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ROLE PLAYING GAMES BOOKS

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

By White Wolf Publishing. The regular list price is $6.99. Sells new for $5.59.
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No comments about Werewolf: The Forsaken Dice Set.



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

Written by Kevin Siembieda. By Palladium Books. The regular list price is $16.95. Sells new for $14.90. There are some available for $8.50.
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3 comments about Robotech The Shadow Chronicles Role Playing Game.
  1. Oddly shaped, poorly bound and FULL of mistakes.

    It seems the quality I used to expect from Palladium Books as has gone the path of the Dodo. Palladium Books' editor(s) and proof reader(s) needs to be fired. The book is rife with elementary mistakes that I picked up on my 1st reading.

    The size of the book is just odd and does not fit well in a bag, on a shelf or in my pocket (as was advertised). In a bag it gets crushed because it's too small. On a shelf it causes other books to bend weird because it's too small. And it's to big to fit in any of my pockets. The cover is already curling and the binding is loose because you have to open it so wide to read it. Also, you can't lay it flat to read it.

    As for the content, meh. The art is small though generally good. Except that much of the `'NEW" art is just redrawn art from the old books, that's way lame. There is a lot of misinformation that can be attributed to the poor editing and proofreading.

    At roughly $17 you do get a full RPG...full of $17 mistakes. But in this age of $35-$55 RPGs it may be worth it to some. Not me. I'd much rather pay for quality.
    Over all, I do not believe the older more hardcore Robotech fans (like myself) will be happy with this book. I do not suggest getting this book until the famous Palladium Books "Revised" version comes out.

    Here are some of the errors and other oddities: I did not pick out all of these on my own.
    P. 18: The Regent is not a Mecha. Neither is the Regis
    P 107: Description of VF/A-6 Z Alpha says that its fuel use is increased. . . but gives no other information, Suggestion a reduction of 10 or 15%
    P 129: MBR-12 MK2 condor, missing P-cell count and endurance.
    P 133: SF-A5 Conbat missing P-cell count and endurance.
    P 164: VM-9L/H/R missing P-cell count and endurance.
    P 181: H-90 Gallant, payload info with rifle stock and its imbedded P-clip are missing.
    P 182-183 the art shown is the same weapon, not two different weapons. the only change was the addition of a suppressor barrel, ability to hold a larger clip and a rifle stock.
    P 281: In the Mechanical Skills description for Robotechnology Engineering, there is no base skill percentage listed.
    p333-335: Went with the GENERIC Rifts robot damage table when there is a perfectly good one in the old game that is specific to the Veritech.

    General Concerns:
    1. If Robotech mecha are supposed to be more maneuverable than other types of mecha due to their link with protoculture, why isn't this reflected in the number of actions they get and their bonus stats. I will grant that you do get more actions in the long run (versus the original game), but their starting number of actions leave them no better off than Rifts' mecha. In fact, their bonuses to dodge and parry are either equal or less than their Rifts equivalent. -Zebraman

    2. The "Superiority Fighters" and Veritechs in Fighter Mode are far slower than even the jet fighters of today. The F-14 has a sea level speed of 910 knots/hr (~1050mph). The Alpha does 687mph at sea level.

    3. No Occ lists Starting SDC.

    4. The Beta-pilot MOS mentions the Super Beta that isn't mentioned in the book

    5. The Synchro-Cannons for Capitol Ships range is far to short at only 20-100 miles. The SC Movie showed them firing at far longer ranges than that.

    6. All Haydonites are missing attacks per melee.


  2. I read that Kevin Siembieda predicted that this book would not only appeal to current gamers, but would also appeal to the old timers like me who dropped out of role-playing, but were once Robotech RPG players. I have to admit, at least in my case, Kevin might very well be right.

    I'm actually going to rate this little Palldaium book a solid 3. I see a lot here that I do like. The new size is very interesting. It is small and very portable making it a nice book to carry here and there. I'm not sure what size book shelf the previous reviewer is using, but I noticed that my copy sits very nicely with my other paperback novels. So thumbs up for the size and layout.

    Materials? Not too bad. Compared with modern rpgs, the background materials in the book are pretty scant, but compared to other Robotech core rulebooks this one is chalked full of nice stuff. There are several pages of adventures, background, and plenty of pages containing details about equipment and mecha. Not too bad.

    Character generation and rules look okay. Palladium has changed a lot of things since my last go around with them. The character generation appears to be very smooth and well laid out. They give you some easy to use templates to kick out the first quick characters (check out pages 65 and 66). Plus Palladium has really tweaked out the OCC to give you more options to tailor your character. The ability to take an MOS in each OCC gives you a lot of options to build a character. I saw this first in the old Southern Cross rulebook- it looks like Palladium has taken this idea and has really fleshed it out. The older editions of the Robotech RPG didn't offer anywhere near this flexibility for characters. In fact, the Robotech RPG had some rather pointless classes such as the three rather useless engineer classes. Nice change here.

    For rules, it is still the old Palladium system, but it looks like they have cleared it up a lot and have reorganized the materials to improve the presentation of the rules. Not too bad. This rule section is light years better than in the old Robotech rulebook. Combat makes a lot more sense to me after reading this rule book. Also, they have intregrated the rules for small arms, hand to hand, and mecha combat to a much better level. I'm still pieceing through this, but it does make more sense than before. Also new is that they have eliminated the old Mecha Combat skills! You still have an elite training that gives you an extra boost in combat... but you no longer have to have the mecha combat skill for that specific mecha to use it. I do wish though that Kevin spent some time writing up examples to show you how to use the combat system though!

    One big improvement I've seen though is that Palladium took time to explain how their skill system works! Pages 219-222 go into some detail talking about how to use skills- it even gives you modifiers to apply to the skills to account for stress, distractions, and other annoying things that can cause problems. Light years better than the old Robotech system which told you practically nothing about how to use skills in the game.

    There are some things that marr an otherwise decent book. First capital ships from the OVA were left out. Not a huge problem as there is a dedicated Shadow Chronicles supplement due out in the future. Second Palladium left out mecha repair rules... again! As above, this isn't a huge problem if your mecha are operating from a base and there are plenty of spare units to use or you're not nitpicking. It is a problem if you're playing in a New Generation setting and supplies are scarce and loosing MDC from a location can cause interesting issues (Lunk, there are invids on their way here now! I need that Alpha repaired!!). Third, the art work is just so-so. The drawings are a mixture of new stuff and rehashed materials from the old books. Graphics are pretty big in this day and age and Palladium went easy on the pictures. Not a deal breaker for me, but this book looks weak when compared to art heavy books from Margaret Weis and Wizards. Then again, you're only paying $16.95 for the book! If you want the art heavy books then you will fork out the $50+ for them. Finally, and a big one to me, Palladium left out the rules for aerial combat! Yikes!!! Granted, they weren't much in the old Robotech rules, but when used they added a lot of flavor to the game. Aerial vehicles take the back seat in the piloting rules! There is some detail about how to run encounters in ground vehicles, but nearly nothing for aerial combat... not good! Hopefully that oversight will be corrected in a future book.

    On the whole though I give kutos to Kevin and Palladium for their 'new' RPG. It wasn't what I wished for, but it is certainly a good solid effort on their part. By far, it is the best Palladium product I have ever purchased. Compared to other RPGs out there though I would only rate it average. Still though, it is a good product for the $$, especially in this day and age of the $40-50 hardbound starter book!!!! I'm definately looking forward to the future releases in this line. Who knows, I might actually play it!


  3. Robotech: The Shadow Chronicles Role-Playing Game is a comprehensive sourcebook for creating role-playing adventures in the world of Robotech, a popular and complex Japanese science fiction animated series about alien invasions of Earth. Using the Palladium Megaverse pencil-and-paper role-playing system, which is completely compatible with all other Palladium Megaverse sourcebooks, Robotech: The Shadow Chronicles shines a spotlight upon the heroic battle to liberate the Earth from Invid invaders. Chapters walk the reader through character generation; statistics for different futuristic weapons, armored suits, and vehicles; common alien enemies; how to role-play hand-to-hand, ranged, or missile combat; suggestions for crafting adventures; and much more. Fans of the series are sure to enjoy suggests game statistics for series characters as NPCs! Black-and-white illustrations intersperse this excellent sourcebook, ideal for anyone interested in social gaming and storytelling in the Robotech universe.


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

Written by Bryan Steele. By Mongoose Publishing. The regular list price is $29.95. Sells new for $19.62. There are some available for $16.32.
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1 comments about RuneQuest Spellbook.
  1. Well then, you have RQ and now what?You love RQ magic but feels the core rulebook lacks spells?This sourcebook is for you!The title defines perfectly what this book is: a spell book.Apart form some pages about magic professions,some rule additions of new types of spells and some monsters related to spells, almost 95% of the book is compeltely dedicated to describe spell for all three types of RQ magic: rune magic, divine magic and sorcery.The quality is a mixed bag, most are good, a few are very original and some and plainly awful or absurd. But I suppose this is logical with som much spells...I recommend it to everyone who loves magic and need an spell-boost for his RQ games!
    THE BEST:the compelte RQ spell index and some spells.
    THE WORST:the (amazing)quantity of attack spells listed, some spells are awful, or absurd, or both.
    THE COOL:Legendary magic and some legendary spell-abilities!


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

Written by J. Wiseman and Phil Brucato and Clayton Oliver and Kathleen Ryan. By White Wolf Publishing. The regular list price is $10.00. Sells new for $19.00. There are some available for $10.00.
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1 comments about Euthanatos (Mage - the Ascension Tradition Book).
  1. The best tradition book yet, with the only possible rival being the Cult book. Fantastic. A definite must for all player's and GMs!


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

Written by Steven Kent. By Microsoft Pr. The regular list price is $16.99. Sells new for $2.45. There are some available for $0.22.
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5 comments about Microsoft Age of Empires Inside Moves: Inside Moves.
  1. This book tells you in detail everything in a scenario you need to know to win. The book offers deeper insight on the historical aspects of the game, making it a different experience altogether.


  2. Don't buy this book expecting alot. I could get much better tips for FREE from somebodys webpage.This book in my opinion is a waste of time if you plan to read it, and a waste of money if you plan to buy it. I hope if you read my review you will be smart enough not to buy this book.


  3. I got this book free with the game, and it proved to be a waste of my time. Its only strong point is telling you how to beat the scenarios--and it isn't much fun to play them if you already know everything in them=no challenge or surprises. As far as strategy--WHAT strategy??? The only strategy I saw was "archers attack well in groups." As far as civilization strengths, you get that information in the tiny book that comes with the game anyway. Why pay money to read the same thing in more verbose language. If all you have is the information in this book, be prepared to be laughed at if you play anyone who has ANY experience with the game! Free web sites galore give you REAL information. I don't think this book was worth what I paid for it, which was nothing, since I got it for free. I'm ashamed of Microsoft for foisting off such worthless stuff when they could have made a great guide for a great game.


  4. This book was awsome! Just the historical section was worth the 13 bucks. If you like Age of Empires fan, this is a must buy


  5. I found the book very helpful. I am something of a newbie to the game. I have played AOE both 1 and 2 for only a couple of months but I found this book a real help in picking up some of the more subtle aspects of the game's dynamics.

    Compared to the Inside Moves Edition strategy guide for AOE 2, this one is far superior. Kent has obviously done quite a bit of work on figuring out the strengths and weaknesses of the various units. There are comparisons and contrasts and useful strategy suggestions. I particularly liked the discussions of the times required for particular units of one type to vanquish units of another type. The book would have been better for including yet MORE of this kind of information (e.g. How many stone age club men does it take to kill an Iron Age chariot archer? How does one recover from certain tactical mistakes and unit mismatches? What do you do when facing a catapult and you only have archers? etc.) The author goes into detail when explaining how he experimented using the scenario editor and explains this process to the user so that even the newbies can continue their educations beyond the book.

    The walkthroughs were readable, the instructions were clear and complete and the advice is good, given that the suggestions worked and behaved as indicated. The section on multi-player gaming may have been a bit light, but then, experience is definitely the best teacher in that realm and everyone has their own style. There may indeed be more extensive information on the various fan web sites, but as a tutorial, reference, and walkthough guide, I find the book useful and recommend it.



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

Written by Robert Weinberg and Mark Rein-Hagen. By White Wolf. The regular list price is $14.99. Sells new for $15.99. There are some available for $4.30.
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3 comments about Vampire Diary (The Embrace).
  1. I bought Vampire Diary on a whim, but it has become my favorite of any vampire book. It really shows you what it must feel like to watch yourself slip into complete madness and become an uncontrollable animal. The writing and pictures are great, and the book itself helps to add to the personna of the story. It makes you feel like you're really reading a diary of someone as they turned to the darkness. I loved it.


  2. I ordered this small gem on a whim. The idea of having to open a book with a key, allowing the reader to interact with the story from the beginning, caught my attention. Okay, I'll buy and try, I thought. Well, when I received it, opened it with one of the two keys that came along, and began reading, I was hooked. The Vampire Diary is exactly that... a diary! The pages are all "handwritten" jottings, notes, screams, and drawings. I could not put it down until I finished it. The length is short, immensely readable, and immensurably mesmerizing. Absolute genius, and 10x worth the price.


  3. OK so this book is basically a diary. Right down to the key that is needed to open the book. It has lovely illustrations by the "autor", a bartender who is slowly sinking into a dark world that very well may take his soul. He works at a goth club and a few of the patrons (and owners) wind up being actual vampires. The only downside is that this is written as a diary in the first person perspective so when the main charecter goes off to what would be the finale, he just leaves and you're left hangin wondering what happened in the end. Definately recommended. I've had this book for at least 10 years now and have yet to read another like it. I don't even know if there was a sequal. If not it definately deserved one.


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

By Alderac Entertainment Group. The regular list price is $26.95. Sells new for $13.87. There are some available for $14.85.
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2 comments about Toolbox.
  1. A very useful book for the harried DND 3.0 GM.
    IF you like charts for when you are stymied for an idea, this is it. A plethora of data-packed D20 charts for NPC's, cities, towns, encounters (a little weak there - I am waiting for the book of encounter tables from Necromancer Games)
    (I am not sure if it is compatible with 3.5, though as I am just buying the new books)


  2. AEG's D20 Toolbox is, literally, a book of tables. These tables cover everything from wilderness encounters to what type of tree you might find in a tropical forest or even what type of NPC a character will randomly encounter in a castle - all of the little details a DM might not initially think of but that might be necessary to create. The tables can either be used directly (DM rolls 1d20 as the players wander a castle to determine which NPC they encounter) or to help inspire a DM during the design process. In either case, the tables are extremely useful, and active DMs will time-and-again find this book to be one of the most valuable in their library.

    The only flaw in this book is that not all of the tables are properly explained. For example: a table detailing herbs that can be found in a specific region does not give game-term explanations for what the herbs can be used for (EX: Table 1-17 has Milkweed listed as #17. What sort of potions can milkweed be used for? Is it a poison? The DM will have to do additional research to find out). If these details had been supplied, I would have given the product five stars.


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

Written by Steve Kenson. By Green Ronin Publishing. The regular list price is $9.95. Sells new for $4.99. There are some available for $6.22.
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2 comments about Mutants & Masterminds: Game Master's Screen (Mutants & Masterminds).
  1. Beautifull art on the screen. And the charts inside are a must for any serious GM of M&M.


  2. Yes, this GM screen has all the useful stats a GM would want on a screen. The artwork is nice too. However the stock it is made of is pathetically cheap. More like a thin index card than a typical GM screen. If you are used to White Wolf, TSR, or Wizards of the Coast GM screens, you will be sorely disappointed.


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

Written by Robert J. Schwalb and Owen K. C. Stephens and Scott Gearin. By Green Ronin Publishing. The regular list price is $44.95. Sells new for $28.88. There are some available for $25.98.
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4 comments about Mythic Vistas: The Black Company Campaign Setting (Mythic Vistas).
  1. Clearly a lot of time and effort went into this product, however it could have used one more pass through a independent proofreader. The backgrounds, classes, prestige classes, new combat mechanics, mass land combat system, new magic system, and new masterwork item system are all well thought out and fairly well balanced internally. The power scale of the characters compared to base classes are slightly higher, but this will probably be offset by the lack of significant magic items. Some of the feats and class features will prove problematic, but are significanly in the exception and can easily be house ruled back to balance. After the editing my biggest complaint with this setting book is that it overdoes the epic thing. Many of the characters in the books were clearly epic, but 30 and 50 levels of epic seems wrong to me.

    Overall it is a pretty good product that most gaming fans of the Black Company would enjoy.


  2. I would have bought this book even if I weren't a D&D geek, because I am a rabid fan of the Black Company books. I read it cover to cover with the compulsive, sweaty-palmed fervor of a devotee, but I can see some problems for most normal people:
    The rules make some radical departures from standard 3.5 games, totally eliminating some staples of D&D (clerics, for instance). This has an effect of many other aspects of the game (no clerics? no quick healing...no quick healing, much higher body count). I would not recommend this for the average Greyhawk or Forgotten Realms player. Personally, that's what attracted me to the books in the first place: no elves, no unpronounceable names, and a sword in the guts will kill even the most beloved characters.
    The editing is ugly in places but that's a quibble.
    Recommeded for Black Company fans and / or very open-minded d20 players in search of some gritty and grim action.


  3. Having hated the regular D&D magic system since I first learned about it, this book offers a wonderful alternative. Wizards don't just forget their spells when they use them once, and none of the magic relies on the basic assumption that your mythology is correct.
    Better yet - noone can abuse the system to have a completely broken character before even taking their class levels, and dragons aren't color coded for your convienence. No elves, no orcs, no dragonkin, no easily available flaming swords.
    It even contains a feat to break that spiked chain strategy.
    Sadly, as everyone else has mentioned, the editing could definately have been improved. However, that can be overlooked since it really does capture the low-magic grit of the setting in the series.
    Gotta love it.


  4. Dark fantasy and gritty realism merge to form a world where you can almost smell the battle fields and seige engines. The classes are unique and the magic system is flexible but deep beyond first blush. I spent hours just figuring out the basic spells and was amazed at the effects possible and prices the mage would pay to create them. Fans of the Conan novels or Grey Mouser will find this a good fit where magic is terrible and great but not slick and quick like classic D&D. Glen Cook's novels are well studied and the detail is amazing.


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

Written by Kraig Blackwelder. By White Wolf Publishing. The regular list price is $22.99. Sells new for $13.39. There are some available for $16.12.
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1 comments about Dark Ages Inquisitor Companion (Dark Ages Vampire).
  1. Kraig Blackwelder and his colleagues have put together an indispensible supplement for players wanting to find a home in the world of Dark Ages Inquisitor. Kudos to Blackwelder for bringing in one of the field's heavy hitters, Jonny Shepherd, to offer his own unique perspective and clever writing. The play samples in this book are interesting, and explained well. And the parallels raised between the mythos of the Buffyverse and Dark Ages are compelling; both use the structure and symbols of Christian legend and rituals, but by subverting/reinventing their contexts, they imbue them with a bizarre new relevance.


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Werewolf: The Forsaken Dice Set
Robotech The Shadow Chronicles Role Playing Game
RuneQuest Spellbook
Euthanatos (Mage - the Ascension Tradition Book)
Microsoft Age of Empires Inside Moves: Inside Moves
Vampire Diary (The Embrace)
Toolbox
Mutants & Masterminds: Game Master's Screen (Mutants & Masterminds)
Mythic Vistas: The Black Company Campaign Setting (Mythic Vistas)
Dark Ages Inquisitor Companion (Dark Ages Vampire)

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Last updated: Tue Oct 7 11:56:11 EDT 2008