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ROLEPLAYING GAMES BOOKS

Posted in Roleplaying Games (Monday, September 8, 2008)

Written by Arthaus. By Arthaus. The regular list price is $34.95. Sells new for $49.95. There are some available for $8.00.
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5 comments about Warcraft: The Roleplaying Game.
  1. I am not a person who enjoys Tabletop Roleplaying. I bought this book because I wanted more indepth information on the races and cultures of Warcraft, and I wasn't dissapointed.
    BUT, I have noticed some inconsistencies between this Books History of Azeroth, and the history presented to us in the Warcraft PC games manuels. For example, this RPG handbook tells us that Orgrim Doomhammer was Warchief at the time of the First War, when in fact an orc named Blackhand was the Warchief.


  2. Admittedly when I heard about a Warcraft setting being made I was skeptical. Having not had much experience with White Wolf/ Sword and Sorcery, never having been a Vampire player, I didn't know what to think. Yet I had seen Ravenloft and others so I had hope.
    Though some minor errors and small quibbles exist, the Warcraft setting is a thoroughly enjoyable source book. A wealth of information is given on the basic aspects needed to start and understand a Warcraft campaign, short of monsters of course.
    The modified classes are simply changed but in a manner that makes for a fairly different experience, and the prestiges are for once actually worth aiming for.
    The influence of Blizzard on the setting is very apparent and something to be thankful for, though some changes are given for the most part it truly carries the feel of the Warcraft world game players have come to enjoy.
    Definately a good addition to anyones dnd Library.


  3. When reading the book it seems that there was very little teamwork with blizzard and the writers of this book.
    Everything relates to WC3 and TFT during its release date but any new info after that time isnt in the book and sometimes disprooves what the book has to say. the only reason i bought this book is for WC lore. Luckily half the book has history on many of the places in Azeroth, hopefully Blizzards history and this books history match up.


  4. This RPG setting is sure to be a favorite of every Warcraft fan.

    It provides a lot of lore information, and it was made with Blizzard's input so it is "cannon". The races and classes are all pretty interesting, and there are plenty of new feats and spells. I previously played Forgotten Realms, but got tired of the setting because it lacked "color." I'd definitely say the Warcraft RPG has "color," and that's what counts.

    My two complaints: The tinker's technology creation abilities are way way too open to exploitation as they currently stand. I'd advise a DM to carefully lay out for his players what they can and can't create to avoid unbalancing a campaign.

    Also, I wish this book had more information. For example, the necromancer prestige class, the blood elf race, and the gnome race are three very important parts of the Warcraft universe but they were not included in this book. Instead they can be found in the Alliance and Horde Compendium. You pretty much need this book, the A&HC, and the Warcraft Monster Manual to run a campaign.



  5. My group and I decided we needed something new and different for our games. So we ordered this book, with an uneasiness about it being based on a game. After recieving it we carefully removed it and began to play. It was much better than our expectations, and seemed like everything 3.5 should have been in a warcraft universe. Many classes are made prestige, and there are interesting starting classes. The setting is interesting and entertaining and is a nice breath of fresh air compared to others. The supplements for this series also add new and interesting features. I would recomend going for the newer book, World Of Warcraft RPG. It may have returned some prestige classes to core classes, but they still play the way they should. This almost justifies the 3.5 update, as it is required to play.


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Posted in Roleplaying Games (Monday, September 8, 2008)

Written by Jean Rabe. By Wizards of the Coast. The regular list price is $6.99. Sells new for $1.50. There are some available for $0.01.
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5 comments about The Day of the Tempest (Dragonlance Dragons of a New Age, Vol. 2).
  1. This book is likley to satasfy you even more than the one preceding it, The Dawning of a New Age, though not as good as the book following it ,The Eve of the Malestrom. I recomend this book highly and know any of the people reading this would enjoy every word.


  2. This book was far better than the first. A lot of important things are now happening in the dragonlance world and everything is going at a break neck pace. I was very pleased to see that the characters from the first book are being given a lot more depth. New characters are entering in from different sources. This pick has a style very simaler to the Chronicles trilogy. There is a LOT that goes on.


  3. I couldn't get past the first 150 pages of it. I just found myself lossing to much interest in the story to the point where I didn't care what happened to the characters or Krynn. You could skip this trilogy and completely understand what's going on on Krynn during the War of Souls. Rabes style of writing just isnt for me I guess. The first book of the series was good, but not really this one in my opinion.

    If you have nothing better to read, then pick this up, other than that I dont think it's worth it.


  4. Rabe gets her groove finally during this book. The first one was very clunky with very little character development. The characters become more fleshed out during this book and the plot twists are surprising. I wasn't holding out much hope after the first, but this was actually pretty good. Would have given 3.5 stars, but didn't have the option for it.


  5. Unpopular setting in the timeline, coupled with a writing style that seems to be emulating Weis & Hickman but failing, make this entire trilogy overall unremarkable. Only worth reading to keep up with the setting storyline.


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Posted in Roleplaying Games (Monday, September 8, 2008)

Written by Ian Lemke. By White Wolf Publishing. The regular list price is $12.95. Sells new for $19.95. There are some available for $0.07.
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5 comments about Laws of the Night (Mind's Eye Theatre).
  1. This book is great for those Children of The night who are bored of "sit-down" role-playing. With this book you get everything you need, from merits and flaws to info on bloodlines! This book is set up well for new and old players alike who want to get into LARPing (live-action role-playing) I give it two thumbs up!


  2. I loved this book, it's the perfect reference for any gamer. It is very complete but still stays concise. You can find the answer to almost any question in a matter of seconds. It is easy to carry over and insures the fluidity of the game.


  3. I STARTED PLAYING THE GAMES 3 WEEKS AGO I GOT THE BOOK 1 WEEK AGO IT MADE PLAYING THE GAME A LOT MORE FUN AND I KNEW WHAT I WAS DOING.


  4. It should be noted that there is a revised edition of this book (September 1999, by Jason Carl). There seem to be some fairly significant changes, so if you are looking for a manual to explain the rules of an existing LARP, find out which edition they are using before you make your purchase.


  5. umm.. I like it. it will make dwiggit happy.


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Posted in Roleplaying Games (Monday, September 8, 2008)

Written by Lynn Willis. By Chaosium. The regular list price is $29.95. Sells new for $23.66. There are some available for $23.65.
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3 comments about Michael Moorcook's Stormbringer (Stormbringer Roleplaying Game, 2115).
  1. If you are a roleplayer and a follower of Moorcok's epic novels, than look no further. The book uses same rules (which are easy to digest) as does "Call of Cthulhu" and the two books can accompany each other. Detailed information on Moorcok's world, spells, bestiary and stats for well known heroes and characters.
    This game has something that other roleplaying games ,in my experience, lack. You are not restricted by alignment, nor do you have to pick a strict character class. So you can end up with a skilled warrior-sorcerer (Elric style) or any other occupation and still be able to cast magic spells. Another great feature (in tradition with Elric novels) is character's abilities to summon and bind demons, elementals and other supernatural creatures, depending on the character's following of eather Law, Chaos or Balance... There are no levels so any spell can be cast or creature summoned even by novice sorcerers, only if the adventurer has enough resources for the deed. This, of course, you do at your own risk for it is a high price to pay for disturbing the Lords of the Higher Worlds...
    The game has the dark and brutal feel about it and is not recommended for those that prefer high fantasy and happy endings. In my opinion, those that enjoy "Call of Cthulhu" or "Vampire" will like this as well. If you know what I am talking about, go forth and get your hands on this classic piece. You will not regret it, this I swear by Arioch...


  2. I've been playing Stormbringer 4th edition for many years by now, and have recently changed to 5th edition. The combat rules in 5th edition are far superior to 4th edition, and for this reason alone 5th edition is a welcome change. However the new character generation bugs me. Each player has 250 points to distribute between skills, and the rulebook even recommends using 101 of these points for the primary weapon. However none of the examples in the book feature beginner characters with 101% weapon skill for a good reason: I bring you my own transscript of a playtest where two beginner characters each armed with 101% broadswords fight between themselves:

    P1: I roll 50, a HIT
    P2: I roll 40, I parry
    P2: I roll 40, I Hit
    P1: I roll 83, I parry
    P1: I roll 45, I hit
    P2: I roll 39, I parry
    P2: I roll 06, a CRITICAL hit
    P1: I roll 37, I parry, but my weapon takes 4 points damage
    P1: I roll 82, I hit
    ...

    And so on. Sooner or later a broadsword breaks. The winner is the player who brought the highest number of broadswords to the match...

    This is the reason why my players are not allowed to generate their own characters. Giving me as the GM some extra work (And causes my players to bicker for good reason that I give them [weak] characters)



  3. The step from 4th to 5th edition is incredible. There are a lot of graphics available including weapons and homeland characters. The new character creation is also excelent and lets you focus a little bit more your adventurer abilities. A must-have rpg.


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Posted in Roleplaying Games (Monday, September 8, 2008)

Written by Ed Greenwood. By Wizards of the Coast. The regular list price is $14.95. Sells new for $6.95. There are some available for $0.50.
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5 comments about Silverfall: Stories of the Seven Sisters (Forgotten Realms).
  1. While I really liked many of Ed Greenwood's contributions to the Forgotten Realms, "Silverfall" is the ultimate failure. The whole story - when one can call it a story at all - is implausible from the first to the last word. The charactes have not even the faintest depth. The Seven Sisters are the Chosen of Mystra, and are therefore beings of tremendous power. Each of the sisters usually has her very own personality and her very own motivations, as well as being quite intelligent and sometimes even wise. In "Silverfall" they are simply a bunch of arrogant fools. They are running about without rhyme or reason and rush headlong into every trap and every danger set for them, missing not even a single one. Half of the time they are surviving their arrogance and foolishness only because they are the great and mighty Chosen of Mystra. The other half of the time it's sheer luck and one must wonder if they are secretly also the Chosen of Tymora (the goddess of luck). Why the Seven Sisters must constanly be unclad is also beyond me ... but that's another story. Everyone who "knows" the Seven Sisters from other sources should give this book a wide berth and keep them in mind as they deserve it.


  2. While I really liked many of Ed Greenwood's contributions to the Forgotten Realms, "Silverfall" is the ultimate failure. The whole story - when one can call it a story at all - is implausible from the first to the last word. The charactes have not even the faintest depth. The Seven Sisters are the Chosen of Mystra, and are therefore beings of tremendous power. Each of the sisters usually has her very own personality and her very own motivations, as well as being quite intelligent and sometimes even wise. In "Silverfall" they are simply a bunch of arrogant fools. They are running about without rhyme or reason and rush headlong into every trap and every danger set for them, missing not even a single one. Half of the time they are surviving their arrogance and foolishness only because they are the great and mighty Chosen of Mystra. The other half of the time it's sheer luck and one must wonder if they are secretly also the Chosen of Tymora (the goddess of luck). Why the Seven Sisters must constanly be unclad is also beyond me ... but that's another story. Everyone who "knows" the Seven Sisters from other sources should give this book a wide berth and keep them in mind as they deserve it.


  3. I managed to read about 15 pages of this book. I dont think I have ever read a worse book. From the start it reads like one of Ed's kids wrote it. (Does E.G. have kids? Dont know its a figure of speech.)


  4. I wish I'd read most of the reviews here before picking up this book. I wanted more on the relationships between the sisters, but instead we get one or two at a time. It's not a series of short stories, it's one long novel with different points of view (all strikingly similar.)

    Frankly, I've only read one other Ed Greenwood novel, where Elminster is in Myth Drannor, because I'm nuts for the history of elves. I disliked his portrayal of elves in that novel, and I dislike his portrayal of people in this novel. Isn't there ONE person in the Realms who can look at the Sisters and not think about sex??

    This does it. From now on, only Elaine Cunningham stories for me.


  5. I have about four shelves of fantasy books, mostly FR, and I can tell you I almost didn't bother to finish this one. The allure was learning more about the seven sisters, a couple of whom are almost never mentioned anywhere else. The problem with this book is that I didn't get much about them out of it. In fact, I didn't get much of anything.

    Most of the book is hack and slash, which I can enjoy if it's well done, but it was really just mediocre. The plot was almost forgotten in the sense that it was really used as an action delivery vehicle. It felt a bit like a Arnold movie, one of the really dumb ones like Red Sonya. When the end finally came it happened in kind of a POOF! manner that left you sitting there wondering how someone could write a 370 page book and dedicate about 5 pages to wrapping up the plot. It was almost an afterthought!

    Plot, development, etc., these were lacking, but by FAR the most irritating thing about Greenwood's writing is the bizarre sexuality he forces upon the unwitting reader. I'm a huge fan of adding sexuality to books if it fits, but Greenwood's romantic touch reads like a sledgehammer to the face. Out of the 7 sisters I believe every one except the ghost shoved her tongue in some guy's mouth - almost in those words. Not only was the style grotesque, in the tradition of 14 year old pron, it was completely out of place. All of these super powerful mages happen to be sexy little kittens who can't control themselves even when faced with massive, life-threatening conspiracies? Bah. Anyone who thinks I'm a prude can find me lurking in any number of Hollywood clubs each weekend, so when I say this stuff was out of place, rest assured it's not because I'm uptight. It was simply poor writing.


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Posted in Roleplaying Games (Monday, September 8, 2008)

Written by Julia Martin and Eric L. Boyd. By Wizards of the Coast. The regular list price is $25.00. Sells new for $21.95. There are some available for $8.80.
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5 comments about Faiths & Avatars (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9516).
  1. One of the best accessories for the Forgotten Realms setting. If you have clerics as PC or NPC in your campaign, you shouldn't wait any more to get this one. Has every god of the FR with lot or informations about pantheon, church and above all the specialist priests for all gods. Don't wait! You are missing something really incredible! Hope you enjoy it as much as me and my players did!


  2. In my humble opinion, this should be bought if you are planning to play a campaign in the Forgotten Realms setting. This book has it all. It explains the history of religion in the realms, it explains the expectations of the clerics in each religion. The granted powers of the clerics are very powerful, but can be adjusted for any campaign. It explains the allies and foes of each religion, the restrictions, the minimum requirements, and day to day duties. It would take me more than a 1000 words to give the book the justice it deserves.


  3. Definitely an excellent guide to every major religion in the Realms. There do happen to be a few missing, but it's neither here nor there when you take in all of the information for use in your Forgotten Realms campaign. From specialty priests and their specifics to god-specific spells, you've got enough information to answer any strange question your players throw at you, or at least enough information to squeek your way out of it. This is a must-have item for anybody who uses religion as a role-playing tool in their campaign.


  4. This book and its second sequel, Demihuman Deities, should be on every player's shelf. Powers & Pantheons (the book directly following this) was a big let down.

    F&A is still a very worthwhile buy, even if you've converted to 3rd. Most of the material is story based (rather than mechanics based.) It's worth it for information on Moander, Bhaal, and some other deities who `died.' Some of the deities were shortchanged in the newer FR hardcover. F&A has complete write-ups and pictures for these gods as well.



  5. Faiths and Avatars, Powers and Pantheons, and Demihuman Deities make up for one of the BEST Forgotten Realms accessories (they are in trilogy form) ever made. The Trilogy sheds light on exactly what the title says: Gods-and there sure is lots of them! The books, which are very well written and very well presented, also focus on other areas such as each church's distinct culture, tradition, and history. As a result, they will win you over for sure!

    Eric Boyd does a FANTASTIC job of presenting the different pantheons, ranging from background history, to rank descriptions, to their respective magic, thus allowing for the creation of important people and characters, to adventure hooks and encounter tables, to magical items and artifacts, to new spells and treasures. This accessory has it all and more!
    Each god has his own supplementary text information, clerics' and worshippers' alignments, Specialty Priest class and their alignments, church symbols, specific spells, special abilities, dress garb, even information relating to actual temples.

    For other FR references/adventures, I STRONGLY recommend: the Old Empires accessory on Chessenta, Mulhorand, and Unther, Dreams of Red Wizards on Thay, Dwarves Deep, Draconomicon, the Jungles of Chult and Moonsea accessories, the Shadowdale, Tantras, and Waterdeep adventures, the Ruins of Myth Drannor (Elven pantheon) and the Ruins of Zhentil Keep Box Sets for Bane vs Cyric material (they are Second Edition AD&D, out of print and it will take a bit of searching, but it's well worth it). For updated editions of events in the Realms, see the Third Edition Forgotten Realms Campaign Setting, which even though is quite expensive, is still very useful to all FR fans.

    Moreover, for those interested in the gods, the Forgotten Realms novels to read are: The Avatar Trilogy- Shadowdale, Tantras, and Waterdeep, the Prince of Lies, and Crucible: the Trial of Cyric the Mad. In addition, the Ring of Winter is relevant to the Chultan pantheon and specifically to Ubtao, as it is the only novel set in the Jungles of Chult.

    Faiths and Avatars, Powers and Pantheons, and Demihuman Deities along with the Forgotten Realms Adventures accessory, and the three Forgotten Realms Campaign Settings (one for each edition) are a "must!" They all compliment each other.
    Whether you are playing in the Forgotten Realms or in the Planes, this trilogy of books will be of tremendous help in collecting all the information you'll ever need.


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Posted in Roleplaying Games (Monday, September 8, 2008)

Written by Aaron Demski-Bowden and James Kiley and Matthew McFarland and Chuck Wendig. By White Wolf Publishing. The regular list price is $29.99. Sells new for $22.79. There are some available for $75.59.
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3 comments about Werewolf The Pure (Werewolf).
  1. The long awaited guide to one of the primary antagonists of the Werewolf game, this book gets you inside the mind and culture of the Pure. The book explains their take on the myths of the Uratha and how they help to establish and maintain the culture of hate in which they live. The book does an excellent job of allowing them to be understood without making them sympathetic and without dispelling the fearful mystique which surrounds them. Highly recommended to anyone who is going to use the Pure extensively in their campaign. It will allow you to add depth and character to what could easily be a two-dimensional villian and should be much more.


  2. The Pure is a 192 page hardcover supplement for World of Darkness: The Forsaken, presenting the werewolf antagonists known as The Pure. As with most of the Whitewolf supplements the detail presented is staggering, and perhaps even a bit overwhelming at times. The book begins with a compelling narrative into the history of The Pure, of Father Wolf's betrayal by Mother Moon, and her creation of the Forsaken and of the Forsaken nearly driving the Pure into extinction. It is this preamble that sets up the Pure as a sympathetic antagonist, fighting to reclaim what they had, and growing in power.

    The complicated society of the Pure is explored along with the various clans. Their mating habits, various rites of passage and "becoming", oaths, secrets, and much more are explored in exhaustive detail.

    The second chapter deals entirely with the three tribes of the Pure, The Fire-Touched, The Ivory Claws, and the Predator Kings. In each tribe you'll find info about that tribes goals and mindset, tribal abilities, recruitment, combat and infiltration tactics, societal interaction, sample Pure characters, and Pure character types or classes for lack of a better term.

    The third chapter will be the most important to players as it deals with the rules of creation for Pure characters. Abilities are referred to as "Pure Gifts", and include a wide array of attack and defensive combat skills. In addition to these gifts are a host of ceremonial rites which can serve to increase abilities or grant other powers.

    The final chapter is for the Storyteller and includes everything they need to know about developing and running a campaign with the Pure. These include about a dozen or so very detailed story hooks which can easily be dropped into any existing story. The last thirty pages or so makes up a scenario that can be played out in the Pure domain of Santa Fe, New Mexico. This features points of interest, territories, ongoing conflicts and story hooks, and close to twenty, fully detailed notable characters of the region. This all makes for a nice starting point for a game with the Pure.

    As with most White Wolf books, you'll really need to spend a good deal of time familiarizing yourself with the contents and there's a lot to absorb. That's also part of the fun though as well because the books are always so well written and The Pure is no exception. A solid edition to the World of Darkness.

    Reviewed by Tim Janson


  3. Just got this in the mail, been reading it and I have to say, next to Predators, this is the *must* have book for Werewolf the Forsaken. Its been along time that an antagonist book has come along that has made me really quiver with fear. This book covers the quintessential werewolf enemies, has very detailed rules on the 3 Pure tribes and how to create, develop them. Also contains detailed rules on how Pure werewolves indoctrinate and convert forsaken werewolves into their tribes and also expanded gifts and rites unique to the Pure.

    The intro fiction paited a very, very vivid picture of this group of werewolves. If played and run correctly these werewolves are the ultimate villains. Excellent!!


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Posted in Roleplaying Games (Monday, September 8, 2008)

Written by Kevin Siembieda and Bill Coffin. By Palladium Books. The regular list price is $21.95. Sells new for $11.84. There are some available for $12.50.
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No comments about Land of the Damned Two: Eternal Torment (Palladium Fantasy RPG).



Posted in Roleplaying Games (Monday, September 8, 2008)

Written by White Wolf Publishing. By White Wolf Publishing. The regular list price is $15.95. Sells new for $19.00. There are some available for $23.95.
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1 comments about Tribebook: Glass Walkers.
  1. The Glasswalkers have the most interesting history among the tribes, and this tribebook brings it out perfectly. From all the various names the tribe has had, the book not only covers them, but lists the gifts that each version would have. if you are the least bit interested in the "Weaver tribe", then get this book.


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Posted in Roleplaying Games (Monday, September 8, 2008)

Written by Aaron L. Overton. By DemonBlade Games, Inc. The regular list price is $16.00. Sells new for $9.33. There are some available for $8.86.
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1 comments about Gwar Rumble in Antarctica: Miniature Game.
  1. Time to sharpen up your axes and get your swords polished, Demonblade games takes you on a no-holds-barred tour through the world of the Scumdogs of the Universe, and in the process shows you how to bring all the carnage, misery and destruction to your very own tabletop. Designed as part of the War Engine system, GWAR:Rumble In Antarctica is easy to learn, fun to play and allows you to incorporate anything your sick little minds can dream up into your games. Have fun and remember it's only a game... or is it?


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Warcraft: The Roleplaying Game
The Day of the Tempest (Dragonlance Dragons of a New Age, Vol. 2)
Laws of the Night (Mind's Eye Theatre)
Michael Moorcook's Stormbringer (Stormbringer Roleplaying Game, 2115)
Silverfall: Stories of the Seven Sisters (Forgotten Realms)
Faiths & Avatars (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9516)
Werewolf The Pure (Werewolf)
Land of the Damned Two: Eternal Torment (Palladium Fantasy RPG)
Tribebook: Glass Walkers
Gwar Rumble in Antarctica: Miniature Game

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Last updated: Mon Sep 8 05:41:57 EDT 2008