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ROLE PLAYING GAMES BOOKS

Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Craig Mills. By Berkley. The regular list price is $5.99. Sells new for $14.01. There are some available for $0.01.
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5 comments about King's Quest 1: The Floating Castle (King's Quest).
  1. All was calm in Daventry until a drifted in. Unusal events started to take place and the mighty King's Graham gatheres his bravest knights to dissucus the issue. A stranger stormes in attacks Graham. In effort to save his kingdom Prince Alexander goes after this wizard and must try to defeat him in, "The Floating Castle". Any fan of King's Quest would love this book with a catching story is a hard to drop book and excelently written.


  2. I thought this was a marvelous fantasy tale; it was portrayed just like the computer series. Like the games, this book has alot of interesting characters each with a different personality. This book also has an interesting plot involving Prince Alexander on an adventure to retrieve his father's sould from the evil mage, Telgrin. I thought this book was the best one of the 3 part volume .


  3. I am a very avid King's Quest player. I own King's Quest 1 through 8 and I love every single one of them. When this book came out I immediately had to go out and buy it. Now I'm not much of a reader, but I absolutly loved this book! It is one of the best I've ever read, its way up on my must read list along with: A Clockwork Orange, The Dragon Lance Series, and other fantasy works. This is a book that will be truly enjoyed by King's Quest fans as well as anyone who enjoys reading for simple pleasure.


  4. I picked this up at Half-Price Books extremely warily - I am a fan of the Sierra computer game series which the book builds upon, but I doubted heavily that the transformation to the book medium would be any good. The price was right, though, and I couldn't resist giving it a try.

    What a diamond in the rough this turned out to be! The book would be compelling enough as a "stand-alone" book - the King's Quest foundation on which it is built is used only as a basis for the personalities of the characters in the book, and is never relied upon further as any kind of crutch. The plot is remarkably compelling and original and the reactions of the characters as they navigate their way through the story are refreshingly realistic. Never once does the narrative de-evolve into an "adventure game" format - unfounded were my fears that the hero would go here, get X item, deliver item there, advance further, repeat ad naseum. Instead, the author experiments with great success with such difficult and diverse plot devices as the 'sidekick' (who never feels like a secondary object, but is competent and compelling in his own right) and the capture (multiple times, in fact) and escape of our heroes. The dialogue is even realistic and reasonable - something I rarely expect from adventure stories anymore. I simply cannot recommend this unexpected jewel highly enough.


  5. I picked this up at my local bookstore a while back, eager for anything related to the classic King's Quest series. I spent a weekend enjoying this book. It's not hard reading by any means, but I was eager to know what trouble Alexander found himself in next, and I barely put the book doen until I finished it. It also (much like the games) plays around with some fantasy and fairytale tropes in some unusual ways. It may not be a world-shattering epic like LOTR, but that's not what it sets out to be. It's just a fun adventure story that keeps your attention. I recommend it, and as cheap as you can get it, what's stopping you?


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Graeme Davis. By Steve Jackson Games. The regular list price is $22.95. Sells new for $14.33. There are some available for $26.44.
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1 comments about GURPS Vikings.
  1. Of all the different GURPS books which depict various cultures in our history, this one is my favorite. This book presents the Norsemen in a historical fashion with suggestions and ideas for playing any sort of game. Fans of Beowulf or similar stories will find this invaluable. Also, there is a section on playing less than true historical viking games, such as their magic and creatures of their legends. Over all, a great book.


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by White Wolf. By White Wolf Publishing. The regular list price is $29.95. Sells new for $149.99. There are some available for $150.00.
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1 comments about Houses of the Fallen (Demon).
  1. This book is a MUST HAVE for any demon or World of Darkness player. the section of the Halaku (Slayers) is worth the price of the book alone. Signifigant details on the creation of Haven (the underworld), and possible connections to werewolf in the form of the Loyalist Angle, Ziana Seraph of the Cycle (who became the World Tree)... hmmm Gaia maybe?
    BUY THIS BOOK!!!!!
    New Rituals... powerfull relics including Lucifers own horse!


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Lo Scarabeo. By Llewellyn Publications. The regular list price is $9.95. Sells new for $6.46. There are some available for $8.45.
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1 comments about Rosicrucian Satin Bag (Bolsas de Lo Scarabeo Tarot Bags From Lo Scarabeo).
  1. It is better to keep Tarot deck in satin bag instead of keeping in Wooden Box. It is because
    1. It is conveinent for carrying anywhere.
    2. No any scratch on Tarot Card.
    3. Protect from evil's radiation.

    I use this bag for keeping TSAR Tarot deck. Anyway Cross sign did not match exactly with the deck because this deck made from Orthodox not from Catholic.


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Posted in Role Playing Games (Wednesday, October 15, 2008)

By White Wolf Publishing. There are some available for $79.97.
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1 comments about Encyclopaedia Vampirica (Encyclopedia Vampirica).
  1. This book is writen like a real encyclopedia and has the most information of any white wolf supplement. It is writen by Aristotle, Lucida, and a few other noddist. THis book gives info on timelines of cities, major power players (such as Jan Pieterzoon, Myca/Sacha Vycos, Lucita, Anatole, Theo Bell, and the Methusalas.), and really anything else you could think of. My only complaint is that the information on the anarch revolt is a bit dodgy. It is worth it if you have an extra $100 to spend.


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Rick Swan. By Wizards of the Coast. The regular list price is $10.95. Sells new for $135.90. There are some available for $10.00.
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2 comments about The Great Glacier (Advanced Dungeons & Dragons/Forgotten Realms Module FR14).
  1. The most mysterious, dangerous, and forbidding land in the Realms comes to vivid life in this menacing sourcebook - here you'll find rules for blizzards, snowblindness, frost mirages, seas of ice, a huge poster map of the arctic wastelands, an amazing overview of a lost Esquimeaux culture, and several years' worth of fell secrets, white dragons, remorhaz, and worse... this is one of my all-time favorite settings for play, although I can't imagine sending characters of lower than 10th level there. Recommended!


  2. This AD&D (2nd edition) book is an in-depth examination of the Great Glacier, the frozen far north of the Forgotten Realms. It contains rules for surviving in the frozen north, a complete set of information on the Ulutiuns (an Inuit-like people), flora and fauna (including four new monsters), and unique people and places. Part Seven is a loosely outlined introductory adventure, which is very nice. The crowning glory of this accessory is a full-color, 31'x21' map of the Great Glacier.

    This accessory is surprisingly complete. It has everything you would need for running a far north or Ice Age campaign on any world. Though it may not be "historically" accurate for the Inuit of Earth, it isn't intended to be. Instead, it is an excellent set of rules for either the Great Glacier, or any other cold climate you might have. I recommend this work highly!



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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Paul Drye and Loren Wiseman and Jon Zeigler. By Steve Jackson Games. The regular list price is $39.95. Sells new for $21.02. There are some available for $21.02.
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5 comments about Gurps Traveller Interstellar Wars (Gurps Traveller Sci-fi Roleplaying).
  1. When I first started to play Traveller 25 years ago, I was really intrigued by its back story, especially the story of the Terran Confederation and its epic struggle against the Vilani Imperium, and I wanted to know more, that was the story I wanted to role-play. Now here it is, and it's really worth the wait.
    GURPS have done an excellant job in creating the world of the Interstellar Wars. This is a book that leads to real role-playing, as the characters struggle to survive and flourish in the background of this epic struggle, and we are following real people, not simply stereotypes. This is especially true for the Vilani. In this book, we see Vilani as real people, with a culture and society that is worth defending against the Terrans, not just simply an evil space empire.
    And the writers have done a wonderful job in creating the world of the Terran Confederation, of a humanity that struggles to live and learn together in the face of the Vilani threat. The nations and peoples of Terra don't always agree with each other, yet we survive. It's not a perfect world, or Golden Age, but the Terran Confederation is also certainly worth fighting for. And what I really apprecaited is that the Confederation is not the United States writ large, but truly a reflection of the diverse nature of humanity and the struggle of the great powers of the 22nd century.
    The mechanics of the game are well done, to create the characters for the various campaigns that are suggested, especially for the worlds of Free Traders. I especially appreciated the starship design protocols.
    So get this book, and take part in history in the making, become a Free Trader and follow in the wake of the good ship "Cutty Sark"!


  2. I eagerly awaited this book's release since getting back into GURPS via 4th Edition (too many out-of-print books in 3rd Edition, plus the system did need a couple of fixes). I found that the future history was well-detailed, worthy of most history books. The rest, however, were lacking in some areas:

    - Despite the importance of gas giants for refueling, the world-generation rules don't include a check for a gas giant in the system.

    - No weapons. The rules default to the ones in the Basic Set, which may work for modern-day weapons but canonical future weapons in Traveller are VERY different.

    - The book says it's geared for gamers new to Traveller, but does not mention explicitly that what makes Traveller special is that there's no faster-than-light transmitted signals. It's implied by references to couriers, but most modern-day sci-fi takes hyperlight communications for granted.

    - Not much in the way of ground vehicles. Then again the really crunchy tech-books for GURPS in general are still months (or years) off.

    I'm still mostly happy with the purchase, but will probably have to wait for future supplements to effectively use it.


  3. Overall this is a fine tool. I didn't buy it for the campaign setting material but rather for the other non-campaign specific stuff. Now unfortunately that's only about 1/3 to 1/2 of the book but I knew that going in.

    I do have to say though that I think the ease-of-use of GURPS books has gone down as the 'BLING' has gone up. Full color, glossy pages and the like are all nice but leaving out important tables and things like that (or the rules-free GURPS Space book which is all bling and no rules) is a bad direcetion to go.


  4. I know it is probably tably taboo to say slighting words against GURPS or traveller in general, but this game is neither GURPS or Traveller. It is just another money maker for the SJ company written by a freelance author who is now the lead writer in the GURPS line of books. First of all, the book has not the expect flexibility of a GURPS game . Neither does it have the simple yet reliable character, spaceship, planetary creation systems that are dealt with in cogent form in the first three books of the original. Worst of all, this version of traveller is not playable without buying four extra, very expensive books (the complete basic set, GURPS Spece, GURPS high-tech, Ultra-tech and the GURPS Traveller book. In addition, forget about using weapons unless they are knives, Poles or sticks as found in the basic set. This book has no weapons stats whatsoever. Steve Jackson games (and WotC) should know better than to produce volumes and volumes of supplement books that could have fit in a single volume. I would recommend that the serious, thinking gamer not buy this at all. Unless you are as rich as an heiress and had have unlimited storage space, this Steve Jackson game is a poor example of the GURPS system and does not deserve to be considered a valid edition of this most popular science fiction game of this kind.


  5. 12-15-2007

    I've been away from RPGs for a looong time. I played Traveller ('77 era) from about '79 - '82. Recently, I found a group of folks playing the new Star Wars Saga edition. It's not bad, but the lack/imbalance of certain technologies gets a little annoying. But the game got my juices flowing, and I've got a campaign arc in mind. What other Sci-fi RPG can I run?

    I happened upon GURPS Ultra-Tech 4th edition. I was very impressed with the clarity and conciseness of the writing. It provides very good guidelines for choosing a sci-fi background, and which of many technologies--and technology "paths"--to incorporate. Then I spot GURPS Traveller Interstellar Wars. Forty bucks for 240 pages? Seemed a little steep. I flipped through. Not bad at all. Since no other reviewer appears to have provided one, here's the TOC:

    1. A Dangerous Galaxy...10 page intro to the current time period, Terran Confederation and Vilani Imperium.

    2. The Epic Struggle...30 pages of in-depth timeline to the Terran-Vilani conflict, plus ten "biographies" of important people in the setting.

    3. Terra...20 pages of: The Home Front, Terran Confederation, Navy, Ground Forces, Merchant Marine, etc.

    4. The Imperium...24 pages of same for Vilani.

    5. The Known Universe...37 pages of: one sector and 9 subsector maps and star system/planet descriptions, describing and generating your own planets, populations, starports, tech level, trade routes, etc.

    6. Characters...24 pages of Point Totals, Advantages/Disadvantages, Skills, Ranks, Wealth, Racial & Occupational Templates, and Jobs. (YES, you also need GURPS 4th Ed Basic set.)

    7. Technology...10 pages of Armour & etc, Communications, Computers & etc, Med Gear, Sensors & etc, Survival Gear, and Weapons. NOTE: As another reviewer noted, this book refers to Basic Set pp. 267-281 for Tech Level 9-11 weapons. You need to remember though, that this Traveller time period is waaay earlier than the time periods of the older Traveller games, so slug, gauss and the rare laser weapons make sense here.

    8. Starships...almost 20 pages of Component Systems (Drive, Bridge, Sensor, etc) Operations, Trade, Exploration.

    9. Starship Design...30 pages of: 15 Steps of Ship Design, Common Ships, including 25 separate ships and 4 deck plans (nicely done.)

    10. Starship Combat...10 pages of Sequences and Phases, Charts and Tables. Haven't tried this, so no comments, except that you can download a FREE pdf of starship counters from Jackson Game's e23 website.

    11. Campaigns...10 pages of The Default Campaign, Alternative Campaigns, Campaign and Adventure Seeds.

    Index...approx. 525 entries.

    So, to run my GURPS Traveller campaign, I need the two Basic Set books, and this one (Ultra-Tech NOT required, but nice to have.) At Amazon's normal discount, the three books come to seventy-five bucks. Since this book is not available New from Amazon right now, you may have to pay a ten buck premium for it. Sounds a little stiff, but I reckon I'd need 6-10 of those dinky Traveller 1st edition books to cover what I get here -- and those books were five to six bucks each -- in 1980! I bet that's at least ten bucks each in today's funny money.

    So, "try it, you might like it..." And frankly, if nothing compares to 1st edition Traveller for you, then by all means, play 1st edition.

    Game On,
    AWAbooks


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Dennis Detwiller. By Impressions Advertising & Marketing. The regular list price is $20.95. Sells new for $2.94.
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1 comments about Will to Power.
  1. I gave this four out of Five stars due to the tthin page count for a hardcover. Great bok and a good addition for the GODLIKE game. Lots of examples of characters and background info on the Nazi superhumans. The book is a must for anyone GMing GODLIKE and a good read for those just playing or just wanting to be entertained, Dennis Detweiler is an excellent writer and does in research. It shows in this book.


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Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Alejandro Melchor and Anne Stokes. By Mongoose Publishing. The regular list price is $19.95. Sells new for $9.99. There are some available for $9.99.
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No comments about The Quintessential Druid (Dungeons & Dragons d20 3.0 Fantasy Roleplaying).



Posted in Role Playing Games (Wednesday, October 15, 2008)

Written by Steve Kenson. By Green Ronin Publishing. The regular list price is $39.95. Sells new for $20.56. There are some available for $20.56.
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1 comments about Mutants & Masterminds: Paragons Campaign Setting Sourcebook.
  1. Paragons is an excellent real world setting for the Mutants & Masterminds system. Unique sources for powers, and different ways on looking at the world and the universe around you. Its not a MUST have, unless you prefer to use your M&M for this kind of gaming.


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King's Quest 1: The Floating Castle (King's Quest)
GURPS Vikings
Houses of the Fallen (Demon)
Rosicrucian Satin Bag (Bolsas de Lo Scarabeo Tarot Bags From Lo Scarabeo)
Encyclopaedia Vampirica (Encyclopedia Vampirica)
The Great Glacier (Advanced Dungeons & Dragons/Forgotten Realms Module FR14)
Gurps Traveller Interstellar Wars (Gurps Traveller Sci-fi Roleplaying)
Will to Power
The Quintessential Druid (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Mutants & Masterminds: Paragons Campaign Setting Sourcebook

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Last updated: Wed Oct 15 21:03:01 EDT 2008