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ROLEPLAYING GAMES BOOKS

Posted in Roleplaying Games (Saturday, August 30, 2008)

Written by Philip Reed. By Steve Jackson Games. The regular list price is $16.95. Sells new for $8.50. There are some available for $10.15.
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No comments about Floor Plan 3 Underground Lab (Floor Plan).



Posted in Roleplaying Games (Saturday, August 30, 2008)

Written by Nicolas Logue. By Wizards of the Coast. The regular list price is $9.95. Sells new for $1.48. There are some available for $0.62.
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4 comments about Voyage of the Golden Dragon (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting).
  1. Flying airships? I'm having flashbacks to Spelljammer and they are not good. The Voyage of the Golden Dragon is an Eberron adventure for four 7th level characters and requires the Eberron campaign setting. This module is actually four separate adventures that combine for one large scenario although it's only 32 pages so obviously it's not all that large.

    The Golden Dragon is crown jewel of the armada of Breland. A large and fantastic air-faring ship that took years and great magics to build. But the ship is coveted by many others which leads the PC's into the adventure hook. In the first part of the module, the players will find themselves in attendance at the chips christening party which quickly goes awry as saboteurs have come aboard with the intention of blowing up the ship.

    In part two, the leader of the saboteurs had paid for passage on the ship's maiden voyage, now even more intent on the ship's destruction. Part three finds the players safely having reached port and now hired by a treasure hunter to accompany him to the ruins of a Giant's citadel. The final part has the players back aboard ship just as the ship and battling a new threat. Hopefully that doesn't give too much away, I don't think it does.

    If you have the idea that this adventure is quite linear in scope, you'd be 100% right. You obviously cannot continue on to the next part unless you successfully conclude the one that comes before it. This makes for a rather mundane adventure. There's nothing worse than feeling you are being led around by the nose. On top of that, I don't care for adventures that find the players in such a confined, and claustrophobic place such as a ship, even one as large as the Golden Dragon.

    The module includes maps of all the ship's levels and other important locations should you choose to play it. Not one of the better D&D adventures.

    Reviewed by Tim Janson


  2. We had a great time playing it and it felt very much like an Eberron module should. As the DM, everything was clear to me and it was easy to DM it.


  3. This is a decent value for the money. If you are a newbie gm or more experienced there is something that you can use.


  4. This was a good adventure. I don't run eberron, but this adventure can easily be dropped into a different campaign setting. In fact I plan to tweak it and run it in exalted. Solid, entertaining, and a good read. If it had been longer it would have gotten 5 stars.


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Posted in Roleplaying Games (Saturday, August 30, 2008)

Written by Stewart Wieck. By CDS Books. The regular list price is $6.99. Sells new for $0.31. There are some available for $0.01.
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4 comments about Everquest: The Ocean of Tears (Everquest).
  1. This book came out in October 2005. It's now the end of February 2006, and I'm going to be the first person to write a review? That's pretty sad, but I guess so many readers were burned by the previous lackluster attempt at an EQ novel that no one bothered with this one.

    I was an avid Everquest player for 5 years, and the Ocean of Tears was one of my favorite areas...plus I've been reading fantasy since I was a small child. As I browsed through the bookstore the other day, I noticed this on the shelf and figured I'd pick it up and see. I'll keep this short and sweet...don't waste your time. If you want a real EQ experience, play the game. If you want real fantasy, dust off the Tolkien or Goodkind or Eddings.


  2. i thought this book wasn't bad in all honesty a bit better then rogues hour but it was pretty cool to learn about the fall of the great combine empire and the feud between sanctus seru and katta kastelum, and the eventual creation of the city of freeport. the other book rogues hour was decent as well but i liked ocean of tears a bit more.


  3. I was surprised by how much I liked the Ocean of Tears. It is set back in the time when Weille was the "free port" and during the formative days of the Combine Empire. Much lore is covered concerning the dark elves, Grieg and his invention of the spires, the Orcs and the high elves and many other facets of EQ1. This is wrapped around a story that is much more engaging than Rogue's Hour. While some of the die hards will disdain any attempt to translate their world of EQ1 into fiction, this is the best of the two published novels. It doesnt create new and unheard of lands and cities as was the case in Rogue's Hour. The Ocean of Tears uses the lands, cities and even spells of the original EQ and the Kunark expansion. I found that it brought back many fond memories of the landmark game.


  4. The story is nearly epic in it's scope and yet its not a really long book. I enjoyed reading from the first page to the last and it was also fun as an EverQuest player to see the encounters taking place in familiar territory. I recommend this book to anyone who likes a good magic and intrigue adventure story. Even if you don't have a clue about EverQuest you will still find it enjoyable. If you ever did play EverQuest and especially if you tried the enchanter class this is a must read. It is well written, has a good pace and leaves you wanting more when you are done.


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Posted in Roleplaying Games (Saturday, August 30, 2008)

Written by T.S. Luikart and Gary Astleford and Eric Cagle. By Black Industries. The regular list price is $24.95. Sells new for $18.88. There are some available for $49.67.
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1 comments about Warhammer RPG: Terror in Talabheim (Warhammer Fantasy Roleplay).
  1. I am currently preparing things to GM 'Terror in Talabheim'...and from reading it I have to say it is very well written. It is not your standard city adventure and the plots are not as obvious for the characters as it was in past adventure.

    The first part of the book describes in detail everything there is to know of Talabheim. It also includes maps of Talabheim and surroundings.

    The second part is the adventure which is divided into 7 chapters. The adventure itself is designed for first or second career characters (first career characters will have a tough time though). The book prepares the GM for all eventualities and still allows the players their freedom.

    Not to spoil too much I think it's save to say that I'd buy 'Children of the horned rat' in addition to this book if you don't have it already.


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Posted in Roleplaying Games (Saturday, August 30, 2008)

Written by Ray Vallese and Valerie Vallese. By Wizards of the Coast. There are some available for $5.45.
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5 comments about Planescape: Torment.
  1. Why did they even bother to waste ink and paper on this? The game was awesome and with a story that would have taken about 3000 pages to do it justice. Not barely 200! The story was centred around the Nameless One, who they felt like giving a name, and as we remember from the game Names Are Dangerous! We see Morte, who, for the most part, stayed the same as the sarcastic little floating skull sidekick. Although he was waay hilarious in the game. Annah and Fall-from-Grace were in the book. But they were ALLL screwed up. From the game, Annah was a Tiefling theif. And Fall-from-Grace was a high society succubus. What happened? In the book, Grace was the tiefling and Annah was the sucubuss! Huh?! Plus Fall-from-Grace was only in it for like two pages!

    Maybe the writers should have played the game and see what kind of story they needed to live up to. With a game drenching in personal torment, life, and philosphy...it was dripping with the need of a good novel (after all it WAS a novel in game form). Maybe the makers should have made the book.

    Most of the important encounters were either summarized horrible or just plain taken out. Like the talk with Ravel, or the deva, Trias The Betrayer, and the FREAKING TRANCENDENT ONE, the MOST IMPOTANT NPC IN THE GAME VERSION WAS BARELY IN THIS ONE. He pretty much handed himself over to ADHSDHASDJHALSDJHS or whatever it was those idiot writers


  2. It's a good thing this warning was placed on the FRONT COVER of the book, lest one gets the impression that the book should include everything found within Planescape: Torment, which by the way has to be one of the BEST computer RPG games of all time!

    The book is set in Sigil-the City of Doors- primarily, as well as various other locations within the Planescape multiverse, as it deals with the nameless hero and his efforts to find out more about himself after realizing that he has lost both his memory and his mortality. His quest takes him and his companions from the City of Portals to the Outlands and the Gate-Town of Curst, to the Lower Planes of Baator and Carceri, and even to the Inner Plane of Negative Energy.

    The plot as a whole is excellent! The book is so incredibly well written and presented that the reader feels that they have been transported to another plane of existence and are actually present among the characters, seeing what they see, feeling what they feel, sensing what they sense. Moreover, Ray and Valerie Vallese do a great job of presenting the distinct cultures and civilizations of the inhabitants of Planescape.
    This has, without a doubt, been achieved as a result of a great deal of research that has gone into learning and understanding the numerous and often complex characteristics of the Planescape multiverse. Subsequently, the authors have a firm grasp of vital factual knowledge, and in turn have succeeded in providing an accurate and lucid description of these peoples.
    Tieflings, Baatezu, Tanar'ri, Devas, Bariaurs, Zombies, Shadows, Hags, Githzerai, and factions like the Sensates, the Harmonium, and the Doomguard have been very well presented.
    The story, the dialogues, the details are all wonderful, and create a strong sense of mystery and anticipation.
    Intrigue, betrayal, and swordfights are all about.
    The cherry on the cake is the actual ending, which is totally unexpected!

    In short, Torment is what a Planescape book SHOULD be like!

    It is strongly recommended to both general Fantasy as well as Planescape enthusiasts along with the Blood Wars Trilogy-Blood Hostages, Abyssal Warriors, and Planar Powers, and the Lady of Pain novel.
    Sadly these are all the Planescape novels that have been published so far.
    Hopefully, a sequel will be written shedding light as to what comes next, since the demand for one is definitely there.

    MORE PLANESCAPE BOOKS PLEASE!!!

    PS One should seriously start thinking about turning this book into a movie...


  3. Is it unfair to rate a book in the shadow of what it's based upon? In this case, I definetly think so. Even though my strong feelings for the original computer game might cloud my judgment, I still feel that this waste of paper, ink and time didn't deserve to see the light of day. Besides adulterating all the characters, both physically and psychologically, it also destroys the plot - in my opinion, the best to ever grace a computer game. It might have been saved through its own merits, maybe solid plotting, colourful characterization, smooth action or insightful writing, but it failed abysmally in all of those. An utter disgrace and a shameful blemish in the Planescape legacy, and the first book I've ever actually thrown into the garbage bin. Why did they even bother? A line-by-line transcription of the game's script would have been better than this, and better written, besides.


  4. I honestly cannot believe how utterly terrible this book was.

    Maybe it was the fact that two people wrote it. Maybe it was because the game had already told the story, and done it better. Maybe.

    Spoilers
    But I think it's because the writers were incompetent, and were picked out of desparation by a failing Black Isle. The story barely even covers a fraction of what the game even contained, and none of it is handled well. Fall-From-Grace may as well have been dropped in by a parachute, and extracted via Halo jump. Annah was a central character, but her brief romance with The Nameless One (for some god-only-knows-why reason, given the name "Thane", even though the game handles the name "Adahn") may as well have never happened.

    Even her death in the book was yawn-worthy. The final plot-twist was so simply done that there was little 'surprise' in it, no action, no drama. The whole book screamed, "Oh." "I'm immortal, and I sold my soul. Oh. Okay." "There, Annah's dying. Oh."

    Bad writing sent this book into a long one-way street of monotony. Hell, I could write better than this. I probably just did.


  5. I wasn't expecting this book to be very good. I mean, how often is it the case that a novel is better than the video game it's based on? I can't think of a single one, but then this is the only book I know of that was inspired by a video game. What's next, movies based on video games? Oh wait, let's not go there...

    I've played through Interplay's video game "Plane Scape: Torment" and it's a tough act to follow. In fact, the book doesn't really try to follow the game all that closely, which isn't necessarily a bad thing in and of itself except that the book has so little to offer on it's own. In fact, I couldn't help but think that the book was trying to say "I am not the video game" over and over again while I was reading it.

    Only three out of the large stock of characters in the video game appear in the book: "Mort", "Dak'kon" and "Annah". "Fall-from-Grace" makes a short appearance, but in retrospect this spares the reader an even bigger disappointment. The most intriguing aspects of "Mort" and "Dak'kon" were ripped out and I could almost see the ragged gaping holes that were left behind.

    I'm afraid I could go on. There's much more to say about what the book isn't than about what it is. I can only recommend that you play through the video game (if you can find it) and try to overlook the dated software; the dialog and plot are what make it worth while. Usually that's what one would say about a book, but not in this case.


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Posted in Roleplaying Games (Saturday, August 30, 2008)

By White Wolf Publishing. The regular list price is $24.95. Sells new for $5.99. There are some available for $2.81.
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5 comments about Relics & Rituals (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Scarred Lands).
  1. Let me start off by restating what a few other reviewers have said about this release: many of the prestige classes, spells and magic items presented here are powerful. That said, this book creates a slew of new options for DM's to use in their campaigns. There are literally 100's of new spells and magic items that range from the mundane to the very interesting. There are even several new Minor and Major artifacts for your perusal. The benefit of this sourcebook is that the players can have a wider range of spells available, as well as the dm, in order to specialize their characters. That being said, the villians can have them to present new challenges to the characters. The same can be said of the magic items. While many of the ideas presented are interesting and quite possibly very useful, they also tend to be powerful and may need to be used very carefully in order to not unbalance a game. As for the appearance, the book is well done, obviously a quality piece of work. I was very pleased with it's appearance and overall layout. A good work for DM's to inject some new blood into their campaigns, just watch where you place some of the goodies.


  2. top notch work, typical of Swords and Sorcery Studio. This adds a corpus of new spells and magic items,plus new rules about a form of ritual magic. this can definitely add a plus to most campaigns (and certainly mine). The only drawback may be that the whole work is keyed to the authors "scarred lands" campaign setting, possibly needing some work to adapt it to another campaign world


  3. The book, Relic and Rituals has to be one of the most well done 3rd party game books out for the Dungeons & Dragons, 20 game system.

    The book adds many intersting and worth while spells to acheive for any arcane or divine spellcaster. Wizards, Clerics, Paladins, Rangers and Bards or any other character can benefit from this book as it can be incorperated into any game world.

    The material in the book overall is excellent and I cant stress enough that it is a MUST BUY, it also adds new spell option called "Rituals". While very interesting I have not found a great use for this; yet.

    The prestige classes are small but was very pleased with the quality of there prestige classes. One Example is the "Blood Witch" which sacrifices his own or his enemies blood for more powerful spells.

    Overall I give this book 5 stars for spell design, magic item, and overall usefullness. No matter what game setting you play; IT CAN BE INCORPERATED IN ANY SETTING which makes it worth while no matter what you might use or not use from the book. Dont be dissapointed with the mildly lower quality book printing and detailed art compared to Wizards of The Coast, as big money and flashy design, cant compare to R&Rituals useful content.

    Honestly to say this should be on every DM's game shelf. A must buy. PERIOD.



  4. Of all the official and third-party expansions that have come out since the release of 3e, I have to rate this as my #1 favorite as both an indespensible reference and a fun read.

    Although written for the very-specific "Scarred Lands" world, most of what can be used directly or adapted easily to your own world. In fact, it is much more adaptable than most other works I've found for 3E or other systems. Like any expansion, you will need to consider the impact of items and spells to your campaign, as some of what is presented is quite powerful.

    The highlight of the book is the descriptions of spells and items. The level of detail, the thought behind the entries, and the insight it gives you into the Scarred Lands is just fun reading, whether you ever use the item or not.

    The book has the added bonus of being inexpensive for a hardcover game supplement, and especially compared to Wizards' official expansions.

    The only annoyance of the work is the magic items. There is no "cost to create" numbers associated with any work, and while you can rederive this using the standard 3e tables, it's exclusion deprives you of the ability to spot-check the power of an item, relative to other items in the book.

    ...



  5. If you want a bunch of spells that would allow a team of a half dozen low-level wizards to take out epic level fighters effortlessly, this is your book. If you want amazingly powerful (and comparatively very cheap) magic items for your mid-level wizard to create, this is your book again. If you want amazingly over-powered prestige classes, this is your book. If you want skill points that duplicate very high level spells, this is your book

    If you want something that is in balance with the core rules, avoid this like the plague. I don't know if this was simply never play-tested, or was play-tested by a bunch of uncreative people. I'm looking at it from the perspective of a 3rd level wizard (because I always play wizards). There's nothing like having spells to give me a basic armor class of 27. Nothing like having spells which can render high-level fighters helpless or pacifist -- for months! -- and subject to coup-de-grace with their own swords. Nothing like having spells this early which allow you to fly, invisibly spy upon enemies, and remove armor from any opponent (or transfer it onto an opposing wizard). Yeah, an epic-level fighter might make a saving throw, but with a team of 6 wizards, he will fail one of them.

    The authors have a lot of interesting ideas to be sure, but if I was a dungeon-master, I would not allow this book to be used. I can only hope my DM will allow it (insert evil laughter).


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Posted in Roleplaying Games (Saturday, August 30, 2008)

Written by R. A. Salvatore. By Wizards of the Coast. The regular list price is $7.99. Sells new for $2.00. There are some available for $0.01.
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5 comments about The Halfling's Gem (Forgotten Realms: The Icewind Dale Trilogy, Book 3).
  1. Read this years ago and recently revisited this series. One of my first from Salvatore and still a favorite. great characters and writing, and exciting action.

    If you like books like this one, might I suggest another I've recently come across. The Unsuspecting Mage by Brian S. Pratt. It's another fantasy adventure sure to please. I highly recommend it.


  2. The third book in the Icewind Dale Trilogy is a great conclusion. Our favorite little Halfling Regis develops from a shallow somewhat one-sided character into a deep and seven fingered (read the book to get the refrence) person. But of course this book has all the great fights and adventure that has become the staple of the series. We are introduced to several new and important chracters and get to see Drizzt fight some pirates!


  3. Having thoroughly enjoyed the first two books of The Icewind Dale trilogy, I was eager to find out how this particular Drizzt Do'Urden story ends in the The Halfling's Gem.

    Again, I was not disappointed. The book has a very straight forward plot and very good subplots to draw the reader in. The development of the main characters falls into place very well. From reading later novels in the series and knowing how things eventually turn out, I still find myself concerned for the characters in each of the harrowing situations they face and curious as to how they get out of each of the jams they are in.

    Many of the non-Drizzt Forgotten Realms novels I have read contain too many subplots for my own liking. I like to have a few going on at the same time, but too many get me too confused, and I find myself resigned to just trying to keep up with the main storyline. I believe that is the one thing I have enjoyed most about each of R.A. Salvatore novels. I know I am going to get mystery, intrigue, action, and adventure, but not so much so that the main story gets lost. This is important to me for any fiction novel I read, but especially for the Forgotten Realms titles. The driving story behind each Drizzt novel is his relationship with his friends and enemies. His goal in life to conquer the prejudices and stereotypes against his race. His story is one of finding peace within himself and with the world around him.


  4. The novel picks up right where "Streams of Silver" left off. The deadly assassin Artemis Entreri has kidnapped Regis, intent on returning the stolen gem (and the halfling culprit) to Pasha Pook, the thieves guild master in the southern city of Calimport. Rather than fear being followed, Artemis goads Regis' friends to follow him, even making sure that Drizzt Do'Urden (a Dark Elven friend of Regis) sees that he has Drizzt's magical cat, Guenhwyvar.

    For Drizzt and Artemis have a deadly animosity with each other. They are like night and day. Both masters of two-handed fighting, their deadly skill in combat more akin to dancing. However, their similarities end there. Drizzt fills his life with dear friends, values life and holds fast to high principles, despite being ostracized on the basis of the color of his skin and the heritage of his race. Artemis, on the other hand, has devoted his life to dealing death out on behalf of the highest bidder (as a paid assassin), dependent on no one, he has no friends, believing that compassion, love and friendship are traits which demonstrate weakness in a warrior. Being so diametrically opposed, each seeks to best the other, to prove that their way of life was better, and for Artemis to prove that his lonely existence has not been for naught.

    And so the stage is set. Artemis takes Regis to Calimport, with Drizzt and Wulfgar the barbarian in hot pursuit, later to also be joined by Bruenor the dwarf, and Catti-brie, Bruenor's adopted human daughter. The four friends battle pirates on the high seas, battle treachery in the desert, try to navigate the traps of Artemis, and even get cast down to the depths of Hell in their quest to save their friend.

    The best battle of all, however, is mental. In chasing Regis south, Drizzt chooses to to wear a magical mask, to conceal his dark elven heritage and appear as a surface elf, to avoid prejudice and risk delaying their pursuit. However, he soon comes to realize the benefits of the mask, and must come to decide whether he should continue wearing the mask, if they are successful in their current quest, and live out his life as a lie....or whether he would reject the mask, gain strength from his principles, and face the world honestly and deal with prejudice as it comes at him.

    So do they succeed? How will Drizzt decide?

    Well, I'll leave that for you to discover, as I highly recommend the book. The Epilogue felt terribly rushed, but otherwise the book is an exciting read and very addictive.


  5. The Halfling's Gem: The Legend of Drizzt, Book VI (Forgotten Realms)

    This is a beautful book to read and something to remember for years to come for new readers. Salvatore opened my eye's years ago and have been readin this works for so long.
    This classic in its own right continues the journey of Drizzt and his companouns. It's not heavy to read and a welcome addiction to this legacy.
    In hind sight it helps other writers to start their own world and it helped me as well.
    Keep up the good work, Robert.


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Posted in Roleplaying Games (Saturday, August 30, 2008)

Written by John Mangrum and Jackie Cassada and Andrew Cermak and Nicky Rea. By Sword & Sorcery. The regular list price is $34.95. Sells new for $62.99. There are some available for $45.95.
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4 comments about Ravenloft: Player's Handbook (v 3.5 Core Campaign Setting).
  1. This is a rehash of the Ravenloft core campaign setting for Dungeons and Dragons 3.5. It turned out to be a great disappointment. The flaws are:
    - It is lacking in new material. if you are going to pay this musch for a book, you don't really want to find that most of the material can be found virtually word-for-word in the previous release.
    - It is not a Player's Handbook. I don't expect a Player's Handbook to include templates for key Ravenloft villains. Player's will see the title, and have access to all the key qualities of major villains.
    If you have the original core campaign book I suggest you save your money.


  2. I've been a fan of Ravenloft since the early 90's when I read The first of the Black Rose novels about Lord Soth and his time in Sithicus. The Ravenloft PHB is basically a reprint and compilation of a bunch of pre-established matieral dating back several years. It also converts all the settings and characters into 3.5 core rule set for D&D. Obviously for those who have never played or read about Ravenloft before, and are looking to get into the setting, this is an essential text. It provides an excellent, clear and consice overview of what Ravenloft is all about and how to run campaigns there. It contains geographical, personal, and historical information most of which have been established in years past through gazetters, supplements, and campaign quests. For this reason people who have been playing RL for a while may be dissapointed that there's really nothing new thats been added to the PHB. I'd still recommend it even for these people because it brings together all the information from the past and puts it all in one, easy to comprehend source. It is worthy and easily recommendable to both the novice and veteran RL player.


  3. It would be best to start out by saying that this book is, for all intents and purposes, a reprint of the Ravenloft Campaign Setting (henceforth known a the RCS), the Core Rulebook that originally updated the setting to the new Third Edition d20 rules. It brings all the mechanics presented in that publication in line with the 3.5 revision, but precious little (if any) new material has been added.

    That being said, it is nevertheless just as excellent a product as its predecessor and does not deserve a low rating simply because a few excited DMs purchased it without first skimming the contents (This is not an insult - I myself was just such a DM!). I would recommend that any DM who already owns the RCS think carefully for him or herself about whether to purchase this book, knowing full well that not much outside of a few mechanics have changed.

    Perhaps also worth mentioning is the change in the artwork. It's never been something I've been especially concerned with, but I've noticed an increasing number of people who have a great appreciation and/or interest in it. The artwork in this book as compared to the RCS is staggeringly different, leaning much more towards heavily detailed and realistic (if, in my opinion, at times cartoonish) illustrations, rather than the "line drawings" seen in previous publications.

    I'm actually of two minds regarding my singular complaint. It has been said that too much specialized information appears in this text for it to be truly passable as a player's resource, and for most first-time Ravenloft players this is absolutely true. Here, in this volume, is the complete history of Ravenloft and Count Strahd, the exact effect Ravenloft has on the individual classes and their magic, descriptions of the domains of the entire core and most of the islands and clusters, and many other details that will go a long way towards dispelling a great deal of the setting's mystique. On the other hand, if you plan on running a native campaign, giving your players access to this book may be all but essential. It does no good to be a native of Ravenloft and have no idea of exactly how that is going to shape your character's history and past experiences, to say nothing of the problem with a studious character with a high intelligence score having no idea of the basic geography of the world in which he lives. And of course, at the DM's discretion, this book may also be acceptable reading for longtime Ravenloft players who are already aware of most of the world's ins and outs.

    All in all, this is an excellent product that has unfortunately taken a lot of heat from people who feel they wasted their money on a useless reprint and DMs who feel (however justifiably) that it has been titled incorrectly.



  4. I first started out playing D&D in the Forgotten Realms then moved onto the Vampire games by White Wolf.

    Ive recently discovered Ravenloft, which seems to be a mix of both worlds, and i must say that it is extremely interesting and cool. Its a much darker world then your average D&D game and thats what makes it stand out for me. Horror, gloom, and evil atmosphere is what Ravenloft is all about.

    So if you enjoy the Vampire rpgs, or crave a darker D&D setting, then pick up Ravenloft. You wont be sorry.


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Posted in Roleplaying Games (Saturday, August 30, 2008)

Written by Tracy Hickman and Laura Hickman. By Random House Inc (P). The regular list price is $6.00. Sells new for $18.95. There are some available for $16.48.
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1 comments about Pharaoh (Advanced Dungeons and Dragons module I3).
  1. One of the most respected AD&D adventures of all time, this one marks Tracy & Laura Hickman's entry to the TSR fold. Later, due to the dramatic plotting exhibited here, they would be asked to help create a series of novels and modules known as Dragonlance... the spirit of Amun-re swirls before you in the sands, beseeching you to plunder his tomb. Why? And how can anyone but the nomads survive in this savage desert where giant spiders burrow in the sands, the sun blasts the earth to crystal, and the efreeti reign supreme? Well, that's not my problem, I'll let your players handle that... :) An extremely challenging classic for levels 5-7.


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Posted in Roleplaying Games (Saturday, August 30, 2008)

Written by Robert Hatch. By White Wolf Publishing. The regular list price is $12.00. Sells new for $7.00. There are some available for $3.65.
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4 comments about Clanbook: Ravnos.
  1. They're called thieves, liars, nomads, vagabonds. And they're proud of each of those titles. Cb: Ravnos offers insight on the most myterious of the clans for those who can read between the lines. Among the Romany, the idea a tale passes holdes much more importance than its resemblance to truth. Apparently threatened by a turmoil due by the increasing number of gorgio embraced recently, the elders still manage to cloak themselves in shadows and hide their secret agendas. Find the pulling strings. Discover the plans of Ramiq. Illusions and neonates cover secrets and schemes far deadlier...


  2. I have been a Vampire player for about 3 years and I have never had so much fun in playing any other clan as the ravnos... They are cunning and tricky, everybody must always watch out about where they are and what they do. They steal you while you aren't looking and they lie to you like it's really the truth. The Ravnos are powerful beings, with their chemistry powers. I apreciate the new merits and flaws that they put in the book and to all Vampire players... BUY THIS BOOK!!!


  3. I'm currently rating ALL of the clanbooks(since I own them all and the I Own It button has vanished) so here are my words on this. It's good, like them all, but not a clan I favor.


  4. The ravnos are one of the clans more shrouded in mystery than many of the others. It is for this reason that many people( players)take the thievery and vice for granted thinking that playing one of these guys is no fun. The book shows that they have darker secrets than imagined and that chimestry is one of the most useful disciplines, as I found out in Berlin with the 5th gen Ravnos. Even though most of them are gone now after the rise of their antedelluvian, this is still a good sourcebook to use if you're going to have one of the two remaining ravnos in your chronicle.


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Clanbook: Ravnos

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Last updated: Sat Aug 30 08:36:56 EDT 2008