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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Monday, October 6, 2008)
By White Wolf Publishing.
The regular list price is $17.95.
Sells new for $9.75.
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1 comments about Sins of the Blood (Vampire: The Masquerade).
- "Even the Damned have taboos", reads the back side of the book.
One of the greatest is Amaranth, also known as Diablerie. "Sins of the blood" covers many topics that hadn't been covered before in the Revised edition. Some info from "Dirty Secrets of the Black Hand" re-appears here, like the weird Path of Enlightenment of the True Brujah, and the infamous "Ritual of the Bitter Rose", that gives the Diablerie a very interesting edge, since it permits a whole coterie (or pack) to benefit from one single Amaranth victim. The book also covers interesting information on Autarkis, and what happens to you if you switch sects; it deals with cults and gives you an idea of how you(r vampire character :)) can start one, and get loads of moronic cultists, to do all the unpleasantness for you!This book is very interesting. I'm not very sure if the people that buy sourcebooks only "for the extra dots" will like it (well, maybe the Thaumaturgy paths and rituals might make it a good buy for them). On the other hand, for the people who look for background information, it is a very interesting buy. It isn't as essential as, say, the Vampire Storytellers Handbook, but it looks nice on the shelf and it can add many good ideas to your ongoing chronicle. So, if you like to portray "deviants", either as Player Character or as Storyteller Character, in your chronicle, this can be a good add-on to your VtM collection. But tread lightly... the powers-that-be frown on unusual behavior, and those things they don't understand, they want them Finally Dead...
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Posted in Role Playing Games (Monday, October 6, 2008)
Written by Daniel Greenberg. By White Wolf Publishing.
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5 comments about Clanbook: Malkavian (Vampire: The Masquerade).
- This book was truly a waste of money. It's childish and provides no useful information for any campaign, even those focusing on Malkavs. While some of the jokes are amusing the first time around, I can get more entertainment from the daily funnies. I've seen real insanity, and this didn't even come close. It was more akin to the old Daffy Duck mentality.
- This book, is not as good as the other clan books, but its hilarious and some people don't get the jokes that why they think its a waste of time and money but! BOOM! It really help a malkavian roleplayer get into character and I agree if yer a true Malkav DO YOU NEED A MIRROR? I dun think so! Byede BYE!
- The book has some cool illustrations, gives a good overview of the malkavian history, and of course is hard to follow because it is based on the essence of maddness. So if you are looking for something concrete, find something else. However, if you are a Vampire: The Masquerade enthusiast, then by all means go for it.
- The Malkavian Clan book is at first a laugh riot for any Vampire player: but for those who want to be From the clan of Malkav it will rapidly become a book of continued refrence. When you take into account that being insane is not as easy as it seems the patterns of madness in this book give the player a different look on what can be accomplished. My own madman took on a new depth after reading this book. As an aside look for the story of the elephant it tells us all we need to know about the first clans. A must for any would be Psycopathic bloodsucker.
- This book is not for every one,if you like to be an outcasat and the"crazy"one who few understand,then this clan and book is great,the only defect,seriuos people find it ? and also some drawings ade 3 year old like,but they also have some awsome ones!BUY IT if you are insane enough,because if you find it a waste of money,LOOK THERE ARE MORE CLANS!
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Posted in Role Playing Games (Monday, October 6, 2008)
Written by Greg Oppedisano. By Goodman Games.
The regular list price is $15.99.
Sells new for $11.41.
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No comments about PC Pearls: A Collection of Character Inspiration (GM Gems).
Posted in Role Playing Games (Monday, October 6, 2008)
Written by Beth Moursund. By Running Press.
The regular list price is $23.95.
Sells new for $8.82.
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3 comments about Magic: The Gathering -- Official Encyclopedia, Volume 1: The Complete Card Guide.
- Very nice book if you're curious about older cards. I liked getting a chance to see all the old cards together, to see some some cards I'd never seen before because they're too rare.
- Volume 1 covers 4th Edition, Chronicles, Ice Age, Alliances, Arabian Nights, Antiquities, Legends, The Dark, Fallen Empires, and Homelands. There's also a section devoted to discontinued cards (leading off with, of course, Black Lotus and the original Mox cards). Cards that were removed but reintroduced before this book was published are not listed as discontinued. A page near the end of the book displays 6 of the most significant promotional cards that weren't just previews of upcoming releases.
Each set of cards covered is provided with an introduction, describing any new twists added for that set (including new types of decks that came about as a result), and any famous (or infamous) cards in that set. (A blowup of the artwork of Mirror Universe figures prominently for Legends, along with "The entire R&D team would have to be hit by a bus before we'd reprint Mana Drain.") The introductions are generally pretty entertaining and provide an informative overview (including descriptions of storylines that were added or updated by the release being described). The individual cards for each set are listed in alphabetical order; they're shown at about 3/4 actual size. The versions of Magic that included those cards (at the time of printing) are specified, as well as any errata. The card lists' images are enough to hold the attention of even a casual collector, since the flavor text is legible and the artwork is printed well. After covering the individual sets, the book presents "Misprints and Oddities", such as the Wyvern cards. (Errors in text are covered either with short errata for the individual cards, or in "Overlong errata" for text errors that were to big to include where the card was described.) The book concludes with a "Deckbuilders Indexes" section, as in the later volumes of the Magic encyclopedia.
- I've had this book for years. I took it off the shelf and brought it over to an RPG game at a friends house. Just so I could do some causal reading. Everyone wanted to see the book. Even people who don't play Magic the Gathering (MTG).
If you collect magic cards, or play - these books are an excellent resource. If you want to see what the older cards look like, they are in this book.
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Posted in Role Playing Games (Monday, October 6, 2008)
Written by Bruce R. Cordell. By Wizards of the Coast.
The regular list price is $9.95.
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5 comments about The Sunless Citadel (Dungeons & Dragons Adventure, 3rd Edition).
- My group and I are all in our 30's. We're gamers from the old days who decided to give 3e a try. As the DM, I was very pleased with this module. My players were, too.
First, I was pressed for time before our first sitting and knew there was no chance I'd have time to read two new rulebooks *and* compose my first dungeon in 15+ years, so buying a ready-made adventure was a necessity, not a luxury. Second, even if I'd had time, I wouldn't have wanted to start off with a module of my own creation the first time out of the gate with the new rules. The odds were too high I'd make it just about any degree of difficulty other than the right one. So, again, a pre-made module seemed a good idea to get used to the new rules and give me an idea what to do to make my own later without making them either too easy or impossibly hard. Third, I needed to be able to have a fairly easy time running a game with a new set of rules unfamilair to us all *and* running the adventure at the same time. This module was very nicely balanced, giving my players ample oportunitys to try out their various skills and included an abundance of rules tips and assistance for me. In short, this module met all of my needs very nicely. It gave the characters a couple of decent hooks and some mysteries to solve, gave each of them several ways to be involved throughout, and allowed them to use a number of different gameplay approaches (rather than just hacking-and-slashing) so that it stayed interesting. Meanwhile it gave *me* lots of help and several interesting NPCs to play for them while still allowing me to do some creative DMing as I went. I was entirely satisfied and my players had a great time without ever feeling like they were being led by the nose or were on rails. Also, because it's nicely ambiguous about the larger questions and gameworld, I am able to integrate it seamlessly into the ideas I have for where I want to take their campaign. My only complaint would be that Oakhurst, as other have noted, seems like an afterthought. More detail there - especially the same kind of attention to NPC characterization that the dungeon itself has - would have been appreciated. All I really hoped for when I bought this - the one option available for a brand-new set of characters - was an adequate starter module that would get my players and I back in the groove after all these years. What I got was considerably more. The gameplay (some fighting, some puzzle-solving, some diplomacy, some sleuthing) provided a nearly perfect start to my campaign and matched the tone I wanted to set exceptionally well. I would not hesitate to recommend it for others just starting with the new rules, whether they're brand-new to gaming or old-timers coming back after a long hiatus.
- This adventure is a great way to learn how to first play an RPG and get the feeling of DND. It has great adventures and was well thought out. The rules kind of slip off the train track for a second, but they get right back on. The game is fun and exciting. It will definately help you get out of your shell if you are a shy person.
- This was a great module to introduce myself (as the DM) to 3rd edition gaming rules.
The adventure can fit well into most campaign settings and was interesting to play with my group.
I had to make some modifications to make the adventure a little more difficult at points (upping the hit points and AC of some key monsters), but it was easy and made the adventure more fun to play!
The side bars were also very helpful for the DM. I also purchased The Forge of Fury and my group is still engrossed in completing the mission.
- I used to play D&D many moons ago (and, no, I'm not going to tell you just how many, but it was a lot). I now have teenagers who wanted to try it. This adventure was a GREAT teaching module for my kids and their friends. It has pit traps, trapped doors, ambushes, riddles, more than one way through the dungeon, bits of treasure all over, and many different types of monsters. Beginning players CAN get through with hack 'n' slash, but they will be healthier (and richer) with a little thought and planning (and, duh, using Listen and Search, before and after entering a room and fighting a battle).
I found this adventure very well crafted (and I enjoyed the little bits of humor included for the DM). I think players of any experience level would enjoy it and new players would find it a very good way to start.
- Note that this review will contains a few tidbits that might be considered spoilers, but if you're a DM who's contemplating this purchase that shouldn't be a major problem.
I'm new to Dungeons & Dragons and DMing, so I decided that buying a module for our first adventure would be advisable, until I have enough experience and confidence to create my own campaign.
Although it is slightly outdated (being based on 3.0 rules rather than 3.5) it does not seem to conflict with the revised rules in any serious way, as far as I can tell.
As a site-based adventure (the site being the titular Sunless Citadel) most of the content in the module is devoted to the subterranean structure itself and almost no attention is given to the nearby town of Oakhurst and the surrounding environs. A little more detail in this area would be very nice, but it isn't missed too much.
The citadel itself doesn't fail to please. It's got a little of everything that you'd want in a good low-level dungeon, a cool little backstory involving a dragon cult (unfortunately relatively little of this backstory is directly available to your PCs, so you may want find wants to drop more hints and clues about its history if you think that is something they'd enjoy), a war between goblinoids (making diplomacy with one faction an option) and your obligatory sinister antagonist. There's traps, puzzles and secret passages ways. Your players will contend with a variety of threats including the aforementioned goblinoids, as well as the local vermin, the odd minor demon or two and even a dragon wyrmling.
One thing I'll note is that the adventure does seem a bit light on treasure for the players. I ran through the module and totaled all of the items and coinage up (including hidden treasures, enemy gear -- most of which isn't worth bothering with, potions and magic items) and the ballpark estimate I came up for if the PCs scraped the dungeon clean ends up at about 1/2 to 2/3 of what the Dungeon Master's Guide (3.5) recommends for a party to get from encounters in the course of achieving their 3rd level (which is how far this module will take the PCs), if that.
Perhaps the worst thing about the loot allocation (in my opinion) is that a large percentage (almost half) of the value of total loot is tied up with two particular items that make up the whole dungeon's hoard. This is the sort of thing that the DMG also advises against, as it makes fair loot splits between the players somewhat difficult. For a low level adventure in particular, I would prefer a more even loot spread.
The light treasure isn't a completely bad thing though. It gives you liberty to drop in a few items that you think you characters will like without necessarily overdoing it on loot -- just be careful and reference the pertinent sections of the DMG.
There are a few errors and inconsistencies. The goblin chief should have a higher CR and his encounter should have a higher EL. A few monsters should have higher or lower attack bonuses, save DCs, etc. Mostly minor stuff, but there is no good errata available online that I've been able to find.
My group is only about 1/3 of the way through the module so far but I think everyone is enjoying it. I'll probably get the "sequel" to this module (the Forge of Fury, which one of the treasures in this module vaguely hints at, though it isn't documented as such for the DM) while I work on writing my own adventure.
A good buy for a beginner DM.
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Posted in Role Playing Games (Monday, October 6, 2008)
Written by Michael Mearls. By Goodman Games.
The regular list price is $10.99.
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2 comments about Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho.
- Goodman Games advertises their games as old fashioned dungeon crawls, with plenty of fighting for all. Even the style and presentation of the adventure is a clear shout-out to 1st edition TSR modules, down to the "copy-proof" light blue color of the interior maps. Goodman Games wants you to remember the good old days of role-playing.
The truth is somewhat different. This adventure is better than all but a handful of the basic and 1st edition modules that TSR ever published. All nostalgia aside (and I've been playing since 1978), old 1st edition adventures rarely had the type of internal coherence and consistency that this adventure has. Is "Lost Vault" hack-and-slash? Certainly, the monsters are evil, their plans are evil, and the surest way to stop them is to rub them out. And it takes place underground, so it qualifies as a "dungeon" in a loose sense. But it pays service to the concepts of monster ecology, as well as giving the bad guys motives -- and not always the same motives as one another. They're NPCs, they're evil, and you will probably end up killing them. But first, you may actually be interested in what they are up to, how they intend to accomplish it, and why they wanted to do it in the first place.
But to my mind, where this module really shines is in the overhead it contains. It is not set in any pre-written world, so you can drop it in anywhere. It gives background, but of a sufficiently vague nature that a creative DM can modify to his or her heart's content without having to rewrite the whole adventure. This is good writing. If you just want to slap this adventure on the table and have at it, it provides the DM with everything he needs to know. If you have your own world, 30 minutes of work, and this adventure is seamlessly integrated. And if you really like to work these things over, a couple of days and you can expand on some of the ideas in the module to turn it into something tightly tailored for the particular needs of your gaming group.
Spoiler Alert:
There are a few problems with this adventure, however. Some are petty -- there is no scale given on the map, nor are room sizes given in the text. Since there are two competing standards these days (5 feet or 10 feet per hex), it would help to know which the designer had in mind since most of the adventure deals with small creatures. Although the text will gives the height of the ceiling, in some areas the width of the passageway could be an issue for medium creatures, if the scale is 5' a hex. Also, although references are made to compass directions in the text, no compass appears on the map (although the top of the map does appear to be "north".
Others problems are a little more irritating. Chock full of good tactical situations and interesting details, the encounter balances can be wonky. The very first room contains a creature fully capable of killing most 1st level adventurers with a single blow (10' reach, +8 Melee attack, 2d6+7 damage). The math here says that if your AC is under 18 he's going to hit you more than 50% of the time, and on average he's going to do 14 points of damage per hit. That's going to sting, even for fighters. Rogues and rangers could easily be visiting -10 HP with a single blow, and magic-users and sorcerers will be wee greasy spots.
In other rooms, the designer obviously felt pressure to provide cheap XP, and does so by adding extra monsters who are "distracted," (sleeping, gambling, arguing; whatever it is that stupid guards do to ensure that PCs get a surprise round) thus reducing their fighting effectiveness without reducing their XP award. An experienced DM will have no problem fixing these issues, but they shouldn't have to.
But nitpicks aside, this module proves that a dungeon crawl does not have to be mindless. I highly recommend "Lost Vault," both for role-players looking for a little relief or hack-and-slashers looking for a little thought in their adventures.
- Random McNasty's review pretty much covers everything I'd like to say--and more--so I'll just say that this module excited me more than any I've read (I've only read about a dozen). Every room made me say "Whoa, I can't wait to run this!" It was because of the fun tactical details Mearls created for each encounter. I loved every one of them, until the last level when the vile details got a little more Peter Jackson than anything I'd want to present at my table. I recommend this module without reservation, and if the Dungeon Crawl Classics line has more titles this good (I know, they've been out for years) it is a very good product line indeed.
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Posted in Role Playing Games (Monday, October 6, 2008)
Written by Douglas Seacat. By Privateer Press.
The regular list price is $34.99.
Sells new for $22.92.
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1 comments about Five Fingers: Port of Deceit (Iron Kingdoms) (Iron Kingdoms).
- I really enjoy the rich history of the isles of the Five Fingers. It puts into play a lot for the imagination in entertainingadventure hooks that I personally plan to make 'come to life'. Yes, I would recommend this book for you and your players' fix in villiany, piracy, and organized crime. It is quite compatible with other source books, such as 'The Complete Scoundrel' and 'Cityscape', to name a couple. It has a great campaign setting laid out for you and makes a great basis in creating one of your own design. The book includes many extras as well: Feats, Prestige classes, etc. Get it whilst you can, because a lot of the earlier publications from Privateer Press are quite expensive and putting off the purchase of this gem could result in having dish out a lot of extra money in the future when it becomes out-of-print, much like its predecessors.
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Posted in Role Playing Games (Monday, October 6, 2008)
Written by Matt Wilson. By Privateer Press.
The regular list price is $34.99.
Sells new for $22.98.
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1 comments about Hordes Evolution (Hordes).
- The Hordes Evolution expansion does an excellent job of both expanding the universe of the game while adding needed depth to each Faction. Two new warlocks, unit attachments and cavalry are presented for each with enough depth and information to move the expansion from the "nice to have" category into the "better off with then without!". Yes you can easily play the game and the new units without the rule book but then you will be missing out on the new rules for Light Cavalry (for the moment only availble to two Hordes Factions; Circle and Legion)as well as many pages of rules clarifications. It is worth buying for the game and a must have for fans; I recommend!
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Posted in Role Playing Games (Monday, October 6, 2008)
Written by David L. Pulver. By Guardians of Order.
The regular list price is $19.95.
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1 comments about d20 Mecha: The d20 System Mecha Handbook.
- Pretty much what I expected it to be ... except shorter. Well organized, however. Tied in with the rest of the system.
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Posted in Role Playing Games (Monday, October 6, 2008)
Written by Maggie Keen. By U.S. Games Systems.
The regular list price is $15.00.
Sells new for $8.78.
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5 comments about Psycards Deck.
- We bought the pack two years ago. After having used the cards for many times, we feel that the cards have become dear, wise friends. They never fail to give us clear and loving answers. All confusion disappears, after having asked them for help.
- This deck quickly became my favourite for reflection (reading for myself).
The cards are meaningful and artistically done, and speak directly to the reader without a need for studying anything beyond the little white book. I still suggest buying the book written by this deck's creator, Nick Hobson, though the only way I know of to get it is by buying it from the author. Two of my friends to whom I recommended this precious little deck have quickly fallen in love with it, and use it as often as they use their tarot decks. This book is one of my highest recommendations to card readers.
- The cards are good quality but the design of the cards is ordinary. The little booklet inside is not explaining enough. I got the cards, but I don't know how to analyze them. And the price is too expensive in comparison with other beautiful Tarot Decks which are very good quality and which include a real book and nice cards inside.
- The promotional offer (for the deck and the book) is misleading. I ordered both only to find out that the deck already comes with the book offered as part of the promotion. In other words, If you buy the promotion, you recieve two copies of the same book.
- I appreciate that these cards lend themselves to quasi-tarot readings... but I think that the cards have an even more powerful purpose. Based on the format for the "Answer Cards", I have the questioner shuffle and lay out ALL the cards in any pattern they want (although I have found that 8 cards in 5 rows works well). The questioner does all the 'reading' of the cards. I just notice patterns and ask questions.
"Did you notice that your card (The Inquirer)is located at the bottom/top/right-side/etc of the grid? What does that mean, for you?"
"How close is your card to the card that you identify as your goal? What cards are between you and your goal? Are they steps? Or Obstacles?"
My questions are gentle and sparse. I don't know the meanings of these particular cards for this person... only she/he does, hence, no point in my 'reading' the cards for them.
It's an interesting relationship that forms between the Questioner and myself. There's a therapeutic atmosphere but also a curious/playful one.
Insightful. Satisfying.
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Sins of the Blood (Vampire: The Masquerade)
Clanbook: Malkavian (Vampire: The Masquerade)
PC Pearls: A Collection of Character Inspiration (GM Gems)
Magic: The Gathering -- Official Encyclopedia, Volume 1: The Complete Card Guide
The Sunless Citadel (Dungeons & Dragons Adventure, 3rd Edition)
Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho
Five Fingers: Port of Deceit (Iron Kingdoms) (Iron Kingdoms)
Hordes Evolution (Hordes)
d20 Mecha: The d20 System Mecha Handbook
Psycards Deck
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