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ROLE PLAYING GAMES BOOKS
Posted in Role Playing Games (Saturday, October 11, 2008)
Written by Sam Witt and Anne Stokes. By Mongoose Publishing.
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2 comments about The Quintessential Cleric (Dungeons & Dragons d20 3.0 Fantasy Roleplaying).
- I found this book to be interesting, but not as excellent as the first two books in the series. The "concepts" are not as spectacular as in the first 2, but the prestige classes are nice. It gives methods for tinkering with Domain Spell alternative, but none that are that great of a replacement.
I do like the idea of telling which sacrifices are most appropiate for various gods depending on their domains granted. I also liked the idea of making sacrifices be worth something to do, although the boons granted as such seem quite weak. If you like clerics, buy this book. If you can take or leave clerics, just consider this one if you have the spare change.
- Being a cleric lover, I found this book to be better then the last.
There is great focus on the duties of the cleric to his faith. Churches, congregations, conversions... their loyalty and actions to their God and people. It goes into depth of the vows a character should take, and the pennence of breaking such vows. Their place as a leader in the party and the community becomes stronger, more pronounced, and more important. It introduces the power of singing to a cleric, with domain hymns that can be offensive as well as defensive.( they seem to have omitted the sun domain, though ) They placed a fair limit on the use of such hymns, and applied it to turning. They have personal as well as congregational hymns, the more powerful requiring a congregation of people. It adds more possibility to clerics in campaigns that lack alot of undead, or makes an even trade for those that do. The feats in this book are wonderful. They touch the cleric as a leader, a spellcaster, undead destroyer, and self-sufficient person. Makes creating the cleric as a backup fighter seem a waste of such a "wise" character. The new spells are diverse, there is probably one or two you would adopt depending on your character, alignment, god, and campaign. This book brings new light to the class, and shows and helps a cleric to be more then the healer, but a critical leader of the party and their community.If you are a cleric person, this book is another must-have.
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Posted in Role Playing Games (Saturday, October 11, 2008)
Written by White Wolf Publishing. By White Wolf Publishing.
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5 comments about Aberrant.
- This book is well written and extremely well thought out. The first half of the book has nothing to do with roleplaying but instead develops the setting, a world where one in a million people has super-powers. Because of the separation of role-playing and fictional elements, the book can be enjoyed both as a role-playing game and as science fiction.
The book presents a world with super-humans in a different manner than usual. Instead of having archetypal heroes and villains, the setting is presented in a more realistic manner with most of the Novas (the term the book uses to describe the super-humans) as being motivated by the same things normal people are; they want a good job, be famous, have fun etc. and acting upon these impuslses in realistic ways. This book will appeal to people who are well read and will recognize he philosophies of the various organizations that are described in the book. For example the Teragen (a Nova organization devoted to the liberation of Novas from opression by non-Novas) is based partly on the works of Nietzche and the works of Ayn Rand. The only caveat is that the setting is presented in a non narrative form, it is more in the form of interviews and newspaper clippings, This could be difficult for someone who is unfamiliar with the format to understand. But once one gets over the unfamiliar presentation, ones mind can escape from the boring world we live in to the facinating world of Abberant.
- This book is well written and extremely well thought out. The first half of the book has nothing to do with roleplaying but instead develops the setting, a world where one in a million people has super-powers. Because of the separation of role-playing and fictional elements, the book can be enjoyed both as a role-playing game and as science fiction.
The book presents a world with super-humans in a different manner than usual. Instead of having archetypal heroes and villains, the setting is presented in a more realistic manner with most of the Novas (the term the book uses to describe the super-humans) as being motivated by the same things normal people are; they want a good job, be famous, have fun etc. and acting upon these impuslses in realistic ways. This book will appeal to people who are well read and will recognize he philosophies of the various organizations that are described in the book. For example the Teragen (a Nova organization devoted to the liberation of Novas from opression by non-Novas) is based partly on the works of Nietzche and the works of Ayn Rand. The only caveat is that the setting is presented in a non narrative form, it is more in the form of interviews and newspaper clippings, This could be difficult for someone who is unfamiliar with the format to understand. But once one gets over the unfamiliar presentation, ones mind can escape from the boring world we live in to the facinating world of Abberant.
- Superheros, or are they?
White Wolf created this game as a prequel to an earlier game, "Trinity". Similar to Trinity, it doesn't take place in the World of Darkness, infact, it more or less takes place in our world, except things changed radically in 1998. A space station exploded, littering the Earth with nuclear waste. Soon after people started to display "super powers". Peoples reaction to this, is what makes this game seem most realistic. Novas (as the new super heros are called) are lauded as celebrities by most people. Cults arise devoted to them, Christian Fundamentalist hate them, and they even have their own TV channel a spinoff of E! (the channel is called N!). The game doesn't suffer a syndrome common to many white-wolf games, this is an added plus. Things that many white-wolf fans refer to as "splats", which are essentially loosely defined character classes/organizations don't exist in this game. The characters aren't defined by any other characteristic short of the ones they choose. The organizations seem realistic enough, and aren't purely optimistic, because this is a white wolf game afterall. The notable groups are- Project Utopia (Novas helping make the Earth a better place), the Teragen (Novas are a new species, and are free of human law), the Directive (National Security against Project Utopia and Abberants), the Elites (Corporations of Nova mercenaries), and a number of minor organizations (like criminal syndicates). The Powers Novas have make this game really shine. They reflect the insane amount of power novas have, but fortunately keep much of them out of the reach of starting characters. There are two types of powers: Mega-Attributes (Mega-Strength, Mega-Appearence, Mega-Perception) each with echancements and Quantum Powers. The Quantum powers are extremely broad, and can be better defined by the player. For example, the "generic" Quantum Bolt can be a fireball, an Iceball, a Ball of Lightning, etc. This allows for the players to create, more-or-less, the superhero (super-genius, Super-celebrity) of their dreams. There are a few faults with this game, like a few typesetting errors (like the two sample characters in the back), and the first half of the book (which is full color and incharacter about the setting) lacks any real method of navigation. Also, the game takes place in 2008 after 10 years of having super genius novas around, it's suprising how little things changed (Sure there are lasers, although they are huge weapon emplacements, and their are a number of conveniences like the OpNet replacing the Internet). Overall, I'd recommend this game to anyone interested in playing a Superhero, in a world obsessed with superheros.
- Aberrant is a deeply flawed game, both mechanically and in terms of the setting. Mechanically, it is inconsistent and even the simplest actions requires a flow chart to resolve. What would be a simple matter of rolling dice and counting the dots in other games (Champions, for example), requires many more steps and calculations in Aberrant. This slows play to a crawl and turns what ought to be a role-playing game into an exercise in basic math. For example, to find out how much damage is inflicted against an opponent by a typical attack in Champions (aka Hero System:)
8d6 Energy Blast
1) Roll eight dice.
2) Count the dots.
3) Subtract the target's defense.
In Aberrant, the process just goes on and on:
4 dots Quantum Bolt
1) Multiply Quantum Trait by 3
2) Multiply dots in Quantum Bolt by 4
3) Add them.
4) Add the successes from the attack roll
5) Subtract the target's "Soak".
6) Roll the number of dice left over.
7) Count the dots.
The setting is even worse than the mechanics. The game has the same inescapable, pervasive, ludicrous meta-plots that every White Wolf game seems to have, but in Aberrant those plots are so poorly conceived that even school-age children would be able to unravel them. The reason in simple: Vampires and their ilk are secretive -- "Novas" (what Aberrant calls its paranormals) are public figures. It is possible for ancient vampires to keep their absurd meta-plot secrets in Vampire: The Masquerade because the general public is not even aware of vampire's existence. In Aberrant, EVERYONE is aware of the Novas, and it would take no more than a few days before the poorly-thought-out conspiracies woven throughout Aberrant's setting would unravel like old string cheese.
Aberrant is just a bad game, from start to finish. It has a few interesting ideas, which is why it gets two stars instead of one, but those ideas aee only useful if one adapts them to a game with functional game mechanics and a setting that doesn't insult the players' intelligence.
- A game that presumably is supposed to be part of a series, and done White Wolf style. No supernatural beings as such, but humans with super powered abilities, and the organisations, structures, regulations and problems that surround these people as they try and live their lives.
Superheroes with a twist, in other words.
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Posted in Role Playing Games (Saturday, October 11, 2008)
Written by FanPro. By FanPro.
The regular list price is $24.99.
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No comments about Classic Battletech: Field Manual: Mercenaries (FPR10977).
Posted in Role Playing Games (Saturday, October 11, 2008)
Written by Jackie Cassada. By White Wolf Games Studio.
The regular list price is $34.95.
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1 comments about Ravenloft Dungeon Master's Guide (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Ravenloft Setting).
- Let's start by saying I've been a fan of the Ravenloft setting since it first appeard way back in Module I6 by Tracy and Laura Hickman. I've followed the product line up to present, and I must say this is one fine addition to the legacy. The book is essentially a "technique" book. Designed to allow DMs the ability to shape their Ravenloft campaigns as they see fit and set the mood for a truly creepy delve into the Dread mists. The book offers advice on everything from creating your own misty domains and darklords to what types of music can be used to set a perfect gaming atmosphere. I would highly recommend this book to anyone wanting to run a Ravenloft campaign and even to Dungeon Masters who have no intention of ever exploring the Demiplane of Dread. Many of the techniques and methods described can and should be used in any setting. Buy it. Read it. Live it.
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Posted in Role Playing Games (Saturday, October 11, 2008)
Written by Dungeons and dragons (Game). By Wizards of the Coast.
The regular list price is $19.95.
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2 comments about Dungeons & Dragons Monsters II: Miniatures (Dungeons & Dragons Accessories).
- First I must say I started Painting miniatures in the late 80s, so it is not like I am new to this or that I am from the great old days of miniatures for war games before Gary and his friends creating D&D. And I have taken a few years off from purchasing miniatures. But after buying some Partha miniatures from ironwindmetals and then these wotc I must say wotc has not impressed me. While the plastic bases have never been my thing at least the parth ones made in the late 90s fit into their bases correct these wotc miniatures are either way to small or a few are so fat that I thought about getting out a grinder instead of a file. While the flash was excessive on a few it really is easy to remove so I would not complain to wotc about it. But hear this wotc if you can't even ship a Mialee figure in the box like the art work on the back and the displacer beast comes cut in halves that don't come together even close and the ogre's arm won't fit into its socket and I get an extra nameless drow but no halfdragon mage to name just a few problems you need to fix something or you deserve less than one star!
- These miniatures exceeded my expectations. The figures are imaginatively formed and the detail is sharp. The set I received had little flash--no more than you'd expect from any new minature. I've been dealing with miniatures since at least 1983 and have seen much worse at higher cost. I highly recommend this set.
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Posted in Role Playing Games (Saturday, October 11, 2008)
Written by Becky Long. By Meadowbrook.
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5 comments about The Best Bachelorette Party Book.
- I was able to use many of the book's ideas for planning a friend's bachelorette party. Among other things, it features a variety of unique themes and games. The scavenger hunt was very original and lots of fun!
- I enjoyed reading this book, especially not knowing the first thing about throwing a bachelorette party. The book also gives enough examples to where it is possible to create your own original ideas following along with a basic concept of i.e. themed parties. The book is light hearted, and fun, which is expected considering the subject matter. Overall, it is a very interesting and practical book, for the purpose.
- My cousin and I are getting married within 6 months of each other and this book allowed me to plan a party for her with very little stress. She is also going to use the book to plan the party of MY DREAMS. THANKS
- A lot of good ideas, many drink recipes and decorating ideas. If it hadn't been for this book, I don't know how my best friends bachelorette party would have turned out. Highly recomend it, many, many recipes.
- I bought this book hoping to expand my knowledge on bachelorette parties....or at least to get some cool ideas. Unfortunately, this book really didn't tell me anything I couldn't have found out for free from about a dozen bachelorette websites I've already visited. The few ideas in the text that were somewhat original were lame and unrealistic. One idea I found completely ridiculous and cartoonish was the idea of having invitations in champagne glasses "delivered on a silver tray by a gentleman dressed in a tuxedo". WHAT? I want to meet the guy that you can hire to do this. Then I want to slap him. Hard.
Overall I just found this book to be a waste of money. It vaccilated between adolescent "put the condom on the banana" games and "useful tips" on creating really crappy homemade party favors. The only part that was even remotely useful was the recipe section which included appetizers, desserts and drinks. Unfortunately, I wasn't needing a cook book. I was needing some new and innovative ideas to give my friend a special night to remember. Two thumbs most enthusiastically down.
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Posted in Role Playing Games (Saturday, October 11, 2008)
Written by Kraig Blackwelder and Carl Bowen and Ethan Skemp. By White Wolf Publishing.
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4 comments about Nagah: Changing Breed Book 9 (Werewolf: The Apocalypse).
- I have been waiting for this book for a LONG time, and it was worth the wait. They did an excellent job on the wereserpents, showing how they fit into the World of Darkness, and how to include them in your games. Definately worth the money if you play Werewolf, to play a Nagah or to use one as an NPC while running a game.
- White Wolf overall has done a great job with the other were-creatures and this book is no exspection. If you ever wanted to play white wolf campaign with a cloak and dagger approach this is it. Too bad they don't plan on making any more material like this,the changing breed books are some of the best stuff white wolf has put out.
- The Nagah are cool. Everyone likes the idea of Assassins, and the snake is the coolest animal to do the job. They are probubly one of the most complex group of shifters as well. People believe that they are extinct, but they still conduct their duties.
See, the Nagah have the job of playing the judge (the every supernatural group in a White-Wolf game has). They are basically a group that hunts down offending shapeshifters and plays judge, jury and exicutioner. Of course, due to past circumstances this can only be done by a group of Nagah, and as such they travel in groups of three. Rules wise these guys are monsters. They have Venom which essentially makes them killers without anything else, as even one bite of the venom, could kill any person who can't soak aggravated damage. They are also adept at being sneaky and have numerous gifts to hide their passing. These guys would seem perfect for powergamming but ironically, they are rather limited in fighting purpose. This book is a rather good book for a person who really wants to spice up their Werewolf game.
- Just what we needed. Another sourcebook on another group of creatures that have the need to change at a whim. It would appear the writers at White Wolf didn't learn from their Rokea ( *knock-knock* Land shark) nonsense and slapped together a group of sneaky snakes that can also shift. Lump them with the changing alligators, and wolves, and lions, and tigers, and bears, oh my. The book itself is not as poorly written as some of the shifter material WW shovels out anymore, but it comes across as somewhat unnecessary. The role explained for the Nagah in the World of Darkness can certainly be filled by another breed, or camp within another breed. As with any creative storyteller you can certainly weave the Nagah into your stories, but you could fill the same stories with any of the other numerous shifter breeds already out there. The book is fine for what it is. Though it feels as though the shifter writers at White Wolf have been reaching for a reason to work with these past few releases. Nothing has been inspired, and Nagah is no exception to that sense of apathy.
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Posted in Role Playing Games (Saturday, October 11, 2008)
Written by Loyd Blankenship. By Steve Jackson Games.
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3 comments about GURPS Cyberpunk: High-Tech Low-Life Roleplaying (GURPS: Generic Universal Role Playing System).
- When I first saw this book I thought, oh great, GURPS translated Cyberpunk 2020 into it's own system. Well I must admit it is better than that. This book is so hot it was seized by the US secret service, they raided SJ games, trashed the place and took it. That shows they know what's going on. Of course when you read it you will know it was a misunderstanding but it's quite amazing. The book has information on everything that was ever written in the cyberpunk genre and great ways to fit into a campagain. There a lot of role-playing possibilities in such a campaign, and "life is cheap" is one of several. Though characters are suggested to start off powerful (150-250 points) it still balances off. The fact that you can buy cyberwear with points is a neat thing to toy with. One of the major things I really like about it is it has a humongous bibliography of practically every book, periodical, comic book, movie and just about everything that has to do with cyberpunk from Neuromancer and 1984 to Akira and 2600. I would definitely recommend this book to anyone who wants to play cyberpunk, it has everything
- I have to say that this is one of the most complete game supplements I have had the pleasure to work with. It makes me wonder how much more complete it would have been with the material they did not get back from the Feds. Freedom of speech indeed. This contains everything you need to play in a dirty, gritty, backstabbing, government conpsiracy laden, mega-corp power game riddled, techno-hacking, assasin filled game....buy it...you won't regret it
- This one has it all... Cyberware, campaign notes, plot hooks and an entire culture between the covers. This book SINGLEY has everything needed for a GURPS Cyberpunk campaign and so much more. It is obvious that the writers and team have a great love for the Genre and it shows through in these pages.
Great plot and campaign ideas... *Fantasy Cyberpunk (ala Shadow Run) *Fantasy Punk (with Golem-like body mods where magic replaces tech) *CyberSpace (bringing and edge to the tech in your space campaign) *Super-Punk (New cyber for your supers... OR Supers as a new subset of humanity in your Cyperpunk campaign) *Cyber-Horror (Call of Cthulhu meets Count Zero) All this.. and a Marvelous bibliography (and discography) that will prepare you for any campaign idea.
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Posted in Role Playing Games (Saturday, October 11, 2008)
Written by Fantasy Flight Games. By Fantasy Flight Games.
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No comments about Runebound Second Edition Challenge Card Expansion: Drakes and Dragonspawn.
Posted in Role Playing Games (Saturday, October 11, 2008)
Written by Jackie Cassada. By Arthaus.
The regular list price is $22.95.
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2 comments about Van Richten's Guide to the Walking Dead (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Ravenloft Setting).
- This is the best of the Ravenloft supplements so far. It gives a nice structure to the undead and some of the new creature concepts are very nice and will come in quite handy to add some terror in the campaign. Much of the information would work very well even outside of a strict Ravenloft setting. Keep up the good work.
- It's Ravenloft at it's finest and undead at it's prime. What could be worse than fighting against Ravenloft's custom undead creaters that stalk the night, haunt the forests, and hunt the living? Ravenloft answer making those undead stronger and giving you the ability to make your own Ravenloft undead monsters. This can be achieved through this book it gives you a comprehensive list of abilities, powers, and appearances that you can give to any character. So if you had a really nasty villian that you loved and your players recall with infamany you can bring em' back to the land of the living to scare the crap of them one more time in ways they would never see coming. I would recommend this book to any self respected horror fan, Ravenloft fan, and anyone gamer that wants a second chance at their players with their favorite villian.
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The Quintessential Cleric (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Aberrant
Classic Battletech: Field Manual: Mercenaries (FPR10977)
Ravenloft Dungeon Master's Guide (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Ravenloft Setting)
Dungeons & Dragons Monsters II: Miniatures (Dungeons & Dragons Accessories)
The Best Bachelorette Party Book
Nagah: Changing Breed Book 9 (Werewolf: The Apocalypse)
GURPS Cyberpunk: High-Tech Low-Life Roleplaying (GURPS: Generic Universal Role Playing System)
Runebound Second Edition Challenge Card Expansion: Drakes and Dragonspawn
Van Richten's Guide to the Walking Dead (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Ravenloft Setting)
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