 500 point level. Its more a very beautiful coffee table book than a useful piece of my collection.


  4. This latest addition to the Warmachine game world continues the pattern of excellent art, strong writing, and playable game mechanics I've come to expect from this game system. Apotheosis is a great read for the infrequent gamer and a worthwhile investment for the serious player who has the money and time to buy, paint and play using the new models and stats it provides.

    My only gripe is the actual size of this book. It is taller and wider than the previous books, which means it does not fit in my current storage case and juts out on the shelf. As a piece of quality art, the book is great. But as a reference book for practical use in travel and game play it's a pain.


  5. I'd love to tell people how much I love this book, but I paid for it and still haven't recieved it. Mostly because UPS is a terrible delivery company.


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

Written by David L. Pulver and Mark C. MacKinnon. By Guardians of Order. The regular list price is $24.95. Sells new for $63.95. There are some available for $39.95.
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5 comments about Big Eyes, Small Mouth (BESM: Revised 2nd Edition).
  1. I liked the book it makes it easy to create a rpg based of any kinda anime. The ruels are easy and simple. I've even started applying the weapon flaw rules to my D20 games


  2. What can I say Big Eyes, Small mouth was like a gift from the gods. I was over at my brothers place for a weekend and he told me about this game. At that moment I made it my quest to get this book. You see I am a huge Otaku (Anime Fan). Well a roleplaying game that you get to roleplay an anime character well how could I not want to get it. I am also a very big person in RPGs as well I have been role playing for 12 years. Played Vampire, D&D 2ed & 3rd, Kindred of the east, Chtulhu, and others not going to name them all. But this RPG I now love more then all the others. The types of Genres and settings are limitless and the only limit you have is your own imagination. You can play anything from Big giant Mecha battles like you see in Robotech, Macross, and VOLTRON!! All the way to your supernatural horrors to even your fantasy worlds like D&D you could even have a game like Vampire. The Characters aren't limited to Races or classes like most games are. Its a very wonderful game. I recommend anyone who is creative and who loves anime to purchase this book. I even have people who hate anime interested in this game and they enjoy playing it. So buy a copy of this book you won't be disappointed.


  3. Big Eyes Small Mouth has gotten even better.

    For those who enjoyed the tweaks made to the 2nd edition, these words may be hard to believe, but trust me, it's true. With the newest edition of their anime-inspired role-playing game system, Mark C. MacKinnon and David Pulver have created what is at once both an incredibly streamlined, simple, and fun game, and also a deeply complex, customizable, and rich gaming experience.

    First, the TriStat system, what the original BESM was built on (using the three stats of Body, Mind, and Soul to build a character and make rolls) has been changed to a roll-high rather than roll-low system. Instead of trying to roll under a number, you're now trying roll above it, making the game more intuitive and accessable for afficionados of other games like D&D and GURPS. Most everything else will be similar however. You still get a set number of points with which to buy your stats, collect Attributes and Skills (which have now been more integrated, nixing the need to load up on 6 levels of Highly Skilled in order to have a competent character), and get bonus points with Defects.

    The changes made to these standbys are mostly "more of everything." You start out with more points than ever before, so most things cost more. However, you also have a broader spectrum of powerful attributes from which to choose, with effects that you can either customize (creating anything from a powerful magic artifact to a highly-evolved AI in your spy gear) or can leave completely alone if you don't want to fuss with the rules. Constant notes (titled "Keep it Simple") are made throughout the book of ways to streamline the experience to make it less complicated, even allowing for near-diceless playing (by "taking 6" instead of actually rolling).

    Combat has been expanded as well, with more Armour options (including expanded Shield mechanics for defense), more information on performing wild stunts (in or out of vehicles), and several tactical options like going all defensive (to gain a bonus by not attacking) or holding your action until triggered by your enemy (allowing you break their stride during an attack). Many elements that used to be seperated are now combined to allow for less confusion (Kensei and Gun Bunny are now all "Combat Techniques," so you Munchkins don't have to spend twice the points to be able to wield both two swords AND two guns), and features like "Targeted" abilities allow you to gain bonuses when facing certain foes with certain weapons.

    Magic has also recived an overhaul, with powers being divided into Dynamic Powers or bought individually as abilites (Flight, Mind Control, etc.), or even created using customizable attributes with enhancements, defects, and even some spell and spellcaster templates (Want a targeted beam of holy destruction to smite your enemies? You got it, and if you don't like the example in the book, make up your own).

    Additionally, there are more options than ever for items, character classes and races (more than 40 templates are provided for classes and races in 3rd Edition like Half-Orcs, cat-girl Nekojin, Mercenaries, Students, and Demon Hunters), and, most importantly, setting.

    Skills now have even more genre options (new examples include Historical: Steampunk, Modern Day: Superhero, and Historical: Ancient Greece/Rome) leading to even more options for customizing the setting of your game. In addition, BESM now has an official setting - the Anime Multiverse, seven interconnected worlds linked by the Cosmic Web and joined by World Gates. Earth is joined by the demon world Bazaroth, the high-fantasy Ikaris, the space-operatic Cathedral, and several others. You could start as a highschool studen on earth and end up as a space pirate rebelling against the Galatic Trade Authority in the Interstellar Diaspora.

    Game Masters and players can either absorb all of this information for vast and almost-endlessly complex world-hopping adventures using loosely-canonized plot elements, or can just roll up a few basic characters for a simple game, or literally anything in-between. With BESM 3e, the creators have literally placed all of the power to create as complex or as simple a game in your hands, all using the same intuitive and easy-to learn mechanics and loveable style that made BESM a hit years ago.

    So what are you waiting for? There's whole worlds out there to discover.


  4. BESM (Besm): How do I put this? This book is anything every GM, DM, Storyteller, or player could hope for. This book makes any storyline possible, any ability ever imagined can be done, this book is as limitless as the genre its about. Keep in mind this comes at a minor price. This is really not a beginners book into role-playing. Although it does give you a grasp of role playing if you are not used to complicated rolling procedures it shouldnt be used as a game book. If that is the case, it still makes a great resource book for comming up with stories. If you wish to put the time into it to make it your primary book it can be most worth it.


  5. It was in very good condition, came in a quick amount of time and Was very cheap about half off the retail price, while in the same condition you would find it, in any book store. I was very pleased with the order and if the seller has anything else in future, I would buy from him and suggest to others to buy from this seller.


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

Written by Douglas Niles. By Wizards of the Coast. The regular list price is $6.99. Sells new for $39.28. There are some available for $1.10.
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5 comments about The Kagonesti (Dragonlance Lost Histories, Vol. 1).
  1. along with DL's CHRONICLES this ranks among the best DL books i've read. with lots of action, magic and even drama, this book's collection of stories about the wild elves always holds your attention and you never get to skip pages out of boredom. an essential DL book. trust me i have about 30 of them.


  2. This is a very well-written book that gives the history of the Kagonesti, or Wild Elves, by following the story of three separate characters who lived in three different ages. This book should be of interest to Dragonlance fans, but might seem a little esoteric to people with little or no knowledge of the world of Krynn and its inhabitants.

    This book does a great job of giving the story of the origins of the Kagonesti and how they broke off from the other elves on Krynn. This first part was the best in the book.

    The second and third parts, while still interesting, are not quite as good. They tell of the first positive interaction with humans and the days leading up to the Cataclysm. I would really have liked to see another part that leads closer to the War of the Lance and shows how the Kagonesti came to be servants among the other elven nations. This book leaves that question unanswered.

    All that being said, Niles is a wonderful author and writes a good book.



  3. Niles has completed a huge story in a few pages with this novel. The time covered is amazing in itself, but the great thing about it is that it is like getting three short novels in one book. A very fun read! The only thing I would like to have seen is three books instead of one. The individual "Pathfinder" stories were good but a longer more in depth story would have been even better. Still, a great, easy, read.


  4. I wished this book was not broken up in 3 different sections.

    I wish it just dealt only with the start and the beginning of the wild elves and just left it with that, instead of jumping in time in Parts 2 and 3 over to Huma and the Land of Istar.

    The introduction and the first Part is awesome reading. I loved every second of it. The first wild elf meets palandine (who is called by a different name in this book)/the good dragon god in the mountains where the ancient Ogres inhabit.

    The Introduction and Part 1 of the book happens many thousands of years before The Land of Istar is torn down/The Cataclyism. This book is one of the first events of the entire Dragonlance storyline/timeline/Saga.

    The 2nd and 3rd Parts of the book was pointless, and a total waste of time to read.

    The 2nd Part of the book talks about some backstory to Huma and the 3rd Part of the book talks about some knights of Istar, which really has nothing to do with anything, and is not important at all to the overall storyline/timeline/saga.

    Just read this book for the Introduction and Part 1, and forget about Parts 2 and 3.

    So actually, this book is only about 100 or 150 pages long if you take out and completely ignore Parts 2 and 3.


  5. A solid and pleasurable read for those experienced in the Dragonlance world. This novel is divided into three parts, each telling a climatic event within the history of the Elderwild elves.
    The first story touches upon events in the life of Kagonos, the first Pathfinder of the "wild" elves. Through his pact with a dragon, to his timely defeat of an orge horde, to his final separation from the "house" elves, Kagonos remains a fairly wooden character and extremely difficult to like. While there are some brief flashes of reverance and grief, this "founder" of the Kagonesti tribes only potrays stoicism and a bordering on rage-like anger. Through out his tale, Kagonos never encounters fear or doubt, he is never asked to change or develop. He is presented as an unfeeling machine and continues that feel to the end.
    The second story arc is the best tale of the three and focuses on a young brave named Ashtaway, the nephew of the tribes current Pathfinder. What Ashtaway accomplishes in the history of Krynn is not as profound as what Kagonos did, but what he changed within himself and the mindset of his tribe is the better story. Battling through worry and revenge, Ashtaway confronts his own people to protect the life of a human. He has the opportunity to mend mistakes and couragously defend what is correct rather than what is easy. Compounded on the growth of the main character is the appeal of the foreigners that Ashtaway meets. Sir Kamford, Highbulp Toofer and Hammana have a life of there own, there own fear, doubts and goals. Add onto that a very well written battle sequence and this story trumps its counterparts.
    The third story is a chronicle of survival, then revenge and then right back into survival. Here the story tells of our young protagonist, a Kagonesti elf named Iydahoe and his bouts with the empire of Istar. These events range from fourteen years before to the day of the Cataclysm. While our main character has some epiphanies about life and the right path to take, this story is actually driven by the events that are taking place around him. While the world is falling down about his shoulders, Iydahoe goes nearly insane and loses all hope. While this is a good place for drastic character development, Iydahoe is spared that inconvenience by an apparition that leads them to safety. With that considered this third tale had the ability to be just as powerful as the second but the transitions were rushed and the true weight of what the character was dealing with was only realized in a few aspects of his journey. The most intriguing aspect of Iydahoe's story in found in what actually took place during the infamous Cataclysm and the nightmarish days preceeding it.
    All in all this is a fun supplemental book to the Dragonlance realm. The history of the Kagonesti separating from the Silvanesti elves, the role a single elf played in the war during the time of Huma and how the Kagonesti fought back from the brink of extinction during the time of the Cataclysm gives more life to the living, breathing world of Krynn.


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

Written by Andrew Cermak and John W. Mangrum and Chris Nichols and Andrew Wyatt. By Arthaus. The regular list price is $24.95. Sells new for $19.99. There are some available for $12.49.
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4 comments about *OP Ravenloft Gazetteer 1 (Sword & Sorcery).
  1. I love Ravenloft, ever since it first came out as a module.It's brooding, dark atmosphere and mixture of tension and dread makes it one of the most unique and engaging settings ever concieved in the entire gaming industry. I was receptive to Ravenloft 3E, but wasn't very impressed. Until now.

    The Ravenloft gazetteer combines alot of esoteric trivia from countless supplements and adventures and compiles them into a single sourcebook. I've just only gotten a chance to skim through the Barovia chapter, and it's packed with material from the old boxed sets, the adventures House of Strahd and Roots of Evil, and the Monstrous Compendium appendices. It's terrific! For the old-school DM like me who just wants 3E stats of the older material, it's exactly what I needed. I run an I6 game every year, and this year I'll finally be able to do it in 3E without having to dedicate a week or two to converting the module. Great job, Sword & Sorcery Studios!

    So why only 4 stars? Two major reasons. The artwork isn't exactly the most gothic in the world, I miss the older illustrations with alot of blackness in the illustrations and alot of shadows and darkness. The new art is mostly line drawings with alot of "white space." Secondly, the book has no maps of the towns it discusses. A rather crude pencil sketch on page 37 shows the area around Castle Ravenloft itself, but maps of the towns really should have been included. SSS makes great maps, as anyone who has seens the Scarred Lands Campaign Setting: Ghelspad hardcover can attest to. If such maps of the towns had been included, the book would be a straight 5.

    But it's still a great buy, even essential I would say, to run canon adventures in Barovia.



  2. Some people are bashing this book. It gave me what I expected plus some nice extra tidbits. The only valid complaint is it gives an unfair amount of space to one domain while shortchanging the other two. It still does the job of giving you a lot of flavor to add to whatever you do in these domains.

    Bottom line: I bought it and got what I wanted out of it. It could have been better, but so can all the other books.



  3. I've been waiting eagerly for details on the new darklord of Sithicus ever since I read "Spectre of the Black Rose." My only problem with the book was that the elven vampire Lady Adeline, who was mentioned in the section on Valachan, wasn't given an entry of her own in the DM's Notes section. Her entry in the old 2nd Edition accessory "Children of the Night: Vampires" made her out to be a generic elf vampire -- no class specified, just a summary of the old Ravenloft Mostrous Compendium stats. In third edition, *no* vampire who's more powerful than a vampire spawn (or minion, to use a term from Buffy the Vampire Slayer) has no character class. Based on her background, I could see Adeline as a ranger, probably at least seventh- or eighth-level. After all, in third edition being undead doesn't mean you can't be a ranger anymore. I mean, considering she's Urik von Kharkov's tax collector, she's one of the most likely evil NPC's for PC's to butt heads with in Valachan after they've finished trashing a few Black Leopards.


  4. This book is one of the Best Books you can buy for Ravenloft. In it are some cleaverly created domains full of lycanthropes (including a newly edited werepanther), banshees, undead treants, and all the other terrors of Ravenloft. This book gives incredible detail about groups of people living in the domains and also the the rulers (darklords) over these domains.
    This book itself contains Alfred Timothy and Baron Urik von Kharkov and many more. The domains it primaryly focuses on are Borca, Invidia, Verbrek, Valachan, and Sithicus. While each of them are unique and full of terror I think that the forest of Verbrek make the book the most. I would recommend this book to anyone that enjoys Ravenloft, Werewolfs, Vampires, or Roleplaying in a heartbeat.


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Blood of Heroes Role-Playing Game : Special Edition
Exalted Scroll of the Monk (Exalted)
GameMastery Module: Crown of the Kobold King
The Clone Wars: The Hidden Lab of Nelvaan: A Star Wars Miniatures Map Pack (Star Wars Miniatures Product)
Nagah: Changing Breed Book 9 (Werewolf: The Apocalypse)
Halo 2 Hacks: Tips & Tools for Finishing the Fight (Hacks)
Warmachine: Apotheosis (Wamachine)
Big Eyes, Small Mouth (BESM: Revised 2nd Edition)
The Kagonesti (Dragonlance Lost Histories, Vol. 1)
*OP Ravenloft Gazetteer 1 (Sword & Sorcery)

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Last updated: Tue Oct 7 11:55:39 EDT 2008