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ROLEPLAYING GAMES BOOKS
Posted in Roleplaying Games (Thursday, December 4, 2008)
Written by Chris Hartford and Michael B. Lee and Lucien Soulban and Adam Tinworth. By White Wolf Publishing.
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2 comments about Veil of Night (Vampire: The Dark Ages).
- This is a great historical geopolitical look at the Middle East of the Dark Ages for Vampire. White Wolf does a good job of showing us the Kindred of the Middle East who have been influneced by living in the geographic center of 3 major world religions. The impact of the faiths is obvious in all of the clans. White Wold has taken pains to accurately reflect the culture of the times and superimpose it onto the likely reactions of supernaturals. If you play Vampire: Dark Ages and wish to have a religious themed game or an exotic setting then this is the book for you.
- Probably the best book for the Dark Ages setting thus far, this Year of the Scarab release focuses on the Islamic world in the context of Dark Ages: Vampire. After opening up with a short fiction of a vampire's meeting with Mohammad, and another short fiction focusing on a the lengths that ashipu (Middle Eastern vampire magicians) must go to, we get to an excellent introduction. The introduction explains what the book is an isn't, as well as giving us a lot of useful books, magazines and websites to visit concerning the real history of the Islamic world. Remember that while the west was in the "dark ages", the Islamic world was experiencing a golden age of science and learning. There is also a lexicon of Arabic and Islamic terms that are used in the book, and more specifically the context they hold in the game.
The first chapter covers the history of Islam, giving a biography of the Prophet Mohammad, as well as a historical account of the spread of Islam across the Middle East and North Africa. The second chapter continues by giving a look at Islamic beliefs and practices, both from mortal and vampiric perspectives. The most interesting part here is a description of the Ashirra sect, a brotherhood of Islamic vampires who seek to redeem themselves. Very good for Storytellers and players alike, as this section is almost essential for understanding how and why the Ashirra work. The next section is a bit of IC stuff, written by an Assamite vizier as he travels from al-Andalus across north Africa to Arabia and the Holy Land, and from there to Baghdad, Persia and finally disappearing in the east, killed by some unknown force. Think something like the vampiric equivalent to ibn Batutta. At the end are a bunch of profiles of NPCs he met along the way. Almost all of the NPCs are interesting and unique, and can easily be placed in a chronicle. The next chapter covers the various clans (all called by their Arabic names) in the Middle East, and things are quite different. As would be expected, the Assamites and Setites are dominant, but the Brujah, Nosferatu, Gangrel, Ravnos and Lasombra are also quite influencial. Indeed, all western clans (save the Tzimisce and Tremere; the Ventrue are also rare being represented only by a small Arabian bloodline) are represented to some degree, along with three bloodlines: the Salubri, Baali and Laibon. Some of the alternate takes on the various clans are quite interesting. For instance, the conflict between the animalistic hunters and monsters of clan Nosferatu (called Mutasharid) and the peaceful Nosferatu who have adopted Islam (known as the Hajj). Indeed, the Hajj are one of the leading groups in the Ashirra. Or the Lasombra, many of whom are devout Muslims and who are treated with respect and honor. All in all, its a pretty cool section. In the end, it also gives some descriptions of Paths followed by the Ashirr and how they differ from western paths. For instance, Path of the Bedouin becomes Tariq el-Bedouin, and is focused more on living a simple, nomadic lifestyle than becoming an animal. Special attention is paid to the Path of Blood (Tariq el-Haqim) given the prominence of the Assamites in these regions. Following this is the juicy chapter, chock full of everything you need to know to run a Cainite in the region. Aside from information on the different cultures and groups (such as Berbers, Moors, Kurds and so forth) and Arabic naming conventions, there are also some sample concepts and such. Some new Merits and Flaws, specific to the setting are given, along with new Traits and even a new Animalism power (used many by vampires to create animal ghouls out of animals that drink from isolated desert oasis). There is a great deal of information on Sihr, faith based blood magic used by the Hajj. A couple paths and rituals and not much else. Given that its specific to the Hajj and maybe a few Assamite sorcerers, I guess not too much detail is needed. And theres also some systems for situations Ashirra are likely to get into as well. And then there is the next chapter, Damascus by Night, which gives an entire ready-to-run plot focusing on the secret corrutpion in the city of Damascus. The chapter gives a pretty nice amount of information about the city of Damascus, as well as the Ashirra in the city and how many of them have been subverted by the Baali. Character profiles of major characters are also given, so everything is already set up for you to run it. This ties in nicely with the closing chapter, which focuses on various supernatural threats that Ashirra are likely to face in the night. Information on mortal dangers (like crusaders and the Knights Templar and Islamic monster hunters) is presented, alongside bits about jackal-blooded Lupines (and other shapeshifters), wizards (primarily Ahl-i-Batin and Taftani, but also Knights Templar, Hebrew qabbalists and tribal shaman), ghosts, mummies, djinn and even mysterious eastern "Kindred" from the White Tiger Court... Over all, this is an excellent book. I strongly recommend it to anyone intending to run a Dark Ages game, or even a game set in the Mid-East in general. The Ashirra sect supposedly survives to the modern era, though little information is given on it outside brief references in a couple other books. More information on the future of the Ashirra sect would have been appreciated. Nonetheless, this is an excellent book and well worth buying.
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Posted in Roleplaying Games (Thursday, December 4, 2008)
Written by Stephen Kenson. By Steve Jackson Games.
The regular list price is $22.95.
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No comments about GURPS Spirits.
Posted in Roleplaying Games (Thursday, December 4, 2008)
Written by The Hackmaster Development Team. By Kenzer and Company.
The regular list price is $19.99.
Sells new for $2.95.
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No comments about Hackmaster: The Hacklopedia of Beasts Vol 2.
Posted in Roleplaying Games (Thursday, December 4, 2008)
Written by The Hackmaster Development Team. By Kenzer and Company.
The regular list price is $19.99.
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No comments about Hackmaster: The Hacklopedia of Beasts, Vol 3.
Posted in Roleplaying Games (Thursday, December 4, 2008)
Written by Nicolas Logue. By Paizo Publishing, LLC..
The regular list price is $12.99.
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No comments about GameMastery Module: Crown of the Kobold King.
Posted in Roleplaying Games (Thursday, December 4, 2008)
Written by Allen Varney and Gareth Hanrahan and Saul Resnikoff and Jeff Groves. By Mongoose Publishing.
The regular list price is $9.95.
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No comments about Paranoia - Sector Zero (Paranoia).
Posted in Roleplaying Games (Thursday, December 4, 2008)
Written by Kenzer & Company Staff. By Kenzer & Company.
The regular list price is $34.99.
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5 comments about Kingdoms of Kalamar: Campaign Setting Sourcebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying).
- This book is one of the best-created campaign worlds I did ever encounter for a RPG. The design is not based on a few powerful characters or a book, but a complex evolution of races, cities and wars. The history and the religions based on this world makes it the best described and most accessible d20 setting available at this point.
A huge advantage of this setting is the rich support by modules and books, not only is there besides this book an Atlas of the world of Tellene, there are race descriptions, adventures and much more. In short this world is believable to play in, an evolution where you can believe that actually would work if magic exists while not letting lose the major fantasy marks. I did only encounter as fast as I can recall now 1 book with a better fantasy world and that is Tolkien him self. So I can say without doubt that it is a book worth buying if you are interested in RPG.
- The Kingdoms Of Kalamar Campaing Setting is a very detailed book that skips completly over the "crunch" that seems to be a prequisite for most D&D book these days and instead get down to the serious buisiness of discribing the world.
Although many of the human realms are inspired by real world examples (Rome etc.) they still manage to portray a very different world. In the world of Tellene, humans dominate the world but are given heaps more flavour than the standard fantasy humans. Kingdoms of Kalamar uses human sub-races that each have individual appearances and culture. The section on language further enhances this and although I may never find a practical use for them (apart from naming my characters of course) they add so much to the setting, showing that there is actual structure behind the some say bizarre place names of the setting. The gods of the setting are, despite whatother reviewers have said, original and their depth is amazing. With information on the organisation of the churches, sacrafices and holy places, it is much better done than any other setting I have seen. The minor sections of the book, like the armies of Kalamar, laws and section on Tellenes constilations are not entierly nesesary but they add even more detail to the setting already displayed. Kalamar presents as a low magic campaign world but can be played at any level. One of the things I like most about Kalamar is it's versatility and the magic of the world is a prime example. There could easily be no magic or flying cities it's up to you. This differentiates this setting from those like the Forgotten Realms that are stuck at certain levels. A mature look at slavery is one of the best things I like about the setting as it is fully integrated and can be used as a moral device for my players. All in all the Kingdoms of Kalamar Campaign Setting is a very good buy for any game( because the D&D stuff in it is limited to some horse breeds, a few magic items and a NPC index) or indeed just as a source of ideas and material.
- I have been a player of Dungeons and Dragons since around 1980 or so. I believe this is the best world sourcebook on the market, bar none. The world is a nice outline, but does not have too much detail where you feel straight jacketed into running a high magic world a certain way, like the Forgotten Realms. You get a lot of plot hooks in each chapter and there are lots of ways you can run the plot hooks. And, an added bonus from the design of the book is that it is very easy to just drop in a random module or adventure here. You're not so overwhelmed with details where it would take tons of work to modify a generic adventure. A thing I particularly liked is that you, the PC, can become the most powerful person in the world. In the aforementioned Realms, there is always Elminster or some near god-like bad guy. In Greyhawk, you have legendary characters going back to the game's creation. How can you outshine them? All in all, this book will give a DM a nice world that is quickly playable and easily adaptable to any campaign you want. If you want high magic, it's easy to add in dragons, magic items and whatnot. But, what is the Realms with Elminster and a magic shop on every corner? If you want to run a low magic world, you are all set. It's certainly easier to add the magic in than take it out
- Though intended for use with Dungeons and Dragons 3rd Edition, this background-heavy, rules-light sourcebook can be used for just about any RPG system. Where most commercially available campaign worlds for gaming are based on someone's hodge-podge home game, the World of Tellene was built as a whole, with thought to plate tectonics, ecology, weather patterns, cultural migrations, wars, linguistics and sociology all taken into account from the start. Magic flavors the mix, but isn't responsible for illogical juxtapositions like an arctic climate at the equator or similar aberrant phenomenon.
Six human culture/ethnicities clash and mix to destroy or create nations; hobgoblin empires struggle to maintain and expand against hostile neighbors; elves, dwarves, gnomes and halflings try to keep their cultures living and free from the dominance of human influences. Orcs, giants, and monsters on the fringes of civilized lands exist logically according to their natures and resources, with realistic rivalries and goals. Histories of peoples and nations, backgrounds for adventures, current events, languages, timelines, military forces and more are detailed here - while leaving future events entirely up to the DM and the players. The setting is also well supported by adventure modules, a Player's Guide, an Atlas, sourcebooks, and a web-community where the designers actually thrive on feedback from the consumers. It's also the only Offical game setting produced under license for the D&D3e game system by a company other than Wizards of the Coast, with far greater quality standards than what mere d20 licensees produce.
- When I first started gaming over 25 years ago there wasn't much in the way of campaign settings other than modules. When it came to a world, you were pretty much on your own. Then TSR came out with the World of Greyhawk in the early 80'swhich at the time was quite wonderful. You got a couple of nice maps and two soft cover books detailing the lands and peoples of Greyhawk. Times have really changed! Kenzer and Co. have produced one of the most detailed and rich campaign settings ever for Dungeons & Dragons in this massive 272 page hardcover book.
"Kingdoms of Kalamar" introduces us to the lands and peoples of the continent of Tellene. The first two-thirds of the book detail everything you could possibly want to know about the area with a different chapter for each kingdom. These sections detail the climate, population, government & politics, military, temples, economy, underworld, and interesting sites of all of the cities and towns within each kingdom. Each of the various human peoples is described meticulously including their histories and migrations, physical make-ups, styles of names, even their alphabets.
The attention to detail is staggering as each city is give a one to two page synopsis that in addition to the info mentioned previously, also includes the city's history, notes on demi-human and humanoid populations, notable NPCs, and also provides anecdotes that can be used to develop adventures in these various regions. For example, we learn that in the city of Ospolen the daughter of Duke Letton has been kidnapped and the Duke is offering a reward of 10,000 gold pieces for her safe return.
"Kingdoms of Kalama"r is filled with political intrigue providing a framework for more than just the typical hack & slash gaming experience. We learn that the Empire of Kalamar was once much larger but the current ruling family has managed to lose nearly half its territories. The Duchy of O' Par declared itself independent just eighty years ago without reprisal and the Principality of Pekal rebelled against the empire over one hundred years ago and now the Empire is dead set on regaining the territory. These various notes and interesting sites will provide the DM with many solid foundations for adventures for player characters.
The selling point of any campaign setting is if it's just words on a page or if the world is truly living and breathing. Kingdoms of Kalamar is incredibly vibrant. While maybe some gamers find the various political intrigues of these lands unneeded in a role-playing game, I found that they added tremendous depth. So often, campaign settings tend to be very one-dimensional with flat histories and characters. Not so in "Kingdoms of Kalamar." In the east on the Kaotoon Island in Reanaaria Bay you will find Aasaer, the City of Pirates. Described as having "seedy taverns that litter every corner, murder victims rotting in the alleys, and prostitutes crowding the doorways", it's a location that sounds like a fun place to visit!
The final one-third of the book features sections on the various organizations and groups of Kalamar, major languages, law in the kingdoms, and appendices on constellations, armies, and NPCs. The book also gives a description of each of the nearly four dozen Gods of the world with their names in the assorted languages, symbols, typical appearance, raiment colors, etc. A short history of the gods is provided as we learn that the Creator made fifty-four gods, each representing a different aspect of Her personality. The Gods eventually war amongst themselves and nearly a dozen are destroyed. Now they use the peoples of Tellene as their pawns, drawing power as their number of worshippers increase.
The book also has two large, fold-out maps with the entire continent of Tellene, beautifully done. A nice touch is that the developers did not mar the map with a grid. Instead they provided the nice touch of including a tear-out, clear plastic overlay with a hexagonal grid to place over the map.
Different people look for different things within a campaign setting. I don't like to have everything spelled out for me, taking the creative thought out of the game. "Kingdoms of Kalamar" provides a detailed framework from which the DM can create all manner of adventures from. This is an extremely well constructed world, ready to be trampled underfoot by your player characters!
Reviewed by Tim Janson
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Posted in Roleplaying Games (Thursday, December 4, 2008)
Written by Ethan Skemp. By White Wolf Publishing.
The regular list price is $10.00.
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3 comments about Silent Striders Tribebook (A Sourcebook for Werewolf: The Apocalypse, Tribebook 9).
- This Tribebook is very nicely put together. It includes a lot of history and cultural information on the Striders as well as the usual new Merits and Flaws and Gifts. I learned quite a bit just reading this one, and I consider it to be money well-spent. The Totems offered were interesting too. I'd say this is a must-have for Storyrellers and dedicated players alike
- The book contains an introduction to being a silent strider in a masterful manner, taking you on a head-first tour of trailblazing fun. The allusions to many epic Egyptian tales and their modified form in the World of Darkness makes this book an uptmost intriguing book to read. For mechanics, the book provides some interesting but balanced fetishes, gifts, and totems. Even the five basic auspice archetypes aren't silly. A good buy overall.
- This book gave me tremendous respect for the Silent Striders, the least respected of the Garou Tribes. Learn all about their spiritual roots and why exactly there are no Garou in egypt. Very interesting crossover possibilities into Vampire: The Dark Ages and The Masquerade. This text goes into so much detail about the tribe, even revealing how to name your Strider, and which Egyptian gods were Garou and which were Leeches. Learn about the War of Rage and the reason that Stiders attract wraiths. A definite must-read for fans of The Apocalypse. The best character I ever played was a direct result of reading this book.
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Posted in Roleplaying Games (Thursday, December 4, 2008)
Written by Bryan Steele. By Mongoose Publishing.
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No comments about Supplement 2: Traders & Gunboats.
Posted in Roleplaying Games (Thursday, December 4, 2008)
Written by Stephen Schubert and Nicolas Logue and Tim Hitchcock. By Wizards of the Coast.
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5 comments about Eyes of the Lich Queen (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting).
- This seems to be one in the latest trend of WoTC adventure products for its various gameworlds. Once again, this is a set of adventures that make up a mini-campaign taking the players through various levels. It uses the latest formatting design from WoTC. That is, having encounters in a separate area, at the end of the chapters, complete with maps. Honestly, it is confusing at first, having to jump back and forth between the non-combat description and the tactical scenarios. It takes maybe two sessions to get the hang of it, in my opinion.
The adventure itself is very intriguing to read, and hopefully this will translate to the gaming table. The encounters are challenging, and the authors seem to have made very tough, and memorable opponents instead of your basic cookie-cutter monsters. There are a few typos and omissions in the text, which unfortunately, bring a good quality product slightly down.
In summary though, well worth purchasing. Plenty of surprises for players, and so far, loads of fun to run.
- This is a well written adventure with some extremely good ideas on DMing and keeping the story moving. My only real problem with it is the price and the fact it is a soft bound book. If I wanted to overpay for something I would have bought this at a comic book shop.
- Eyes of the Lich Queen is a campaign/adventure book designed for the Eberron setting although with a little creativity and work, it can really be dropped into any fantasy campaign of your choosing if you do not play in Eberron. You'll require all of the standard books to play. The adventure is designed for four 5th level characters although five or six may be more reasonable. This is a good ol' fashioned quest adventure with the players seeking an artifact called The Dragon's Eye. The ancient artifact was created during the age of Demons and its said the Eye can give the holder total domination over dragons. The dragons are none to happy about someone finding the artifact that had been considered mere legend. They set out to find the Eye for safekeeping. Meanwhile, the lich queen Vol is dead set on finding the Eye for herself and has set her agents about finding the artifact.
The adventure is plated out over four parts and at 126 pages, is a fairly lengthy adventure, designed to take the player characters from 5th to 9th level by the time the campaign is finished. The journey will take the group over 5,000 miles in their travels although DM's are encouraged to give players a sense of the vast distances they are traveling without bogging them down with random encounters every step of the way. The designers are looking for an epic feel to their adventure, not a tedious one. The players will be drawn into their adventure with the promise of a great treasure, hired by a Silver Dragon named Sur'Kil, who will appear to them in the form of a middle-aged human.
The first target is the Temple of Kha'shazul, located in the jungles of Q'barra, and home to various tribes of Lizard Folk. Sur'Kil speaks only of ancient relics to be found within the temple but does not mention the Eye specifically. With the ancient temple is where the players will first hear mention of the Eye and, should they survive the temple, report their findings to Su'Kil. Sur'kil then sends the players on the path of another ancient artifact hunter who sought the Eye. Next up the players go island hopping, encounterin pirates, and eventually finding themselves at the prison fortress of Dreadhold, searching for an old gnome who has important symbols and notes tattooed into his skin that will lead the players to their next clue on the trail of the Dragon's Eye.
Like the other adventure books, Eyes of the Lich Queen presents the locations in full, and in brief overview, with the specifics of each encounter area coming after that. The thing I like most about the book is the sense of wonder and scope of the entire adventure. This isn't just a jungle crawl but a truly epic, world-spanning quest to exotic locations, cities, and yes, dungeon settings as well. There's also a strong sense of intrigue as well. The players are not only pitted against the creatures they encounter along the way, but also against the forces of the Lich Queen Vol and her deadly agents who believe the players may have already located the eye. Of course, it will take a deft DM to really bring this all home to the players and hopefully, yours is one!
There's a lot to do in Eyes of the Lich Queen and it need not be followed in linear fashion...again, a skilled DM can really make this a great time for the players. There are scores of maps in the book! I personally don't play Eberron, but as I said, it's no big deal to drop this into, say, a Forgotten Realms campaign or even one of your own designs. One Beef...I'd have liked to seen this at around $20 rather than $25.
REVIEWED BY TIM JANSON
- This is a great twist for Dragonmark and non Dragonmark races alike. The four pc's I am running through it are loving it. The new encounter system is great. You don't need to lug around all your monster books, it has everything you need to know in the book itself. From tactics to different scenarios, depending on what the pc's do. This adventure will easily take characters from 5th to 9th. Keeps the pc's rockin with little down time.
- Eyes of the Lich Queen is a roller coaster ride through Eberron. This adventure is very substantial promising hours upon hours of excellent gaming time. With Dragons, Dungeons, Dragonmarks, and adventure all across the land, what more could you ask for?
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Veil of Night (Vampire: The Dark Ages)
GURPS Spirits
Hackmaster: The Hacklopedia of Beasts Vol 2
Hackmaster: The Hacklopedia of Beasts, Vol 3
GameMastery Module: Crown of the Kobold King
Paranoia - Sector Zero (Paranoia)
Kingdoms of Kalamar: Campaign Setting Sourcebook (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Silent Striders Tribebook (A Sourcebook for Werewolf: The Apocalypse, Tribebook 9)
Supplement 2: Traders & Gunboats
Eyes of the Lich Queen (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Eberron Setting)
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