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ROLE PLAYING GAMES BOOKS

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

Written by August Hahn and Chris Quilliams. By Mongoose Publishing. The regular list price is $34.95. Sells new for $7.96. There are some available for $7.96.
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3 comments about Babylon 5: The Centauri Republic (Babylon 5 (Mongoose Publishing)).
  1. The fact that this book goes into fine detail about the Centauri is what stands out the most. If you've ever wondered anything about the Centauri, more than likely you will find it in this book. Biology, technology, history -- it's all here.

    But for whatever reason, the book just didn't rub me in the right ways. I was excited when I first heard about it, ordering it two months ahead of its release. I don't know if it's the lack of artwork -- and don't get me wrong, the production photos and stills are great -- or the exclusion of information from the continuation novels or the fact that it's more geared towards roleplaying than reference -- a charge I can hardly fault the authors and editors for, given the primary purpose of the book.

    Maps, graphics of rank insignia, computer generated depictions of many classes of ships and little sidebars with writings from the perspectives of characters on the show round this book out.

    All in all, well worth the money. If you like the Centauri or Babylon 5 in general, and if you have the means, you should buy this book.



  2. Mongoose Publishing deserves a lot of praise for the detail and eagerness with which they have attacked the Babylon 5 universe. This book is but one of a dozen that the company has put out in the new Babylon 5 role-playing game.

    The book is a veritable treasure trove of information about the Centauri race as portrayed in the Babylon 5 series, delving deeper into there history and society and providing a wealth of background and rules for using Centauri in the new game.

    Mongoose has a big problem with there editing. Misspelled or misused words. Text obviously copied from other books or sections of this book, and not modified to fit in the place it has been put. They need someone to go through these books with a read pen. It will look like someone sacreficed a chicken over it.

    Another complaint is that it is not clear what is considered canon in the B5 universe. JMS, the creator of the series, has posted information online which directly contradicts the information provided in the shows. The role-playing books rely heavily on the online material in these cases, resulting in the books being "wrong" when you watch the series. As an example from this book, it states that centauri woman are bald, and do not grow hair. In the second season of the series, however, Emperor Turhan talks about how the Centauri woman shave their heads rather than participate in the competition that the men have. In addition, we see several Centauri women in the series who have left a lock of hair on their heads, rather than be completely bald (Adira for one). These inconsistancies between the books and the series are common.



  3. Wow, The Centauri! If you have seen the series you know there were a lot of things that we just did not know. Well many of those questions are touched on here. Another great source for a average RPG system. If you want to really enjoy B5 use the Spycraft 2.0 Rules.


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

Written by Estelle Bryer and Janni Nicol. By Hawthorn Press. The regular list price is $19.95. Sells new for $12.05. There are some available for $10.18.
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1 comments about Celebrating Christmas Together: Nativity and Three Kings Plays With Stories and Songs (Festivals (Hawthorn Press)).
  1. I was looking for a book that would be helpful to my family with celebrating christmas. We were looking for a simple play that the kids could act out, with little or no advance practice or preparation. This book did not satisfy our needs. If you are looking for something for a larger group and have the time and inclination to plan out your scenes and costumes, this would be fine. The book is small and I believe overpriced. In fact, I believe it is the first book I've purchased from Amazon that I paid more than the actual price printed on the book - and the printed price was too high for what you get. I've always trusted Amazon for great pricing - this is my first experience where I feel Amazon ripped me off on price. I was overall very disappointed with this purchase.


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

Written by Skemp. By White Wolf Publishing. The regular list price is $17.95. Sells new for $71.51. There are some available for $46.99.
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1 comments about *OP Tribebook: Silent Striders Rev (Werewolf the Apocalypse).
  1. This book covers the wandering Silent Strider Tribe, exiled from Egypt by Sutekh's curse. The book jumps right away into the Tribe's history, starting along the Nile and the steppes of Central Asia. Alot of information is given on Egypt, the battle between Sutekh and Osiris, and the Tribe's eventual curse and exile. Mention of important historical events is made, such as the rise of Christianity and Islam, the Crusades, the Ottoman Empire, the Gulf War, construction of the Aswan Dam and so forth, as the Tribe spread through the Middle East, Africa and India seeking a new home. Theres also a lot of metaplot stuff (Beast Courts of Asia, Black Tooth, the Ahadi, the Red Star and Ravanna's awakening) and even sensitive political issues affecting the Striders (Islamic fundamentalism, the Intifada, 11-9, genocide against the Rroma, etc).

    Chapter two covers the beliefs and practices of the Striders, including views on the Litany, Auspice roles, stereotypes of other Tribes and Fera (their relationships with the Bastet, Mokole, Mummies and Setites are all quite interesting) and so forth. Stuff on breeds and kinfolk is discussed, such as their human kin (ranging from Bedouin and Tuareg nomads, Ethiopians, Rroma, Jews, nomadic Native American Nations and so forth) and wolf kin (the wolves of Ethiopia, Central Asia and even the plains of North America). In addition, theres mention of all the Camps, including a new look at the Daggers of the Night (vampire killers) and the Eaters of the Dead. Then theres a look at Strider lands, not just Egypt and the Middle East, but also the Garou caste system in India, the Ahadi of Africa and much more. Plus a nice sidebar on vampire hunting.

    The following chapter covers all manner of crunchy stuff, like fleshing out Backgrounds, appearence and Egyptian names, new Gifts, Rites, Fetishes and Talens, Totems like Crocodile and Scarab, Camp specific goodies and even a new Merit and a new Flaw. Some of this stuff comes from the old Tribe Book, but lots of new stuff is presented as well. The book then closes out with the five pre-generator characters (stuff like "the vampire hunter" and "child of Anubis"), plus some characters of note such as Wepauwet, Vik Stryker (who fell in battle with a Setite cult but went out in a blaze of glory), Black Shuck (very cool character), Walks-with-Might and the signature character Memphi Faster-Than-Death. Nothing too new or surprising here, but still cool. Ultimately I found this an enjoyable book. The IC stuff I've found to be a little more useful than the crunchy bits thus far, but it still is a wonderful resource for Werewolf games. Its especially nice if you're using Rage Across Egypt, playing the Ahadi, running a Mummy crossover or have an interest in the Middle East, Egypt, Africa and/or India in the World of Darkness setting. Check it out.



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

By White Wolf Publishing. The regular list price is $24.95. Sells new for $13.99. There are some available for $6.98.
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5 comments about Scarred Lands Campaign Setting Ghelspad (D20 Generic System).
  1. This book contains much of the storyline information to run your own Scarred Lands campaign, with great prestige classes for madriel's followers and some different ones for Corean. However, not too much info regarding fangsfall, and the only map worth much use is the scarred lands map on in the back. still it has enough storyling (not gameplay) info to help any table top game in this setting, and also some good to know facts for those who play the online fangsfall chat rpg. but most of these tidbits can be picked up easy, i only reccomend this to die hard fans and collectors.


  2. It's the first campaign setting ever wich not includes how to make characters. This implies buying the dm screen/dm companion in order to get those... Frankly speaking: I'ts a nice book but if they want my money why just donk ask for it whit a gun??


  3. The Scarred lands campaign setting is very intriquing but the ammount of information in the books is a bit daunting. I do however recomend to DMs looking for an already worked out world in which to run campaigns. There is a good section on the history of the Scarred Lands and how things became as they did. Most geographical locales are well written up with room for that essential "personal touch" that is the sign of a good DM. I do however suggest buying the other Sword & Sorcery source books along with this one to properly flesh out the campaign with the proper monsters and character classes.


  4. This is one of the best resources for a game world that I have read, to date. There is an excellent volume of information about almost everywhere on the continent that you would like to set up a campaign. I also must prefix what I am saying about this book by saying that I am a huge Scarred Lands fan, but I also must say that I would not be such a huge fan if it were not for the quality of writing and ideas that made up this book and the rest of the series.
    There is ample information in here even for the most casual DM/Player/Fan of the Scarred Lands, to easily start making up their own campaign ideas, just from reading about the different countries of Ghelspad and their major cities. From the evil lands of the Dunahnae in the west, the last stronghold of the evil Charduni dwarves, to the shining home of the world's paladins, Mithril, there is something in here for everyone.
    I also enjoyed the addition of some new "Scarred Lands" prestige classes. A personal favorite of mine is the world specific presitge classes. I feel it adds a lot to the game and allows your players to connect themselves to the world better and get more out of it.
    All I can continue to say about this book is that, since this is only but ONE continent out of five in the Scarred Lands, I can not wait to read the Campaign Setting for the next continent, Termana.


  5. Every DM needs to have a world where things can't be simply taken for granted. Most PC's get complacent in other RPG worlds but here that's deadly thing to do. I've been using this as a campaign setting since I first bought Hollowfaust and fell in love with it. My guys love the hardcore action as it fits in well with power gamers but there's plenty to do for the role players with a minimal amount of ingenuity.

    From the Calastian nation to Paladin lands of Mithril to the Great Hornsaw Forest to the Towers of Gast Ganest, this setting is superior and superb. There is so much material here that my groups have enjoyed this setting since it came out.

    Some folks dislike the fact that the world though fleshed out leaves few pregenerated NPCs to use. This isn't FR settting folks, it's strengths lie in its savagery and rawness. The Gods recently (only 150 years ago) overthrew their Titan Forefathers/Mothers. Much of the world was shaken and deformed from it. This gives the DM tons of new ideas from which to mold new adventures, plots, sub-plots and even political intrigue.

    I had guys playing in FR 2nd edition and we ended that with their 5th level characters getting sucked into a magical whirlpool in the ocean (they had no idea it was coming!) and landed with all their gear on Ghelspad. Next session took time to convert 2.0 to 3.0 characters and Voila! we were off and running. They landed not far from Hollowfaust and encountered some wild undead roaming the countryside. Later they found the city and fell immediately in love with the harshness and creativity the city offers them. Now they use it as a base.

    Since that time, my PC's - now 21 level - have adventured far and wide and are ready to take on the menacing Towers of Gast Ganest. They've fought hags in the Hornsaw, Asaathi who viciously rule Lizard Men & have battled the evil Charduni Dwarfs (who frighten even the Duerger!)

    I have all of the supplements for this world and use them in conjunction with the Core Rulebooks as well as 3.0 & 3.5 editions of Forgotten Realms (FR). Plus I use plenty of game aids from other d20 systems to enrich the play for the PC's and myself.

    Ghelspad is the shiznitz of campaign settings IF your PC's are mature enough and capable of handling it!


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

Written by Sean K Reynolds. By Paizo Publishing, LLC.. The regular list price is $17.99. Sells new for $12.23.
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No comments about Pathfinder Chronicles: Gods & Magic.



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

Written by Steven C. Brown and Ken Meyer. By White Wolf Publishing. The regular list price is $15.00. Sells new for $2.35. There are some available for $2.17.
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4 comments about *OP Storytellers Handbook to the Sabbat (Sourcebook for Vampire : the Masquerade).
  1. This book is packed with all the information on the Sabbat that your players shouldn't see. It provides a close look at the dreaded enemy of the Camarilla. I'd seriously say that if the Sabbat is very active in your Chronicle that this book is a good thing to have on hand, even if you don't intend to allow Sabbat PC's. It provides insight into the way these Kindred think, if nothing else


  2. A good sourcebook for the Sabbat Storyteller, it leaves some to be desired. It should include the information in the players guide, but leaves out many important features, such as Vicissitude. It is a good sourcebook for one heavily involved in a Sabbat Chronicle though. Just make sure you pick up the players guide to the Sabbat as well.


  3. I thought that the book was extremely insightful and players- even if they are not sabbat, will learn what it actually means to play one. The only downfall I thought of was that the descriptions of Sabbat rituals weren't detailed enough.


  4. What can you say about this book except.... Wow! This book was good from the very start, but the chapter on Evil Revelations (it's not just a concept anymore!) was pure White-Wolf gold. The new infernal Discipline of Dark Thaumaturgy is just what any storyteller needs to reek havoc in a chronicle. The only thing I really didn't like about this book was the new Vicissitude rules... They were far too confusing without the necessary support. If you're a Storyteller (or ever intend to be), grab this book and its counterpart The Player's Guide to the Sabbat before they sell out. The new books won't be as in-depth, and it would be a shame to lose this classic forever.


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

Written by Aaron Dembski-Bowden. By White Wolf Publishing. The regular list price is $26.99. Sells new for $16.90. There are some available for $13.49.
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2 comments about Lodges: the Faithful (Werewolf: the Forsaken).
  1. Lodges: The Faithful does exactly what it sets out to do, and that's a good thing. This book provides much greater detail to the 10 lodges introduced in the Werewolf: The Forsaken core book and provides 10 new lodges as well. In addition the book also provides information on other, one might say evil, Werewolf organizations similar to lodges. Lodge creation rules and a good if simple discussion on the role of lodges round out this product, making it an excellent self contained addition to the Werewolf line.


  2. I received the book exactly when anticipated and in top condition. I wouldn't hesitate to make another purchase from them.


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

Written by Tom Ono. By Prima Games. The regular list price is $19.99. Sells new for $9.98. There are some available for $1.87.
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5 comments about Might and Magic VII: For Blood and Honor: Prima's Official Strategy Guide.
  1. The back says "In-depth walkthroughs of every quest", but a quick examination reveals that they don't even include information on where to find a couple of the class promotion quests, which are very important. Also, they've organized everything around the regions instead of around the quests, which makes it difficult to find the info you want without accidentally seeing stuff about quests that happen in the same region, but much later in the game.

    It's an OK book, and does cover the things that are likely to have you stuck, but the MM6 book was superior in many ways.



  2. This book spends a lot of pages on non-important data, as introduction of every monster and weapon and numerous useful or useless items. However, the most important part, the DETAIL MAP OF EVERY REGION and CAREFULLY ORGANIZED WALKTHROUGH are very, very disappointing. Especially the survey map of every region, it's so slipshod! It uses only one hint to indicate a lot of regions and many houses, so a player get nothing and he MUST continuously play his trial-and-error game to find a special house. The survey maps are so small that you recognize almost nothing. Besides, how can a player use fast key? how to learn magic more fastly? How does a player know this item will be useful, or totally useless so he can sell it out immediately? These are the most crucial points a player wants to know in a RPG game. And although you can find the answer in this book ,but it takes a long time to find where these informations are! . I am for a long time a M&M fan, but I must say that I feel very disappointed at this book.


  3. The Maps are to small and poorly organized


  4. I'd give it first-worst but frankly it does not deserve first-anything. It IS essential, if only because the manual is so deficient, but that's the best I can say. I've spent almost as much time searching through the guide as I have playing the game. Surely Prima can do better than this.


  5. I would have never gotten as far as I did without this guide. Very detailed and easy to read. Gives you just about every bit of information you could possibly imagine on the game. Reccomend for anyone who is having trouble or that just wants to move a little quicker.


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

Written by Chuan Lin. By Sanguin Productions. The regular list price is $29.95. Sells new for $14.00. There are some available for $72.00.
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3 comments about Jadeclaw: Anthropomorphic Fantasy Role Playing.
  1. Okay, let's get something straight here. If you're not into the whole furry thing, your opinion of this game may vary. If you hate the whole area (too much Doug Winger?), I suggest you avoid this game.

    That said, Jadeclaw is nonetheless one of the more entertaining RPGs I've played in recent years.

    The setting is Zhongguo, a rich nation based heavily on medieval China and populated with anthropomorphic creatures. Using the same ruleset from the Ironclaw RPG, Jadeclaw fails to streamline a clunky system, yet pulls out plenty of new tricks to keep the game entertaining.

    The dice system's flaws really show in combat - you roll to-hit, and your opponent rolls defense. If you get the higher score, you have the chance to do damage -- but your opponent gets to roll a Resolve check to prevent the damage. The endless chain of dice rolls, coupled with the bonuses and penalties applied to them, makes combat go even slower than it does in the typical RPG session.

    Nonetheless, the variety shown here is impressive. Nearly 30 different races can be chosen, each one built from a system that, despite the difficulty of combat, makes it quite easy to add new races that were not listed.

    Also a wonderful feature are the martial arts: easy-to-purchase Gifts that can do anything from let you parry twice with a sword to leap over your opponent's head and attack him from behind. And that's just the basic ones!

    The introductory adventure that comes with the game leaves something to be desired, although it's not too difficult to link it into an overarching storyline. However, the lack of supplemental adventures all but demands a talented GM.

    Overall, Jadeclaw is a game that, although difficult to learn, is different enough to capture your attention and good enough to keep you entertained.



  2. Before I get into this I need to state that the ONLY reason I didn't give this book 5 stars is because the book doesn't go into GMing enough IMO. It doesn't go into how a good GM is orgnized or how to make good quests or any of that. Because of this you need a good (and probably experienced) GM if you are going to get into the game enough to love it before you quit because of frustration with a new incompetant GM. If you are going to be a new GM and have never been in charge before then I would recomend that you pick up the 3e. D&D DM book and read the sections pretaining specifically to how to make quests, how to make rulings, and how to keep orgnized.

    Other then that one point I cannot express enough what a wonderful system this is. It is much easier to learn then every other pen and paper RPG I have seen yet. It goes into detail where detail is required and moves on when the point is made.

    There are MANY races to play and unlike D&D it doesn't get bogged down in too many details on the races. It gives the benifits and harms of each race as well as a breif outline of what they are like. No name outlines, no complicated benifits or harms (for the most part), and most of all the format is clean looking and keeps things down to as few words as possible without making things over simplified.



  3. If you don't like the whole Furry thing at all then you will not like this product (just felt like I needed to say that first). As you may have guessed from the title this is an Anthropomorphic setting. For those of you who don't know what that means then let me tell you. Anthropomorphic deals with animals that have human like traits (intelegent, walk on two legs instead of all fours. Those sorts of things).

    A second thing that I would warn people who are new to P&P style RPG's is that this really needs to go more into how to DM (another reviewer already went into it so I will leave it there).

    I have played a lot of D20 systems and the system used gets around a lot of the set backs in them. Basically, for most everything you do there are multipule dice that you roll (how many and what size depends on your skill) and the highest result determines what happens. Another thing is that all dice rolls will be opposed. Sometimes your opposition is as simple as the difficulty dice (determined by how hard what you are trying to do is) while other times it is rolling against someone elses skill dice.

    There are many races and a large selection of careers. There is a ready made world that tells you the basics of the world and lets you fill in the rest as you wish (there are more details about the world on the company's web page if you want to go DL them).

    The biggest problem with the book is that from time to time I find problems with spelling or orgnization. For example, I have looked at the book cover to cover because there are refrences made to guns in the book, yet no information other than that about guns.


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

Written by Andrew Hackard. By Steve Jackson Games. The regular list price is $14.95. Sells new for $6.00. There are some available for $7.77.
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1 comments about Munchkin Masters Screen (Munchkin).
  1. I really love the Munchkin line of RPG products. They are a little light on content for their price but up to now it was bearable. I figured I would complete my set of all the Munchkin items by picking up the GM screen. The screen is helpful in handling often asked questions and provides several useful charts. This is what a GM screen is for.

    HOWEVER, the adventure they included is very short, although it feels pretty hefty when you first grab it. It turns out that SJ Games inserted a product catalog in the center of the adventure. I don't mind catalogs but in this case the catalog was longer and had more pages than the adventure itself. You can honestly hold the catalog in one hand and the adventure in the other and tell the significant diference between the two. I was very disappointed! The adventure wasn't really all that good so the let down was doubly bad.

    If you really have the desire to complete your Munchkin collection, go ahead and get this product. But you need to be aware that this is sorely lacking in content.

    C'mon to the staff at SJ Games; Make a concerted effort to actually give the gamer what they pay for. If you really want to earn business, give them a little bit more and make people happy they decided to spend their gaming money on your products.


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Babylon 5: The Centauri Republic (Babylon 5 (Mongoose Publishing))
Celebrating Christmas Together: Nativity and Three Kings Plays With Stories and Songs (Festivals (Hawthorn Press))
*OP Tribebook: Silent Striders Rev (Werewolf the Apocalypse)
Scarred Lands Campaign Setting Ghelspad (D20 Generic System)
Pathfinder Chronicles: Gods & Magic
*OP Storytellers Handbook to the Sabbat (Sourcebook for Vampire : the Masquerade)
Lodges: the Faithful (Werewolf: the Forsaken)
Might and Magic VII: For Blood and Honor: Prima's Official Strategy Guide
Jadeclaw: Anthropomorphic Fantasy Role Playing
Munchkin Masters Screen (Munchkin)

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*Amazon.com prices and availability subject to change.
Last updated: Tue Oct 7 02:12:59 EDT 2008