Game Books

Google

General

Games

Board Games

Backgammon
Bingo
Checkers
Chess
Chinese Checkers
Dominoes
Go
Mah Jong
Monopoly
Scrabble

Card Games

Blackjack
Bridge
Canasta
Cribbage
Euchre
Gin
Hearts
Pinochle
Poker
Hold'em Poker
Solitaire
Spades

Gambling

Baccarat
Blackjack
Craps
Horse Racing
Lotteries
Poker
Roulette
Slot Machines
Track Betting
Video Poker

Puzzles

Logic & Brain Teasers
Crossword Puzzles

Role Playing Games

Role Playing Games
Ars Magica
Call of Cthulhu
Champions
Chivalry & Sorcery
Dragon Warriors
DragonQuest
Drow
Dungeons & Dragons
GURPS
Macho Women with Guns
RuneQuest
Shadow World
Shadowrun
TMNT
Traveller
Trinity
Vampire
Villains and Vigilantes
Werewolf
Witchcraft
World of Darkness

Video Games

Video Games
Strategy Guides

HobbyDo


Search Now:

ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Thursday, July 24, 2008)

By Alderac Entertainment Group. The regular list price is $29.95. Sells new for $9.98. There are some available for $5.95.
Read more...

Purchase Information
5 comments about Rokugan (Legend of the Five Rings: Oriental Adventures, Campaign Setting).
  1. In my opinion, this book is great. It has a lot of excellent feats, spells, skills, classes, and information for any Oriental D&D campaign. I recommend it equally as much as Oriental Adventures.


  2. AEG never fails to deliver the goods, and in this case they give them to us in spades. Rokugan is an excellant conversion from the classic 'Legend of the 5 Rings' RPG system to the highly successful and popular 'D20' system. While not a stand-alone product it is still very meaty with dozens of feats and several excellant new classes with the 'L5R' flavor.

    All in all a very solid book and an excellant followup to the Oriental Adventures book (which I also highly recommend if you intend to run L5R using D20 rules)

    Something I would like to point out. This book isn't just a new collection of feats and classes and skills. This book presents one of the most dynamic asian fantasy settings roleplayers have ever had the pleasure of gaming in. It is rich in history and culture (and as much as I don't like the most recent history, it's still largely entertaining.)

    In short, 2 thumbs up. Way up.



  3. I've been playing D&D for a couple of years now, but was just recently exposed to Oriental Adventures and the L5R setting a couple of weeks ago. Wow. What have I been missing?

    The Rokugan setting is just amazing, adding tons of depth to the Oriental Adventures setting and just providing a great atmosphere, chock full of politics, rivalries, and Three Kingdoms-esque intrigue. The additional clan-based suplements (Secrets of the Unicorn springs to mind, mainly because after only a few minutes of reading, I gained a ton of insight into my Water-based Unicorn Shugenji), are great, providing a huge amount of background on the cultures and personalities of Rokugan.

    If you're a bit tired of Greyhawk and Faerun, now may be a great time to trade your longsword for a katana and your cleric for a shaman. Check Rokugan out -- you'll like it.



  4. Having played D&D since the Basic Set, and having played the L5R RPG when it was still in 1st edition, I was excited by the announcement that L5R was going d20. I wasn't thrilled with the Oriental Adventures book, as the rules were either unclear, or didn't fit well at all with the theme of L5R.

    So I picked up Rokugan as soon as I found out about it.

    At first glance (in the store), it was really detailed. Each family in each clan has it's own bonus class skills, favored classes, and starting packages (which were a nice touch from the previous versions of L5R RPG). There are individual shugenja schools for each clan/family, full classes for courtier and ninja (courtier is especially useful for Oriental games), probably two dozen prestige classes (most are very good for other games, as well), and a plethora of feats (which included new Clan and Kiho feats).

    The background material on Rokugan is also very good, giving a new-samurai's view of the Emerald Empire, up to the time of the Emperor Toturi's death. There are details of the wars, along with a timeline filled with seemingly-innocent historical anecdotes (perfect for helping DMs create adventures).

    Unfortunately, the book is not without flaws.

    There are issues with the starting packages (some with contradictory equipment, others that simply don't make much sense or use), lingering questions on exactly how shugenja work in certain cases (especially the Isawa), the fact that the samurai ability to "awaken" their swords contradicts much of known L5R material (i.e., only shugenja typically do it), and several other issues.

    Individually, these things wouldn't be a problem, but altogether, make the book practically unusable. This in and of itself could likely have been corrected if the designers had created a FAQ and/or errata to explain or correct issues. But they have not, and there is almost certainly no plan to do so for the foreseeable future.

    There are smaller things I would alter, like making courtiers somewhat more useful, perhaps, but they are mostly flavor issues rather than game balance, mechanics, or setting issues.

    Should you buy this book? Yes, actually. The book is useful, but requires a complete overhaul, especially to make it v3.5 compliant (and no, there is no v3.5 update out for it yet, and there seems no plan to make one). The Complete series may handle a lot of these problems; though I have not read them all, they have incorporated the OA classes, with some or no modifications.

    I say buy it, but don't pay full price. Get it used, borrow one from a friend, but don't pay $20 for this thing. The lack of polish and user-friendliness should not be rewarded.



  5. It's interesting to have a campaign set in the Asian lands of any world. Honor is key above the traditional good and evil. This Rokugan sourcebook excells at giving you a great setting for the adventures. Filled with politics and intrigue, as well as the traditional kill the monsters stuff. It really has something for everyone. Maybe it has too much detail, because it causes me to worry if I will remember everything on the fly. Take notes!


Read more...


Posted in Role Playing Games (Thursday, July 24, 2008)

By Wizards of the Coast. The regular list price is $14.99. Sells new for $29.95. There are some available for $29.92.
Read more...

Purchase Information
4 comments about Blood War (Dungeons & Dragons Miniatures Booster Pack).
  1. I've become very sold on the idea of using these plastic mini's. This particular set is of excellent quality. You can check out the full list online.


  2. Minis. Once you start buying them, like the proverbial Pokemon, you "gotta get 'em all!" I'm hooked on them because they are great to look at (generally) and really enhance gameplay.

    Give in, already.


  3. The blood war set has overall the coolest looking d&d miniatures than all the others. Some of the rares arn't all too interesting but the rares such as the Horned Devil or the Owlbear make buying a few of these boxes worth it.


  4. These are great miniatures. They are all high quality and very realistic. Having the full set, I can easily say that the product that you get in one box (8 pieces) is worth much more than the purchase price. These figurines are so good, in fact, that I have also used them in my other fantasy gaming sessions. I would recommend any of these sets to budget-minded players. They're much cheaper than their pewter equivalents. Some of the painting is slop[py, so I gave these products, as a whole, three stars. If you can paint your own metal figurines, do it. Otherwise, give these a try!


Read more...


Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Boris Vallejo and Nigel Suckling. By Running Press. The regular list price is $32.50. Sells new for $6.50. There are some available for $2.42.
Read more...

Purchase Information
5 comments about Dreams: The Art of Boris Vallejo.
  1. Everyone who likes fantasy art would be satisfied of this book. I like Boris' works. It contains veriety of pictures that prove his great imagination. From exotic women to horrible monsters with their fighting tools. I expected to see more drawing works of him but I found only one. Many works in the book are great and some are not. However, if you are the fan, you must have it.


  2. Born in Lima, Peru, Vallejo got an early start in his art education at the age of fourteen while studying art at the Escuela Nacional de Bellas Artes on a scholarship. The talented little boy grew up to be the titan of art, responsible for breathtaking art featured on fantasy book covers, movie posters, album covers and motion picture ads along with his own portfolio books such as this one.

    Dreams is another fabulous book, a sure collectible for any fantasy and art fan, I know that he started my own passion of art as my father, a gifted artist in many fields has always made Vallejo and other artists books available to me, inspiring me to follow art as well. This fabulous volume is chock packed with stunning women, glistening warriors, beasts and monsters, enchanted lands and wicked creatures that can only emerge from the cocoon of Vallejo's imagination. This a marvelous book in a glossy hardcover jacket that looks at me proudly from my shelf among other volumes by Boris, Julie Bell, Milo Manara, Chris Achilleos, Serpiri and many others who stir my creative juices.

    - Kasia S.


  3. I have no idea what the person from dallas is talking about. I loved this work of Boris. I espsecially loved the Sections on the mythical beasts, and women of wonder. This is my best Boris book yet. I challenge any artist to match boris in the worlds of magic and fantasy. A definate must for all boris and fantasy fans.


  4. I love this book because it has lots of beautiful paintings from the author. I like this book more than the Titans. The artworks from Titans doesn't stand out or look as clean as the ones from in this book. This book has pictures ranging from mythical beings and animals, to futuristic designs. The disadvantage about this book is the non appealing art cover and its high price. Overall, it's an excellent reference book.


  5. The amazing world of Boris Vallejo is condensed down into this picture book of god like bodies and fairytail fantasy scenes. Shown are some of his movie work, clothing ad work, Franklin Mint and his most favorite subject, his wife, Julie Bell.

    There are some comedy moments of his works as well, including a portrait of the then president of the United States, Bill Clinton. He explains that some of his works have been described as too relvealing esspecially of his wife Julie. But as the pictures show when one gets over the fact, they are quite beautiful.

    A book mainly for the older reader, artist or Vallejo fans only.



Read more...


Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Alan Alexander. By White Wolf Publishing. The regular list price is $34.99. Sells new for $20.54. There are some available for $11.95.
Read more...

Purchase Information
4 comments about Lancea Sanctum (Vampire: The Requiem).
  1. This book details the covenant Lancea Sanctum- its history, the reasons why Kindred join it, the roles of the clans in the covenant, how one joins, its relation to other factions in the World of Darkness, and various in-covenant factions, bloodlines, and heresies.

    I actually delayed buying this book because of the heavily Christian flavor to the book, so I was very surprised when I actually went to my local game store and thumbed through the book. It presents a truly diverse and changing (as much as anything Kindred-related can be "changing") covenant with as many iterations as their are Bishophrics (essentially parishes, each city or area with a different one.)

    Get this book even if you are turned off by the apparent Christian flavor of the book. You won't be disappointed- there is something in this book for every player or storyteller.


  2. I am a member of the Camarilla and that is why I only gave it three stars, for none camarilla members I would give it four.
    First of all, the book is wonderful for making a character for the sanctum or running a campaign around it. I was a little disappointed with the Theban sorcery section, white wolf behind well white wolf decided against putting the Theban Sorcery rituals from nomads and coteries in it so the chapter really isn't complete. White wolf cares to damn much about money and not enough about gaming, but to be fair that greed is how the new system came about and it is far superior for player versus player style games. The reason I lowered a star is that all the good rituals past two dots are high approval for camarilla games, and that urks me.
    The Bloodlines in this book are horrible. The Ventrue bloodline is decent but its extra discipline is no fun. The Meket get a blood line that should be a flaw in and of itself and the other three clans get to piggy back on the Davea line that although the Davea are the parent clan anyone can join.
    Skimping on the cheese aside, this books does have an extremely good insight into the inter workings and view points of the Lancea sanctum, and if you would enjoy a view into those working this is a good book for you. If you are the type that wants new bloodlines and extra cheese you may be disappointed by this book.
    Also the artwork in this book is awesome in my mind.
    Oh and before I forget I would like to send a message to white wolf because I am sure someone from the group looks at these review; PUT A FREAKING INDEX IN YOUR SUPPLEMENT BOOKS, YOU CHARGE ENOUGH FOR THEM YOU CAN AFFORD THE EXTRY THREE OR FOUR SHEETS OF PAPER YOU CHEAP CHILDREN OF UNWED PARENTS!!!!!


  3. Lancea Sanctum presents the religious Covenant of vampires dedicated to preying on humanity and fulfilling the role God has chosen for them. A lot of detail is presented on the structure of the Lancea Sanctum, from the role a typical ancillae plays to how the Covenant relates to other World of Darkness entities. Factions, Bloodlines, Disciplines, and new Thebean Sorcery rituals are included to add mechanical support to this broad take on one of the oldest vampiric organizations.

    Unfortunately, Lancea Sanctum speaks far too much in vague generalities and adds little new and interesting material to this Covenant. The rites, prayers, and roles observed by members are simplistic modifications of existing church roles that any Storyteller could easily invent. The history of the Covenant starts out interesting, but quickly degrades into a historical survey of questionable use. Finally, the new game mechanics (Bloodlines, Disciplines, etc.) are sparse and largely flavorless.


  4. LANCEA SANCTUM is a sourcebook for the roleplaying game VAMPIRE: THE REQUIEM by White Wolf. It is meant for both players and storytellers, to provide information on the vampire covenant and religion, the Lancea Sanctum. The covenant is one of the most important groupings in VAMPIRE: THE REQUIEM, because membership reflects a philosophical choice by the characters rather than the vagaries of circumstance. Of all the covenants, the Lancea Sanctum maybe the most important because it will likely be the first the characters encounter and the most different from their initial impression.

    Many, if not most, players will have played the introductory scenario "Mary's Childe" and the Lancea Sanctum is an integral part of that scenario. It is also likely to be misunderstood; the Lancea Sanctum borrows heavily from Catholic imagery and rituals, but demands that its adherents admit their damnation and act accordingly. It is a vampire religion, that worships God by putting the fear of Him into mankind. A book like LANCEA SANCTUM provides useful information to both players and storytellers on this misunderstood but pervasive group.

    The introductory fiction for LANCEA SANCTUM is very interesting - the paper is very distinctive, meant to resemble vellum (I think), and the font is made to resemble illuminated script. It also does an excellent job of setting the mood for the covenant; religious fanaticism and monstrous power. The first chapter describes the history of the covenant, specifically its founding and spread throughout the world. Of course, it is written from the perspective of the covenant itself, which gives each covenant book its own flavor and allows competing history with no "canon" that must be followed.

    The second chapter is a large one and deals with night-to-night unlife in the covenant. I felt that this is one of the most useful aspects of the VAMPIRE supplements. What motivates an undead monster? What do they do to fill their time? What do they believe in? Thinking about these questions seaprates the roleplaying of a vampire and roleplaying a superhero who gets bad sunburn. LANCEA SANCTUM dewcribes the contents of the vampire religion's holy book, "The Testament of Longinus", the different creeds that define denominations within the Lancea Sanctum, offices, titles, and positions within the covenant, and how each clan can serve within the covenant. It also lists rites, rituals, and holy days for the Lancea Sanctum (which if nothing else, give the PCs the sense that there is something going on in the world besides their personal issues).

    The third chapter describes how vampires relate to each other within the covenant; how new vampires are recruited and inducted, and how neonates, ancillae, and elders serve the religion. The following chapters describe factions (which one might expect, given the splintering of real-world religions), bloodlines (which aren't spectacular), bloodline disciplines, Theban Sorcery rituals, and sample characters. The Theban Sorcery section is very interesting, as it suggests that new rituals are hidden throughout the world, and that understanding of the symbolism is provided when the need arises. It's an interesting interpretation.

    Overall, I thought LANCEA SANCTUM to be the most useful of the covenant books, in that it described something that is difficult to generalize from human experience (vampire religion) but that has specific and well-known attributes (dogma, rituals, holy days, etc.) Every PC will probably encounter the Lancea Sanctum as a backdrop of midnight masses and vampire evangelists. PCs don't even have to belong to the covenant to go to a mass, which allows even greater exposure to the material in this book.

    The only real downside to LANCEA SANCTUM is how closely it apes Christianity and historical development. Besides the main Lancea Sanctum denomination, which models Catholicism, there is an Anglican branch, a Baptist branch, and "Unitarian" branch, a Jewish branch, and an Islamic branch. Why not just have competing covenants based on Judaism and Islam, instead of shoehorning them into the "religious" covenant? Why would vampires reinvent Anglicanism? Also, the "Testament of Longinus" is clearly modeled after the New Testament, with gospels, apostolic acts, epistles, and an apocalypse. It comes across as parody rather than convergent evolution. However, these points don't detract too heavily from a great roleplaying supplement.


Read more...


Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Zack Bush. By White Wolf Publishing. The regular list price is $29.95. Sells new for $15.63. There are some available for $15.64.
Read more...

Purchase Information
1 comments about Dark Ages PG to Low Clans (Vampire).
  1. PG to the LC lays out a definitive look at those known as Low to their Highborn brethren. Have you wondered what the Nos do when they are in their tunnels, or why they became the Sewer Rats, you will find your answers here. Wonder how cool the Gangrel must have had it in a time where cities had not yet taken over? Its all here.

    All of the LC get special attention, new Combination disciplines, and new merits. The player tool boxes are helpful starting points for a character in that clan, and can point you in interestng directions.

    In the end, if you plan to play DA Vampire, you should have this book. Even if you are not running a LC character, the information gathered here is invaluable.

    Another homerun for Matt McFarland and company!



Read more...


Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Steve Miller and William W. Connors and Steve Miller. By Wizards of the Coast. The regular list price is $30.00. Sells new for $29.95. There are some available for $12.00.
Read more...

Purchase Information
5 comments about Domains of Dread (Advanced Dungeons & Dragons: Ravenloft, Campaign Setting/2174).
  1. Though this book does restate a lot of what has already been set down in many boxed sets and modules, it is an invaluable guide, at the very least for condensation's sake. I'm a compendium person, myself, so I appreciate the value of an "all-in-one" source for the Demiplane of Dread. With an even half-experienced, half-talented DM, this, and some office supplies is all you need to run a long-lasting, fully enjoyable campaign. I strongly recommend purchasing one, along with some mechanical pencils, and a case of Jolt Cola. (Having had recent experience, this is the second best solution to a long evening of thunderstorms, power outages, and insomnia.)


  2. I have always been interested in the Ravenloft campaign settings, but never much felt like buying each individual module just to have a good view of the Core. I picked up this book a couple of days ago and have not put it down since. This is a must buy for any D&D people who want to run a Ravenloft game, or even just for DM's who need ideas to add a touch of horror to their own games.


  3. I collect Ravenloft stuff so I already had the first two boxed sets ("The Red Box & The Black Box") when I bought this book. DOD goes in to more detail on the various domains and offers a nice selection of player classes and races. The drawbaks that I have include the interior art and the repeating of some material from other sources. The interior art of earlier Ravenloft products is a bit more in tune with the Gothic setting than the art in DOD. I wish the would have included a nice map with the book. Overall, this is a great book for anyone looking to get into Ravenloft for the first time.


  4. If you are a Ravenloft DM, this book will make your life MUCHeasier. Everything you'll need for quick reference in your game ishere and INDEXED (Yes, they finally made it easy to find what youneed!) I love this book and it's made my life much easier. Watch for the "Fear, Horror, Maddness check" sections - they've made them a bit separated for each class so that can muck you up a bit the first go-round, but it's TONS better than those 50 odd books from separate box sets. If you were considering buying all of those "accessories" forget it - this book covers nearly everything you could even need. Players do not really need any books for Ravenloft, and if your DM has this one you can borrow it for the rare times you may need it.


  5. Domains of Dread takes TSR's popular gothic horror Ravenloft setting and gives it a new soul: an evil one, naturally. Imagine a city whose sewers materialized from another dimension, a heart-eating mummy who retains her beauty, or a lithe and limber Frankenstein's monster as lord over his own land, and you'll start to get an idea of the new and improved Ravenloft.

    This expanded version of Ravenloft contains a much wider geography of the Demiplane of Dread, and for the first time includes the option for playing characters who are Ravenloft natives. Included is a chronology that sets all previous Ravenloft publications, whether novels, adventures, or accessories, into context as the history of the current campaign book. Earlier Ravenloft material is also tied in, item-by-item, to each description of a land, realm, island, or kingdom (called domains) and the lord of each region. Enough background is presented so that an inventive dungeon master can proceed from the material given, while those interested in the novels and available adventures may single out which products they may be interested in buying.

    Domains introduces four new character classes (avenger, anchorite, gypsy, and arcanist) as well as one new race, the half-Vistani. All changes and effects pertaining to spells, items, and character traits in Ravenloft settings are included, along with special rules applying only to Ravenloft. New sections explain the rewritten fear, horror, and madness checks for characters. However, dungeon masters will find that some of the other Ravenloft products, particularly the Monstrous Compendiums, are necessary in order to use this campaign book.

    The emphasis is, of course, on creepy: many of the characters and situations in Domains will be familiar from classical horror literature, with different names of course. Vampires and lycanthropes abound; Dr. Jekyll's spiritual brother is here; and Dr. Frankenstein, as Victor Mordenheim, seems to have acquired an unwanted empathic link with his creation. Other classic characters with a delicious horror twist appear here, such as a domain lord called "Pinocchio" who led his wooden brothers and sisters on a murderous rampage.

    A "nice" romp on the dark side for fans of horror and things of the night.

    --Sharon Daugherty for Skirmisher Online Gaming Magazine



Read more...


Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Bill O'Dea. By Mongoose Publishing. The regular list price is $14.95. Sells new for $7.69. There are some available for $7.69.
Read more...

Purchase Information
2 comments about Paranoia: Criminal Histories (Paranoia).
  1. All I have to say is this: any book that devlopes a multi-page flowchart for randomly generating PC backstories deserves five stars. Keep 'em coming, guys.


  2. Paranoia is a great game but sometimes it takes a lot of work and creativity to really wrap the players in plots and world that is out to get them. This supplement does a lot of the heavy lifting by creating that world as well as giving your players a history to work with. I use this supplement with new players all the time and it never fails to amuse them and get them involved. For my experienced players, it gets their own imaginations rolling and helps them create their own rope to hang themselves.

    I feel this supplement is like having an experienced gamemaster standing over your shoulder while you are setting your game up.


Read more...


Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Paizo Staff. By Paizo Publishing, LLC.. The regular list price is $12.99. Sells new for $10.39.
Read more...

Purchase Information
No comments about GameMastery Module: Treasure Of Chimera Cove.



Posted in Role Playing Games (Thursday, July 24, 2008)

Written by Stephen Cawood. By O'Reilly Media, Inc.. The regular list price is $24.95. Sells new for $1.78. There are some available for $1.77.
Read more...

Purchase Information
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.


Read more...


Posted in Role Playing Games (Thursday, July 24, 2008)

By McFarland & Company. The regular list price is $35.00. Sells new for $31.49. There are some available for $56.62.
Read more...

Purchase Information
2 comments about Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games.
  1. Gamers and role-playing, fantasy game fans are quite often serious, studious players interested in the complex and detailed play - so GAMING AS CULTURE: ESSAYS ON REALITY, IDENTITY AND EXPERIENCE IN FANTASY GAMES will make the perfect companion read both for players and those studying the sociology and culture of fantasy gaming. The latest research in fantasy games is presented, investing the social and psychological aspects of game participation and the impact of such games on individuals and society. There's even a section on virtual identities and their connection to and meaning for real-life identity. College-level courses will relish the studious and detailed nature of GAMING AS CULTURE.

    Diane C. Donovan
    California Bookwatch


  2. For the gamer enthusiast, this compilation of essays should serve to pique your interest. A collection of scholarly and semi-scholoarly essays, Williams, Hendricks, and Winkler (all contributors) focus on exploring three core aspects of the social gaming experience: Social Reality, Identity, and Experience. As there is currently not much Literature that attempts to qualitatively study the sociology of the gaming subculture (with the notable exception of Fine's: Shared Fantasy [1983], University of Chicago Press); the collection of essays published in this text serves to expand the range of studies on this subculture.
    Having said that, 10 essays on the above mentioned three subject matters can be found here. Of those 10 essays, less than half significantly contribute to expanding on current gaming subculture theory. The ones that are most relivant to expanding the field of study take conventional Foucaultian, Marxist, and Psychoanalytic, and gender study theories and apply them to the gaming subculture (which they have done quite nicely)
    In short, the compilation presents a smattering of well written and structured essays among a small majority of niche-filling (and somewhat non-relivant to the casual gamer) essays.


Read more...


Page 80 of 250
10  20  30  40  50  60  70  71  72  73  74  75  76  77  78  79  80  81  82  83  84  85  86  87  88  89  90  100  110  120  130  140  150  160  170  180  190  200  210  220  230  240  250  
Rokugan (Legend of the Five Rings: Oriental Adventures, Campaign Setting)
Blood War (Dungeons & Dragons Miniatures Booster Pack)
Dreams: The Art of Boris Vallejo
Lancea Sanctum (Vampire: The Requiem)
Dark Ages PG to Low Clans (Vampire)
Domains of Dread (Advanced Dungeons & Dragons: Ravenloft, Campaign Setting/2174)
Paranoia: Criminal Histories (Paranoia)
GameMastery Module: Treasure Of Chimera Cove
Halo 2 Hacks: Tips & Tools for Finishing the Fight (Hacks)
Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games

Copyright © 2005
*Amazon.com prices and availability subject to change.
Last updated: Thu Jul 24 06:50:39 EDT 2008