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ROLEPLAYING GAMES BOOKS

Posted in Roleplaying Games (Tuesday, October 7, 2008)

Written by Clark Mitchell. By White Wolf Publishing. The regular list price is $12.00. Sells new for $9.75. There are some available for $0.49.
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1 comments about *OP Rage Across New York (Werewolf).
  1. This is a sourcebook for Werewolf: the Apocalypse, 1st edition. As such, many of the rules are a bit out of date. However, the source material stands up very well.

    "Rage Across New York" provides everything you'll need to run a campaign set in NY state, with caerns for your characters to defend, figures for them to interact with, and an evil organization to combat. Though the Seventh Generation (the aforementioned 'evil organization') has been destroyed in the Revised version of the Werewolf setting, there's no reason you can't use them in your own chronicle, or use this information to start a campaign around the remnants of this evil faction.

    Overall, "Rage Across New York" is perfect for any Storyteller who needs a setting with lots of potential conflict, intrigue and detail. Definately worth picking up... if you can find a copy...



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Posted in Roleplaying Games (Tuesday, October 7, 2008)

Written by Teeuwynn. By White Wolf Publishing. The regular list price is $15.00. Sells new for $9.69. There are some available for $1.24.
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2 comments about *OP WoD: Gypsies (Vampire).
  1. I had high hopes for this book and although it truly didn't live up to my expectations I'm still glad that I got it before it vanished from the shelves. If you like the World of Darkness genre this is a classic giving you information on a group of mortals (though partially awakened ones) that often seem to know more than the supernaturals (Kindred, Garou, Mages, etc.) put together. It's nice to see the humans get the upper hand occasionally. It also give some info about the Ravnos vampires, and Silent Strider werewolves so if you're into these factions it warrants a look. The major drawback is the absence of an experience chart and a few inconsistancies in the rules (but, hey, it's White Wolf we're talking about here). Gypsies are a great way to add mystery and mysticism to a game without having to add a good deal of power. Let's hope White Wolf puts out a second edition...or at least reprints this one.


  2. I loved this book. It has so much stuff about Gypsies and their powers I recommend it to anyone. The world of darkness just isn't complete without these characters and I think anybody playing a Gangrel or Ravnos is nuts if they don't first make their character a Gypsy with these rules and then Embrace their character (I think it's a 2 point merit on the Ravnos web site, WELL worth it). The Evil Eye is particularly nasty, especially used in a group of Gypsies.


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Posted in Roleplaying Games (Tuesday, October 7, 2008)

By Wizards of the Coast. The regular list price is $14.99. Sells new for $10.19.
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No comments about Imperial Entanglements: A Star Wars Miniatures Expansion (Star Wars Miniatures Product).



Posted in Roleplaying Games (Tuesday, October 7, 2008)

Written by Pojo. By Triumph Entertainment. The regular list price is $12.95. Sells new for $52.53. There are some available for $3.99.
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1 comments about Pojo's Unofficial Absolute Dragonball Z: Gt Episode Reviews (Absolute (DC Comics)).
  1. Pojo's first book, "Total Dragon Ball Z" was simply the best informational DBZ Book on the market ..... until now!

    Their first book came out in 2000. Three years later they have followed it up with another great informational book. This book has detailed bios for over 500 characters that appear in DB, DBZ and Dragon Ball Gt! About 50 pages of this book are the bios, and most of the characters have good images.

    Other cool stuff includes:

    Complete Dragon Ball GT Episode Guide, with summaries of all the GT episodes.

    Complete DB Movie Guide, with summaries of all the DB/Z/GT movies.

    They also complete the DBZ episode guide that they started in their first book. The first book stopped at like episode 125. This one picks up from their, and has summaries of all the episodes through the end of Dragon Ball Z.

    There's also a cool Dragon Ball Z Toy Collectors Guide ... showing cool stuff from the U.S. and Japan.

    The book has a lot more stuff too. If you are a DBZ fan, I can't think of a better book for the price!!!



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Posted in Roleplaying Games (Tuesday, October 7, 2008)

Written by Kevin Brennan and James Maliszewski. By Green Ronin Publishing. The regular list price is $22.95. Sells new for $4.99. There are some available for $6.00.
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No comments about Mythic Vistas: Mindshadows (Mythic Vistas).



Posted in Roleplaying Games (Tuesday, October 7, 2008)

Written by Matt Forbeck. By Atlas Games. The regular list price is $10.00. Sells new for $9.95. There are some available for $10.90.
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No comments about Seven Cities (Penumbra/D20).



Posted in Roleplaying Games (Tuesday, October 7, 2008)

Written by Steve Miller and Kevin Melka. By Wizards of the Coast. The regular list price is $13.95. Sells new for $17.95. There are some available for $9.95.
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1 comments about Servants of Darkness (Advanced Dungeons and Dragons/Ravenloft).
  1. Heroes are caught in the middle of a massive witch hunt, in which both the overzealous cleric conducting the inquisition and the witches he hunts bring terrible darkness to the land. The heroes must sort out clues, avoid traps set by the opposing sides, and save the innocents from the mob's growing fervor.


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Posted in Roleplaying Games (Tuesday, October 7, 2008)

Written by Rick Chillot. By White Wolf Publishing. The regular list price is $24.99. Sells new for $12.95. There are some available for $11.64.
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4 comments about World of Darkness: Ghost Stories.
  1. So you wanna play a horror RPG that steers clear of the hack & slash violence prevalent to most RPG's? May I suggest WoD 2.0 Core Rules plus Ghost Stories.

    Ghost Stories is an anthology of five Ghost Story scenarios that you can use to introduce your character's into the Monster Hunting world without getting campy, losing mood, or letting players get overly physical.

    I always enjoyed the concept of Hunter: The Reckoning, but also disliked the campiness of the powers and the 'Imbued'. Thanks to WoD + Ghost Stories, I finally have a dark, mysterious campaign with monster hunters that are 'real'!


  2. Whilst I highly enjoy the new World Of Darkness RPG, this book is of little use as far as knowledge goes. Instead of providing information about the game it contains ideas for stories to run.

    I myself have no need for stories writen by someone else, when that is the best aspect of running a game as a Storyteller.

    So far this is the only book in the series I would recomend avoiding. If you lack creativity or imagination however, and would like to run a game, this would actually help you out.


  3. If you're in the mood for something different in a role-playing game, why not check out WORLD OF DARKNESS: GHOST STORIES?

    This book is primarily for Storytellers, and if you're looking for something beyond the typical hack-'n-slash, [...], shoot-'em-up, blow-'em-up combat games which are fine to play, but can become dull and boring very quickly, this book should fill the bill, because the five stories contained in this slim volume can give Storytellers some good ideas to work with, and build upon.

    The introductory chapter gives you a brief overview of the five stories, along with helpful ideas on how to storytell ghost stories, and how to design a ghostly character which will give you (and your players) a good scare. A basic summary of the nature of ghosts and the ways they use to keep a foothold in the mortal world are discussed, as well as the types of ghosts which player characters may encounter during a particular story.

    While you can use WORLD OF DARKNESS: GHOST STORIES with the WORLD OF DARKNESS core rulebook to introduce your players' mortal characters to the "unseen world", you can also use it with any of the other World Of Darkness games, including VAMPIRE: THE REQUIEM and WEREWOLF: THE FORSAKEN. I'll be using GHOST STORIES as the prelude to my World Of Darkness: Chicago chronicle, and if you have any of the World Of Darkness city setting books (WORLD OF DARKNESS: CHICAGO, CITY OF THE DAMNED: NEW ORLEANS or BOSTON UNVEILED), you can use GHOST STORIES with them as well. After all, Chicago, New Orleans and Boston are three of America's most haunted cities, and adding GHOST STORIES to any of these city setting books will give your VAMPIRE, WEREWOLF of MAGE chronicle a little more zip.

    The ghost stories contained in the book span a wide range of genres; from ghost towns, to the classic "haunted house" genre, to the tale of a man who discovers that death doesn't put an end to his complex domestic drama. A story about malevolent forces who can manipulate nature, along with a tale of unholy revenge are also here, including with ideas on how you can use these stories as either a prelude to your World Of Darkness chronicle, or it can be incorporated into your World Of Darkness chronicle as a one-shot story, a subplot in your current story or as a particular character's backstory.

    So, if you want a good way to introduce yourself and your players to the World Of Darkness, without resorting to the usual hack-'n-slash tales, WORLD OF DARKNESS: GHOST STORIES may be just what you're looking for. I highly recommend it.


  4. This was one of the first World of Darkness books for general use, instead of a specific game line, though it is also intended for mortal games. It has an introduction that expands on using ghosts from the Rulebook, and five stories intended both for use and for showcasing how to create ghost stories for the World of Darkness. Before I go any further, I want to point out that I am very fond of ghost stories. This is one of the first World of Darkness books I bought, and I bought it because I like ghost stories, not, then, because I knew and liked White Wolf's style. So, if I start waffling on about how enjoyable a particular story is, keep in mind that I reading this for the entertainment value, not necessarily the gaming.

    Having said that, I thought the introduction opened the book on a high note that kept going. The intro begins a good little overview of why people keep telling, and listening to, ghost stories. After that is a general breakdown of all the elements of Storytelling a ghost story, such as suggestions on types of ghosts, how to balance their attributes, when and how to break the rules for story purposes (primarily to throw off players that think knowing the core rulebook means knowing everything about World of Darkness ghosts), and a guide to the story elements. That also features a comparison of the differences between ghosts in a mortal game and ghosts in a supernatural game.

    The stories break down into roughly three types. The first and fourth are more about supernatural sites with ghosts. The second is a haunted house. The third and fifth focus on one ghost. The first story is about a literal ghost town - the town has died, but in so doing has created a lingering presence. This story is one of the classic "trapped and can't escape" types. It is intended as a good story to bring a disparate group of mortal player-characters together. The second story features a big, creepy mansion that is now haunted. According to the author, played at full strength it could wipe out a group of mortal characters, so it is intended as either a stand-alone story or the characters survive a brief initial encounter and return later to (try and) end the haunting. It is also intended as a showcase of how to design a haunted house, with descriptions of the ghostly echoes for each room. My main criticism for this story is that the author created an incredibly detailed and involved backstory for the people that became the ghosts, and also states that the characters are extremely unlikely to ever find much of it out. I love how the White Wolf writers go into such detail for so many of their characters, but this is one time when the type and level of detail seems more than the story would ever require. Also, I think it does better at being a showpiece than as a playable setting in its own right.

    The third and fifth stories, focused on individual ghosts, are the "special effect" stories of the book. Each ghost has a particular power used to incredible effect. The third story involves a tangled home life, a corrupt business life, and a series of murders for which the prime suspect is a man already dead. It seems like a good story for investigative characters. The main issue is that a lot of the drama of the story is in the realisation that a ghost is the killer, which may not be that dramatic for players that know to expect ghost stories. The fifth story has no reservations about presenting the ghost immediately. It is the story of a murdered man and about redemption, either for the murderer, or for the community that stood by and watched. It is a good but slightly restrictive story, as resolving the ghost's issues are almost the only way to deal with it, unlike in the other stories.

    The fourth story is my favourite. The characters go beyond dealing with ghosts and have to deal with something creates ghosts - a source of evil one might say, instead of just a being that commits immoral acts. This is an investigation story that ends with a battle. As such, it could be used with characters getting their first glimpse of the true World of Darkness, or the number of ghosts could be increased to challenge Mages or even Werewolves. That puts this story in contrast with the others, as I feel they are probably only suitable for investigative supernaturals intent on laying the ghosts to rest rather than just the easier option of destroying them.


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Posted in Roleplaying Games (Tuesday, October 7, 2008)

Written by Emily Dresner-Thornber. By Guardians of Order. The regular list price is $19.95. Sells new for $2.99. There are some available for $4.99.
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1 comments about BESM Revolutionary Girl utena: The Rose Collection.
  1. This book and it's follow upBESM Revolutionary Girl Utena: Book 2 The Black Rose Collection (there was supposedly a 3rd but, I've never seen it available) Are intended to be used as RPG manuals. Which is great if you're into playing the BESM RPG's but, that doesn't apply to most Utena fans. But, A compendium of detailed character and story information alongside many lovely stills from the TV series is a bit More interesting to most fans. These books delivery exactly that and are a completely wonderful resource for Utena fans! They contain detailed information on the episodes (this book contains episodes 1-13), on the places around Ohtori academy, about the characters and the symbolic imagery used in the show!
    Written for intelligent well informed fans of the show these are wonderful, Must-have resources for any Utena fan.


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Posted in Roleplaying Games (Tuesday, October 7, 2008)

Written by Bill Slavicsek. By TSR. There are some available for $2.78.
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2 comments about Night of the Walking Dead (Advanced Dungeons & Dragons, 2nd Edition: Ravenloft, Adventure/9352/RQ1).
  1. A fairly good introduction to Ravenloft for DMs and players, but yet seems to fail to provide the necessary level of horror that the writers of Ravenloft materials are always stressing. Certain elements seem glossed over, and other suggestions are impossible to carry out. A chase scene is called for, but based on the map, it seems hard for a chase scene to ensue--there is much space between houses and one does not get the sense that in this small town anything resembling an alley or a wrong turn could actually exist. Despite an attempt to create an atmosphere of horror, the action seems largely driven by a gradual increase in number and strength of opposing creatures. There are other adventure modules for low level players still in print that are also more interesting. The one benefit of Night of the Walking Dead is its brevity--it can be completed in two or three sessions.


  2. My PCs had become a little too powerful, and in the beginning I felt this adventure would be a breeze for them. Suddenly, they're facing the main enemy and I have to bring in an NPC priest to stop them all from dying. This adventure will let your PCs know they are not immortal.


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*OP Rage Across New York (Werewolf)
*OP WoD: Gypsies (Vampire)
Imperial Entanglements: A Star Wars Miniatures Expansion (Star Wars Miniatures Product)
Pojo's Unofficial Absolute Dragonball Z: Gt Episode Reviews (Absolute (DC Comics))
Mythic Vistas: Mindshadows (Mythic Vistas)
Seven Cities (Penumbra/D20)
Servants of Darkness (Advanced Dungeons and Dragons/Ravenloft)
World of Darkness: Ghost Stories
BESM Revolutionary Girl utena: The Rose Collection
Night of the Walking Dead (Advanced Dungeons & Dragons, 2nd Edition: Ravenloft, Adventure/9352/RQ1)

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Last updated: Tue Oct 7 00:00:30 EDT 2008