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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Sean Reynolds and Steve Miller. By Wizards of the Coast.
The regular list price is $17.95.
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2 comments about Into the Dragon's Lair (Dungeons & Dragons: Forgotten Realms Adventure).
- In the wake of the new D&D rules, Wizards has released this(it appears) first supplement that uses the 3rd edition rules for the popular Forgotten Realms world. There are good and bad things; bearing in mind that(to me) the jury is still out as to whether 3rd Edition is wholly successful.
First, the good. The story is an adventure in which the PC heroes will get to revisit a war-ravaged Cormyr in the wake of King Azoun's death. It is a good game line involving loyalty and betrayal, and ceratinly it tries to add to both the Realms gameworld's history and supplement the novel, Death of the Dragon, from which it is based. If you are planning on reading that novel, some spoilers are revealed here! The tale varies from some traditional, Realms fare by providing a distinct,but open storyline to follow. It gives minor side treks to enhance the main story, but also generates numerous foes of various levels to face the heroes. In keeping with Wizards of the Coast "new" approach to Forgotten Realms, Reynolds and Miller have kept more powerful, noted luminaries away(like Alusair, and Vangerdahast) and left the adventurers on their own with a basic mission. Beyond the developing storyline, they have also managed to do a good job of forming the adventure to the new rules and concepts. For hardline gamers, some of these rules will seem unconventional with the game world, but a little speculation and thought will make them clear. Most importantly, the module tries to emphasize the action over the rules. This is valuable, given that there won't be an official Realms book translating and customizing the 3rd Edition rules until next year! It should have made it possible for old and new players to join in the game as it is set. Now the bad. In spite of the fine 3rd Edition design, there is some perception here that this was reconfigured mid-stream from the older rules. The rules' framework seem skeletal, at times, on what to do, plus there is very little supplemental material to help in the transition to a 3rd Edition Realms game. Case in point, the priest conversion for Torilian gods are limited to 7 of them! This isn't very much given that in previous Realms material(Faiths & Avatars, etc.)there are probably around 50 unique beings characters can choose from. This wouldn't be so bad if, like other new 3rd Edition modules, this was a 1st or 2nd level adventure to get you used to the system. But this is intended for 10th Level players! If you are new player, this makes it daunting to try an play advanced character in a new system without all the details or experience. If you are an older player, this means placing your current, likely 2nd Edition, characters through a conversion to the new rules, but lacking all the materials to make them Realmsian players. Clearly, more information would have been helpful to supplment. The assurance that you can make your own designs until the new Forgotten Realms release, and then "tinker" to match these impending new rules isn't comforting if you play with the your "home-made" changes for nearly year and then discover you are all wrong! However, I also realize that it would have bulked up the module beyond its design(plus been costly)! Besides this awareness, I mention two other things. First is that some your opponents are rather daunting for this offering(given that the idea is to make it 4 10th level characters), especially Mahrlee's Raiders and their Blue Dragon ally! Second, the goblin city of Grodd is a great idea and is well developed, but given the implied urgency(to beat rival foes to the hoard) at this point in the adventure, I was surprised that it is left so open-ended for exploration. Ideas are given on how the characters could explore the city, but it stated that no guidance should be given to keep the characters moving along. Neither of these things are serious flaws, but they do generate some frustration if your are trying to maintain a consistent story. So to wrap up: A great story and unique characters in the style Forgotten Realms fans will enjoy, but it lacks some foundations in terms of coping with 3rd Edition rules and higher level play. In a way, maybe Wizards of the Coast should have made it the "last" 2nd Edition module and waited to start the Realms anew next year. Long-time Forgotten Realms fans and gamers can probably adjust to their style of play, but newer fans or those committed to using pure 3rd edition rules will have to be flexible and follow your books well. I don't think you can pick it up and go. Maybe wait until next year to order it, when the new Realms sourcebook arrives in town. In the meantime, enjoy the new, Greyhawk-based ones to wet your feet!
- I must start by telling the truth. I haven't gotten to running this adventure through, and most likely I never will.
I was very excited to get my hands on this firt Realms adventure for the 3rd edition rules and started reading it as soon as I got my hands on it. But to my dismay I found that the text seemed stale and the plot was very linear and overbearing taking away alot from the characters by instead placing too much emphasis on the historical aspect of the adventure.
But perhaps it will be fun to play anyway I thought and proceeded to read it through. But when done I came to the conclusion that parts of the adventure was missing. There was crucial information that wasn't given in the text. Lacking this (and not being able to find a way around it) I have placed to book on the shelf where it will gather dust for ever more.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Monte Cook and Soren Keis Thustrup. By Goodman Games.
The regular list price is $14.99.
Sells new for $8.72.
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No comments about Dungeon Crawl Classics 50: Vault of the Iron Overlord (Dungeon Crawl Classics).
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Carl Martin. By Workman Publishing Company.
The regular list price is $6.50.
Sells new for $26.76.
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3 comments about Shakespeare in a Box: King Lear.
- I am teaching King Lear for the first time next year. Having taught R/J, Macbeth, and Richard III, I found King Lear to be a little more intimidating. Teachers are constantly looking for anticipatory sets and this is the one! It gives the major facts in an abridged form while using the original language. It is also compeletly student driven (from director to actors). Casting is flexible from 6-12; for bogger classes I plan on staging two productions. Originally designed for parties (students will hardly believe people do this in their off-time), this is a great way to introduce one of Shakespeare's best and most tragic plays!
- Back in 2000, when Carl Martin first started selling his Home Shakespeare Festival, I bought his "Macbeth". I was going home for Christmas, and told friends and family to get ready to put on a play. The directions and set-up of the kit are fantastic, and couldn't possibly make it any easier. It even tells you which parts can be played by the same people, if you don't have enough bodies. And don't worry about costuming - we just set out a tablefull of my mom's aprons and scarves and told people to dress themselves for their part!
We had all ages participating, from 5 year olds (who played Birnham Wood) to retired people. Everybody from total hams (my six-foot brother as Lady McBeth) to shyer types (who had roles as prop managers and small one-line speaking roles) got into it. People still tell me it was one of the best parties they've every gone to - where else could you see someone holding a cabbage, and have to pretend it's a skull? Though I haven't had a King Lear party yet, I highly recommend the Home Shakespeare Festival as a total hoot. Don't forget to have someone videotape it! This is TOTALLY not-just-for-kids!
- As an introduction to our Shakespeare unit in my 12th grade AP English class, I divided the kids into two groups. One group prepared King Lear, and the other prepared The Taming of the Shrew. I gave them 4 class periods to prepare, then we had two days of performances. The kids added their own touches to the props in the box and suggested list of additional props. Other teachers brought their classes, and everyone had a great time.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
By Fantasy Flight Games.
The regular list price is $39.99.
Sells new for $26.13.
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No comments about World of Warcraft Adventure Game.
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by John Chambers. By White Wolf Publishing.
The regular list price is $31.99.
Sells new for $15.85.
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5 comments about Exalted 2nd Lunars (Exalted).
- Well I must first say that english is not my native language so please forgive me if I make mistakes. Thanks.
Now as for the Lunar Exalted Book. WOAW. Simple.
They completely erradicated all the mistakes of the Lunars First Edition.
Now Lunars are complete characters full of options and with a nice setting, nice background, history, great Knacks, Charms, Gifts and Fury stuff. Excellent new backgrounds, details on what they been doing this last centuries. A good reasoning of the Wyld core in all Lunar Essences. A great explanation of why they need the moonsilver ink tattoos and their restrictions. Also the Thousand Rivers proyect and their involvement in human populations like Halta, Chiaroscuro, Diamond, etc..
IF I have some disagreements with the book would be that some Charms (7) dont work well. Certain lack of Wyld Mutations to develop the Combat Form of the Lunar (cause they are spread between the Main Corebook, the Compass of Celestial Directions The Wyld and in this Book) I feel like they should have reprinted a complete list of possible Wyld Mutations and rules in this Corebook. Personally I feel that maybe they should have given a little more importance to Artifacts made of Moonsilver and maybe special Celestial Sorcery Spells unique to Lunars. But this is just an opinion.
So far an excellent book. Full of great things.
I hunger to play a full-fledged Shapeshifter that can edure anything and slay Creation's enemies while saving humankind from threats of the Wyld!
- I can't really speak to the mechanical improvements, since I have yet to play a lunar character in a game, but the backstory alone is an enormous improvement over 1st ed. Back then, Lunars were like a bunch of old World o' Darkness were____s that had wandered into the wrong gameworld--they hated civilization, preferring the 'purity' of the 'barbarians.' Conan plus anarcho-primitivism, how appealing. That, and the old rules made Lunars probably the least popular Exalt type book in the old edition.
Now, however, the Lunar backstory and culture are free of fantasy cliches (ie 'Barbarians') and sure to provide great kernels for character creation. The basic concept that the lunars are 'stewards' as opposed to the Solar 'lawgivers' is well developed into an exalt ethos that puts emphasis on mortal self-determination and self-reliance, a really interesting contrast to the Solar and Terrestrial desire to set themselves up as God-Kings. The factions of the lunars are fleshed out nicely--The Winding Path are dedicated to helping as many different societies as possible evolve among mortals. The Sun King Seneschals once merely hated the Terrestrials but now that the Solars are back may want to be the power behind the throne. The Crossroads Society are the sorcerers who trade lore and take a leading role in protecting the Lunars from the Wyld. Finally the Swords of Luna fight the fair folk (that's it) and the Wardens of Gaia are either civilization-loathing primitivists or simply greens who would like to see mortals live in harmony with nature.
In short, while the old lunars book did little more than provide crazed, not particularly fleshed-out antagonists, the new lunars book paints a picture of exalts at least as interesting as the solars who can either have wonderful adventures on their own or add a new angle to a game with Solars.
- A vast improvement over its First Edition predecessor. Rather than savage barbarians dwelling at the edges of shaped existence, this book offers the a vision of the Lunars as Stewards of Creation. The Silver Pact now consists of diverse factions, many of which not only tolerate the existence of civilization, but who have actively participated in creation and behind-the-scenes oversight of city states and republics. This new take on the Lunar Exalted adds much needed depth to the Children of the Moon, as well as making it possible to play a wide variety of potential characters, beyond the city-hating, civilization-smashing man-beast.
- Perhaps the most massive revamp of all the exalted types. MoEP: Lunars makes the Lunars as cool mechanically as they are thematically. Not only that, but it expands everything the Lunars are about and ingrains them deeper into the setting.
- In this book, you'll find explanation about many things of golden age, old wars, and all thigs that you'd want to know about lunars. I like so much.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by White Wolf Publishing. By White Wolf Publishing.
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5 comments about Aberrant.
- This book is well written and extremely well thought out. The first half of the book has nothing to do with roleplaying but instead develops the setting, a world where one in a million people has super-powers. Because of the separation of role-playing and fictional elements, the book can be enjoyed both as a role-playing game and as science fiction.
The book presents a world with super-humans in a different manner than usual. Instead of having archetypal heroes and villains, the setting is presented in a more realistic manner with most of the Novas (the term the book uses to describe the super-humans) as being motivated by the same things normal people are; they want a good job, be famous, have fun etc. and acting upon these impuslses in realistic ways. This book will appeal to people who are well read and will recognize he philosophies of the various organizations that are described in the book. For example the Teragen (a Nova organization devoted to the liberation of Novas from opression by non-Novas) is based partly on the works of Nietzche and the works of Ayn Rand. The only caveat is that the setting is presented in a non narrative form, it is more in the form of interviews and newspaper clippings, This could be difficult for someone who is unfamiliar with the format to understand. But once one gets over the unfamiliar presentation, ones mind can escape from the boring world we live in to the facinating world of Abberant.
- This book is well written and extremely well thought out. The first half of the book has nothing to do with roleplaying but instead develops the setting, a world where one in a million people has super-powers. Because of the separation of role-playing and fictional elements, the book can be enjoyed both as a role-playing game and as science fiction.
The book presents a world with super-humans in a different manner than usual. Instead of having archetypal heroes and villains, the setting is presented in a more realistic manner with most of the Novas (the term the book uses to describe the super-humans) as being motivated by the same things normal people are; they want a good job, be famous, have fun etc. and acting upon these impuslses in realistic ways. This book will appeal to people who are well read and will recognize he philosophies of the various organizations that are described in the book. For example the Teragen (a Nova organization devoted to the liberation of Novas from opression by non-Novas) is based partly on the works of Nietzche and the works of Ayn Rand. The only caveat is that the setting is presented in a non narrative form, it is more in the form of interviews and newspaper clippings, This could be difficult for someone who is unfamiliar with the format to understand. But once one gets over the unfamiliar presentation, ones mind can escape from the boring world we live in to the facinating world of Abberant.
- Superheros, or are they?
White Wolf created this game as a prequel to an earlier game, "Trinity". Similar to Trinity, it doesn't take place in the World of Darkness, infact, it more or less takes place in our world, except things changed radically in 1998. A space station exploded, littering the Earth with nuclear waste. Soon after people started to display "super powers". Peoples reaction to this, is what makes this game seem most realistic. Novas (as the new super heros are called) are lauded as celebrities by most people. Cults arise devoted to them, Christian Fundamentalist hate them, and they even have their own TV channel a spinoff of E! (the channel is called N!). The game doesn't suffer a syndrome common to many white-wolf games, this is an added plus. Things that many white-wolf fans refer to as "splats", which are essentially loosely defined character classes/organizations don't exist in this game. The characters aren't defined by any other characteristic short of the ones they choose. The organizations seem realistic enough, and aren't purely optimistic, because this is a white wolf game afterall. The notable groups are- Project Utopia (Novas helping make the Earth a better place), the Teragen (Novas are a new species, and are free of human law), the Directive (National Security against Project Utopia and Abberants), the Elites (Corporations of Nova mercenaries), and a number of minor organizations (like criminal syndicates). The Powers Novas have make this game really shine. They reflect the insane amount of power novas have, but fortunately keep much of them out of the reach of starting characters. There are two types of powers: Mega-Attributes (Mega-Strength, Mega-Appearence, Mega-Perception) each with echancements and Quantum Powers. The Quantum powers are extremely broad, and can be better defined by the player. For example, the "generic" Quantum Bolt can be a fireball, an Iceball, a Ball of Lightning, etc. This allows for the players to create, more-or-less, the superhero (super-genius, Super-celebrity) of their dreams. There are a few faults with this game, like a few typesetting errors (like the two sample characters in the back), and the first half of the book (which is full color and incharacter about the setting) lacks any real method of navigation. Also, the game takes place in 2008 after 10 years of having super genius novas around, it's suprising how little things changed (Sure there are lasers, although they are huge weapon emplacements, and their are a number of conveniences like the OpNet replacing the Internet). Overall, I'd recommend this game to anyone interested in playing a Superhero, in a world obsessed with superheros.
- Aberrant is a deeply flawed game, both mechanically and in terms of the setting. Mechanically, it is inconsistent and even the simplest actions requires a flow chart to resolve. What would be a simple matter of rolling dice and counting the dots in other games (Champions, for example), requires many more steps and calculations in Aberrant. This slows play to a crawl and turns what ought to be a role-playing game into an exercise in basic math. For example, to find out how much damage is inflicted against an opponent by a typical attack in Champions (aka Hero System:)
8d6 Energy Blast
1) Roll eight dice.
2) Count the dots.
3) Subtract the target's defense.
In Aberrant, the process just goes on and on:
4 dots Quantum Bolt
1) Multiply Quantum Trait by 3
2) Multiply dots in Quantum Bolt by 4
3) Add them.
4) Add the successes from the attack roll
5) Subtract the target's "Soak".
6) Roll the number of dice left over.
7) Count the dots.
The setting is even worse than the mechanics. The game has the same inescapable, pervasive, ludicrous meta-plots that every White Wolf game seems to have, but in Aberrant those plots are so poorly conceived that even school-age children would be able to unravel them. The reason in simple: Vampires and their ilk are secretive -- "Novas" (what Aberrant calls its paranormals) are public figures. It is possible for ancient vampires to keep their absurd meta-plot secrets in Vampire: The Masquerade because the general public is not even aware of vampire's existence. In Aberrant, EVERYONE is aware of the Novas, and it would take no more than a few days before the poorly-thought-out conspiracies woven throughout Aberrant's setting would unravel like old string cheese.
Aberrant is just a bad game, from start to finish. It has a few interesting ideas, which is why it gets two stars instead of one, but those ideas aee only useful if one adapts them to a game with functional game mechanics and a setting that doesn't insult the players' intelligence.
- A game that presumably is supposed to be part of a series, and done White Wolf style. No supernatural beings as such, but humans with super powered abilities, and the organisations, structures, regulations and problems that surround these people as they try and live their lives.
Superheroes with a twist, in other words.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
By Wizards of the Coast.
The regular list price is $29.95.
Sells new for $22.76.
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No comments about Dungeons & Dragons Players Kit (D&D Boxed Game).
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by FanPro. By FanPro.
The regular list price is $24.99.
Sells new for $15.70.
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No comments about Classic Battletech: Field Manual: Mercenaries (FPR10977).
Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by FanPro. By FanPro.
The regular list price is $24.99.
Sells new for $15.90.
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1 comments about Rigger 3 (Shadowrun RPG).
- If you want some extra rigging rules, droids, vehicules, etc this is the book you want. Specially considering this is the revised edition which includes upto date errata and corrections.
As usual, the main Shadowrun book is enough to do some rigging but if you plan on doing it for serious, get this.
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Posted in Role Playing Games (Tuesday, October 7, 2008)
Written by Jackie Cassada. By White Wolf Games Studio.
The regular list price is $34.95.
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1 comments about Ravenloft Dungeon Master's Guide (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Ravenloft Setting).
- Let's start by saying I've been a fan of the Ravenloft setting since it first appeard way back in Module I6 by Tracy and Laura Hickman. I've followed the product line up to present, and I must say this is one fine addition to the legacy. The book is essentially a "technique" book. Designed to allow DMs the ability to shape their Ravenloft campaigns as they see fit and set the mood for a truly creepy delve into the Dread mists. The book offers advice on everything from creating your own misty domains and darklords to what types of music can be used to set a perfect gaming atmosphere. I would highly recommend this book to anyone wanting to run a Ravenloft campaign and even to Dungeon Masters who have no intention of ever exploring the Demiplane of Dread. Many of the techniques and methods described can and should be used in any setting. Buy it. Read it. Live it.
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Into the Dragon's Lair (Dungeons & Dragons: Forgotten Realms Adventure)
Dungeon Crawl Classics 50: Vault of the Iron Overlord (Dungeon Crawl Classics)
Shakespeare in a Box: King Lear
World of Warcraft Adventure Game
Exalted 2nd Lunars (Exalted)
Aberrant
Dungeons & Dragons Players Kit (D&D Boxed Game)
Classic Battletech: Field Manual: Mercenaries (FPR10977)
Rigger 3 (Shadowrun RPG)
Ravenloft Dungeon Master's Guide (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Ravenloft Setting)
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