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ROLEPLAYING GAMES BOOKS
Posted in Roleplaying Games (Wednesday, October 15, 2008)
Written by Eric Brennan and Deirdre Brooks and Conrad Hubbard and Lydia Laurenson and Dustin Shampel. By White Wolf Publishing.
The regular list price is $24.99.
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2 comments about Books of Sorcery 4Roll of Glorious Divinity: Gods & Elementals (Exalted).
- While I have no issue with the book itself (a great tool for Second Edition Exalted STs), buyers should be aware that some copies of this book were printed with a typo on the cover and title page such that they read "Roll of Glorious Divininty." The copy I purchased from Amazon came with this typo.
I don't particularly mind, and I'm sure they'd exchange it if you wanted, but if you don't want to deal with the hassle of that, you might want to find the book in a store where you can check in advance.
- Fans of any edition of Exalted will want to grab up Roll of Glorious Divinity 1, Gods and Elementals. Inside, we're given a detailed write-up on various types of gods, from the Masks (whose true purpose has been forgotten) to Bloody Hands, little gods of murder and more, with new charms for these beings, advice on playing them as NPCs as well as Player Characters in an Exalted series. It's not necessarily a must-buy, but it is worth the cost.
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Posted in Roleplaying Games (Wednesday, October 15, 2008)
Written by Loren L. Coleman; Christoffer Trossen. By FASA Corp..
The regular list price is $22.00.
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5 comments about Classic Battletech: Field Manual: Capellan Confederation (FAS1717) (Battletech Field Manual).
- Its nice to see FASA release a Field Manual on the CC. They always seem to be overlooked. The book is good at providing the in-depth information that you would expect from a Field Manual, but seems to be lacking some of the refinement that is present in the other House Field Manuals. A definite addition to any hardcore BT fan's library.
- This addition to the field manual series is easily as good as the Draconis Combine book. A couple of things prevent a full 5 though. First, there's almost no information on the Mariskova(sp?) and there is a problem with the Marshall variant that supposedly uses the stealh armor(the problem being, in addition to not having stealth armor, it can't - not enough open crits due to ferro-fibrous and jump jets). The new tech is pretty extreme, but well balanced. Definitely a must buy.
- This is a must-have for anyone who reads the Battletech novels. This catches you up on all the events that are going on that the authors don't write about in the novels, including the Death Commandos, who are a fearsome unit that get very little novel space.
- Truly a must read. The Cappellan Confederation is stronger now than it had been since the devastating 4th Succession War. As the old ways are swept aside by the new Chancellor Sun-Tzu Liao, the Cappellan state has used its recovery to take back what is theirs. With new weapons, ships and units that are better trained and motivated. The Cappellan Confederation is poised to reinvent itself as a new power. Although the manual did not discuss the impact of the Trinity Alliance with the Magistry of Canopus and the Taurian Concordat, the lack of information on the Maskirovka still could not blunt the book from giving the Confederation an impressive standing.
Where the Confederation will strike next is uncertain. With the Federated Commonwealth on the verge of Civil War, I am sure Sun Tzu will take advantage of the opportunity and exact his revenge. This Field Manual will show you just what he has as his tools.
- The Capellan Confederation is going through a "Xin Sheng" movement, which means "Rebirth" in Chinese. Led by the wise and, surprisingly, sane Sun-Tzu Liao, the future is bright for the Capellan Confederation.
The Field Manual includes information on Capellan Confederation Units (including Warrior Houses and the Death Commandos), the St. Ives Compact and the Free Capella movement. Along with this are a load of new MW 3rd Edition things, like the St. Ives Compact affiliation, loads of new life paths (like Warrior House aspirant or Death Commando covert tour). Plus, the new Stealth Armor, new missile munitions, new 'Mechs and 'Mech variants, and the Feng Huang Cruiser. Buy this, even if you aren't a Cappie! Its so cool!
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Posted in Roleplaying Games (Wednesday, October 15, 2008)
Written by Kevin Siembieda. By Palladium Books.
Sells new for $22.95.
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5 comments about Rifts World Book 11: Coalition War Campaign (World Book).
- You either love them, or you hate them. Either way, the Coalition States of America is THE part of any Rifts game set in North America. Until this book, the New German Republic has been the undisputed high power in the dwindling human domain. Now, with new weapons, armor, tactics, and ambitions, the Coalition States flexes its human supremecist muscle with all new force. The new CS Body Armor rivals even that of Triax, and the new weapons have a destructive capability that dwarfs other North American forces. And with new power armor and robots (from the organic-looking Glitter Boy Killer to the fearsome super-SAMAS) they forces of the CS can tangle with any supernatural baddies who get in their way. The design of the new equipment has a serious "Jim Lee" feel to it, where the guns are so large you have to arch your back to carry them, and the armor suits have sleek curves and exagerrated muscular molding. I'm more of a fan of the Triax design (designed more for function and less for fear factor) but the new styles are perfect for Coalition motivation. Like them or not, you can't ignore them in your campaign any longer.
- This is one of the best rifts books ever made. A must have for Rift fan
- insanely huge amounts of thoughtful world information, well-rounded OCCs, equipment & weapons, and adventure ideas make this book one of few "diamonds" in palladium's "rough" rifts series. has munchkin potential, however, but that can be easily curbed with the reminder that only cs officers in need get firestorm tanks (kidding..)
- this book is by far the best book for a north america Campaign. I remeber when you reach about 5th level, in a group of 5 or 6 the average S & D unit is a push over.... well now you will run and run and run when a S & D unit sees you.
- World Book 11 is very good if you are interested in new equipment. If you are looking for some fleshing out of the North American environment, it's not bad. If you want to know about the details of the "Campaign for Unity", you'll be disappointed.
Asides from a short rundown of those potentially involved, there just isn't much about this long awaited war. No estimate of the total number of units involved, their composition or their locations are given, no dates are provided. No real idea of the paths that the Coalition will use to advance are mapped out. None of the "special defences" that we've heard about, prepared by those in the Coalition's path, are discussed. Palladium took the approach with this book that the GM will detail everything but the new equipment, OCC's, etc...
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Posted in Roleplaying Games (Wednesday, October 15, 2008)
Written by Beth Moursund. By Thunder's Mouth Pr.
The regular list price is $21.95.
Sells new for $5.76.
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5 comments about Magic: The Gathering: Official Encyclopedia: The Complete Card Guide, Volume 2.
- It so good it has tempted me to buy alot of Magic cards
- I collect the cards and I don't know how I would have known if they were rare or common cards if I hadn't found this book. It's the best!
- If you are a mtg collector, you definitely need this book. Although it is much "thinner" than Volume 1 but it's still a must for any serious mtg collector
- Richard Garfield is the creator of Magic The Gathering card game. This book gives the reader an in-depth look into the game and shows the beautiful illustration that each card contains. This is a must have for all players and collectors of the card game.
- though i dont have this book my friends say its an excellent book and I've seen it for my self and it is definatly a must buy
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Posted in Roleplaying Games (Wednesday, October 15, 2008)
Written by Kevin Ross. By Chaosium.
The regular list price is $25.95.
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4 comments about H.P. Lovecraft's Kingsport: City in the Mists (Call of Cthulhu Roleplaying, 8804) (Call of Cthulhu Roleplaying, 8804).
- I have already the Arkham book, with plans to soon purchase HP Lovecraft's Dunwich, but I have to say I absolutely love HP Lovecraft's Kingsport. It is fll of interesting descriptions, characters, and adventures, as well as a facinating cult that could easily center in a campaign. If there is one thing I do find annoying about this book, it is its size (not very large), but it was still easily worth my money. And one complement I have to give it is that it has finally found a way to drive away those omnipresent ghouls.
All in all, it is a very good book, that portrays a very creepy little town, with enough horror in it to drive more than one investigator mad...
- Lovecraft is, I think, best known for his adjectives. More than Cthulhu, even than the Necronomicon, Lovecraft distinguishes himself by a flood of adjectival description for every object, person, landscape, and sensation. The effect is hypnotic, causing the reader to feel immersed in the actual location. I have always thought of Dunwich's adjectives as grubby, ramshackle, and decayed; for Arkaham, I think of dark, secretive, ancient, and haunted. After reading the Kingsport sourcebook, I have an even stronger feel for that location: quiet, contemplative, shrouded in mystery. The rhythm of wave and tide pacing the flow of time from one generation to the next. The ubiquitous mists sheltering the town from the march of progress, allowing memories to accumulate. It seems like the perfect location for an ancient mystery to resurface.
One excellent aspect of the Lovecraft country books is the inclusion of at least some of Lovecraft's original stories dealing with the town - that is why we're here, after all. Kingsport's stories are "The Strange High House in the Mist" and "The Festival". I would have also liked to see the inlcusion of "The Terrible Old Man" as well as "The White Ship", but that might conceivably be giving away too much.
There follows some short sections on what life is like in Kingsport, the history of the town, and the low-down on the local cult (which I thought was pretty good). Afterwards is the standard breakdown of the locale into neighborhoods/regions. Each section lists any interesting residents, locations, and any useful items or information located there. I find this to be an excellent inspiration for ideas. If you are not completely into one-shots, an excellent long-term idea would be just to explore the town, investigating history and mystery. I know that my gaming group actually likes this sort of thing better than epic quests and whatnot. I also really like the town directory, sorting people, places and things into categories for easy reference with their page number.
About half of the book is scenarios. There is a short section on how to use character dreams during gameplay and then 3 scenarios. I really can't say much about them without being a spoiler. I can say that "Dead in the Water" has a lot of material and looks very intense and draws out many of the unique characteristics of Kingsport.
- This book is perfect for create any adventure you wuold like to set in Kingsport.
Here you find all the information you need: people, buildings, legends, maps, and so on.
- And the investigators just planned a calm vacation on a shore town...
Kingsport offers a different feel for Call of Cthulhu campaigns. Few other locales are as tied to the Dreamlands as this small town. Not that Kingsport lacks some of the rugose and eldritch horrors of the Mythos, but Keepers can construct scenarious around some of the more fantastical, less ghastly elements that Lovecraft wrote. Chaosium delivers much potential intrigue in detailed descriptions of locals and locales.
The included adventures range from merely good to the brilliant and harrowing, "Dead in the Water," one of the more challenging adventures written for the game. My players still talk about the dangers of the Star Mother years since their encounter - a testament to some ingenious writing and plotting.
A Must-By for any CofC Keeper.
I can say that "Dead in the Water" has a lot of material and looks very intense and draws out many of the unique characteristics of Kingsport.
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Posted in Roleplaying Games (Wednesday, October 15, 2008)
Written by Kevin Siembieda. By Palladium Books.
Sells new for $13.95.
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No comments about Rifts Bionic Sourcebook.
Posted in Roleplaying Games (Wednesday, October 15, 2008)
Written by TSR Staff. By TSR Hobbies.
The regular list price is $20.00.
Sells new for $51.36.
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5 comments about The Factol's Manifesto (AD&D/Planescape Accessory).
- Its an excelent book for players and DMs, there are complete and interesant descriptions of every faction in sigil, and it makes every player to understand the ideology of his faction, i recomend to read the interviews with the factols they are excelent.
- This is one of the golden books of Planescape. The descriptions of the factions, the factols and their activities are great. Much cheaper than the other Planescape books (being 160 pages). It's filled with full-color art by DiTerlizzi and has everything you need for the low-down on the Factions. I don't think I'll keep talking about this book, just get it. You won't be dissappointed.
- I just started reading this book yesterday and it is the best planescape accessory out there. Ever wondered just who the Factols are and what they act like? Is one of your characters having trouble playing a dustman? Want to visit the shattered temple but don't know whats there? Ever wondered where the Sighners came from anyway? Just how should those bleaker NPCs act? How do I join the anarchists? Or maybe you just want expanded faction abilities or want to know the personal plans of one of the factions. All these things and more are included in the Factols Manifesto. Along with a huge collection of great art that you won't find anywhere else including maps of each faction headquarters and a portrait of each factol! Bottom line this is a must buy. If you're a DM and don't have this book yet shame on you!
- This book expands upon the factions so much from the box set. Besides DM stuff like stats for the factols and other important factioneers, it gives tips for roleplaying and excellent detail on the philosphies. Because the factions are central to the entire Planescape feel, it is extremely important to know them well. Even if your campaign has already been through Faction War (as mine has) I would definitely suggest buying this. It is perfect for bringing up past events and seeing what the future holds for these philosophers with clubs.
- Uncage Faces of Sigil is my Personal fav of the 3 Sigil Books but for a DM running Sigil this is the must have book. I really like the art work and the way the book is written. Gives the DM every thing you need to run a good Campain in the city of doors.
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Posted in Roleplaying Games (Wednesday, October 15, 2008)
Written by Mike Mearls. By White Wolf Publishing.
The regular list price is $19.99.
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2 comments about Mastering Iron Heroes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying).
- Where's an editor and maybe a reviewer when you need one, before the project comes out?
- This book is packed with ways to creat challenging & intresting combat plus it has villian classes which will help any DM creat NPCs quickly. Great selection of cursed magic items. Their is lots of info that is for Iron Heros but big chunks could be easly added to any d20 game.
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Posted in Roleplaying Games (Wednesday, October 15, 2008)
Written by Demian Linn and David Hodgson. By Prima Games.
The regular list price is $14.99.
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1 comments about Legacy of Kain: Soul Reaver 2 (Prima's Official Strategy Guide).
- I've always loved the Soul Reaver series, so when I heard a 2nd installment was going to be issued a couple of years back I was elated. But much like the original, your going to need some help if you want to minimize your frustration with Soul Reaver 2's complicated puzzles and obstacles. That is where this book comes in. Prima's guide was to the point and provided clear instructions on how to master Soul Reaver. Beautiful color illustrations, some background information of the games characters, and combat tips made Soul Reaver 2 a much more enjoyable game to play. Thegame by itself is a masterpiece with stunning graphics, great story line, and very realitic environments, Prima's Soul Reaver 2 guide enhances the magnificance of this epic game.
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Posted in Roleplaying Games (Wednesday, October 15, 2008)
Written by Jake Thornton and Rick Priestley. By Games Workshop.
Sells new for $20.00.
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1 comments about Warhammer Armies: Orcs & Goblins.
- Despite the fact that the picture for this book shows the current Orc Army book, if you look at the product details it says October 2001. This listing is for the old Orc Army book. The rules in it are hopelessly out of date, and it should not be used.
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Books of Sorcery 4Roll of Glorious Divinity: Gods & Elementals (Exalted)
Classic Battletech: Field Manual: Capellan Confederation (FAS1717) (Battletech Field Manual)
Rifts World Book 11: Coalition War Campaign (World Book)
Magic: The Gathering: Official Encyclopedia: The Complete Card Guide, Volume 2
H.P. Lovecraft's Kingsport: City in the Mists (Call of Cthulhu Roleplaying, 8804) (Call of Cthulhu Roleplaying, 8804)
Rifts Bionic Sourcebook
The Factol's Manifesto (AD&D/Planescape Accessory)
Mastering Iron Heroes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Legacy of Kain: Soul Reaver 2 (Prima's Official Strategy Guide)
Warhammer Armies: Orcs & Goblins
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