Role Playing Books


Books-Under-Review-->Arts-->Literature-->Authors-->S-->Smith, L. J.-->Role Playing-->30
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Role Playing Books sorted by Average customer review: high to low .

Role Playing
The Four Cities: A Game of Adventure in a Hostile World
Published in Paperback by 1st Books Library (2001-07-01)
Author: Jim Price
List price: $24.95
New price: $15.59
Used price: $14.81

Average review score:

B-E-A-Utiful!
Helpful Votes: 0 out of 0 total.
Review Date: 2005-01-25
Well, if Jim was getting royalties for this book, I'd say buy it now!! The game is really creative and has endless possibilites for endless cheese! Get it from Jim, e-mail me for further information.

Best RPG out there
Helpful Votes: 0 out of 0 total.
Review Date: 2004-09-29
I have to say that this is the best role-playing system I've seen out there. Every Tuesday night its off to play Four Cities. Based on an inventive 30d system it allows for a character to truly branch off and devolope in ways unimaginable with other systems, fighters can use magic(...). You must try this.

Role Playing
Fradella Adventure Tarot
Published in Hardcover by U.S. Games Systems (2003-05)
Author: Us Games Systems
List price: $26.00
New price: $22.78
Used price: $22.42

Average review score:

Superhero tarot deck balances comics style and symbolism
Helpful Votes: 1 out of 1 total.
Review Date: 2007-07-20
Whether you are looking for a deck of finely-illustrated superhero cards or a tarot deck with consistently symbolic imagery, this deck fits the bill. The illustrations offer a superior blend of comic book action type scenes and deeper layers of imagery to inspire reflective interpretation during a tarot reading. I know of no other tarot deck that combines these two different elements with as much originality and consistency.

Fun Deck!
Helpful Votes: 1 out of 1 total.
Review Date: 2004-09-28
The images on this deck look like they're straight out of a comic book! They're vivid and follow the traditional tarot symbolism. Very easy to interpret and FUN! The 'superheroes' featured in this deck vary and are both male and female, which I think is fantastic. My six year old son recently chose this deck for his first tarot deck- it's perfect for him!

Role Playing
Furry Pirates Swashbuckling Adventure in the Furry Age of Piracy
Published in Paperback by Atlas Games (1999-04-01)
Author: Lise Breakey
List price: $22.95
Used price: $20.13

Average review score:

wonderful book!
Helpful Votes: 0 out of 2 total.
Review Date: 2007-06-27
I loved this book! It gave me and my furry kind friends hours of entertainment. I read it all the time and it takes my furry imagination to new heights! The part at the end though where a character from Final Fantasy comes out and kills a furry really made me sad! I cried! It was a bit of a strange twist too, I mean very much out of left field. But I guess FF goes hand and hand with furries too and I love FF! <3

But over all if you are looking for a true epic story of love, hardship, pirates, and furry tails, then this is the book for you! I recommend it to everyone, both furry and non-furry alike.

Awesome Gaming Book! Must Buy!
Helpful Votes: 3 out of 5 total.
Review Date: 2001-02-12
Consice instructions and beautiful pictures make this book a great addition to any gaming or furry collection. The authors supplied ample information regarding accurate historical events, weaponry, and ships to help any game master with good planning and fun gaming experiences. Detailed information about the different species *strengths and weaknesses* along with the social structures, economics, and a timeline of all major occurances are all packed in and ready for use! Great to help out in all other gaming worlds as well. Wonderful addition to anyone's library!

Role Playing
GM Screen and Reference Pack
Published in Paperback by Hogshead Publishing Ltd (1997-12)
Author: Warhammer
List price:
New price: $20.00
Used price: $10.63

Average review score:

The GM screen is seriously indispensible for GMs for WFRP
Helpful Votes: 14 out of 14 total.
Review Date: 1999-07-19
The WFRP GM screen is indispensible for GM's in WFRP. It helps very much to be able not to review the rulebook at many instances, and to use the rulebook not for quick reference, but to look up specific instances of rules. In addition, the added crit tables are very useful, especially in unlikely combat situations that are brought up using the standard combat crit tables.

Usefull and Pretty
Helpful Votes: 2 out of 2 total.
Review Date: 2002-09-30
This is actually three products: the screen itself, a critical hits pamphlet and the index for the WFRP rulebook.

As GM screens go, this one is tip top. I'm a fan of "Walls of Fear and Ignorance", some GM's use them, some don't. I like them. The better screens will give you a nice concise listing of important rules at a glance. That is exactly what this one does. It is four paneled. The "GM's side" lists rules for Standard Tests, Healing, Vision Ranges In Darkness, Availability of Items, Subsistence, two panels of combat rules and the fourth panel covers Movement. All usefull. The opposite side is full color. It includes two full color art prints and a two panel map of the Old World. The map being aimed towards the players is most usefull for them, as they have a handy reference as to where they are and/or where they are headed during travel. Besides the screen, this product includes two booklets.

'GM's Screen and Reference Pack' is 16 pages consisting of an 11 page index to the rulebook that (in my not so humble opinion) should have been IN the rulebook. The remaining pages consist of an Almanac based upon the one found in "Shadows over Bogenhafen", but expanded and if printed out, usefull. It lists the days of the week (there are 8), Holy-Days and Months and an explanation of the Imperial Year. There are two pages which can be copied and used to keep track of time in the campaign. The last page is a one page Equipment reference.

The second booklet, 'Critical Hits' is 16 pages as well. It is an expansion of the Critical Hits from the rulebook. It lists Crits for sharp hand weapons, Blunt Hand Weapons, Teeth and Claws, Arrows and Bolts, Firearms, Falling and Crushing, and Fire and Energy. There are two pages of Critical Fumbles and a one page reference for Critical Hits rules. Critical Hits and Fumbles are an important part of the WFRP combat system and add a great amount of enjoyment to the game.

This is a great product and is one of the three "must buys" for WFRP. Buy this with the rule book, and Shadows over Bogenhafen for a fantastic campaign.

Role Playing
Gnomes Masters Of Illusion
Published in Paperback by Dark Quest, LLC (2003-06-30)
Authors: Neal Levin, David Woodrum, and Ronald Fraser
List price: $16.95
New price: $10.12
Used price: $12.72

Average review score:

d20 sourcebook for Gnomes
Helpful Votes: 1 out of 1 total.
Review Date: 2003-08-05
This 96 page d20 sourcebook is chock full of goodies with the latest version of Dungeons and Dragons. The game manual presents several cultures for Gnomes, as well as subraces where each of those cultures may be applied to.

d20 Gnomes Sourcebook
Helpful Votes: 1 out of 1 total.
Review Date: 2003-07-27
Unlike those little lawn gnomes that always end up in the wrong spot... Gnomes: Masters of Illusion, the second product in the City Guide Cultures series is yours to take home now!

Unlike the stature of the race in question, this is not a small product. Following in our line started with Moon Elves, this product provides 3 cultures to explore the Gnomes, with wonderous bits of magic and mundane details.

Imperial Gnomes - Korean/Chinese flavored gnomes. (No soy sauce jokes here). Fit for intergration in any Asian campaign, or dropped fully into your normal campaign world.
Mountain Gnomes - tinkering gnomes (although not to the point of some well known tinkers.)
Hill Gnomes - these gnomes are more in line with the classic gaming image of illusionist/prankster gnomes.

Numerous Subrace combinations, and rules to design your own;Dozens of Illusion (Glamer) spells;Magical Pipes;Hordes of new mundane equipment, including many alchemical creations;8 Prestige Classes;Over 50 spells;diseases;A full pantheon of sample gnome deities to use, abuse, or disapprove.
No pointy red hats here!

Role Playing
The Great Maze (Deadlands) [BOX SET]
Published in Paperback by Pinnacle Entertainment Group (1998-01-01)
Authors: Robin Laws and John Hopler
List price: $30.00
Used price: $32.00

Average review score:

The Great Maze
Helpful Votes: 3 out of 4 total.
Review Date: 2001-08-16
This book is quite an amazing piece of literature. It contains martial arts rules for anyone who's ever wanted to be jackie chan and it also has tons of info on the great maze and to top it all of it contains and full lenth adventure for your posse. This book is definitely worth the moola.

A worthwhile addition to your Deadlands library.
Helpful Votes: 4 out of 4 total.
Review Date: 2001-12-28
In 1868, the Great Quake rumbled through California. The entire coast shook itself apart and tumbled into the Pacific Ocean, and all the land nearby was torn apart by deep chasms. Ocean water rushed into these chasms, forming the Great Maze. Since then, the Maze has become the most lively, diverse, and dangerous part of the Weird West. It holds a fortune in gold, silver, and ghost rock, but it's rough and lawless territory with many powerful groups struggling for control. Only the toughest and smartest survive long enough to prosper.

The Deadlands Player's Guide contains enough basic information about the Maze to get you through a short visit to the area, but the Great Maze boxed set adds a lot of depth and color. If you are a marshal and you plan to write your own stories based in California, figure on picking up a copy sooner or later. It covers all the details of life in the Maze, so when you create the world for your posse it will be more compelling and realistic. If you are a member of the posse, you can start by borrowing your marshal's copy, but you'll probably want to get your own eventually. There are plenty of things in there to keep you interested.

The boxed set has half a dozen parts. The most important one is a 128-page sourcebook titled The Great Maze. It begins by covering some practical matters, like where the miners get fresh water and what they do with their ghost rock after they chisel it out of the ground. Then the book moves on to talk about the geography of the Maze, including details about certain places of interest. A whole chapter is devoted to the Chinese residents of California. The city of Shan Fan is run by a syndicate called Hsieh Chia Jen. There are also petty warlords, Chinese pirates, and even a Shaolin temple. Another chapter covers the city of Lost Angels, which is the most important port in the Maze. Other chapters contain information about the Native Americans in the area, common types of ships in the Maze, and the armies of the Union, the Confederacy, and Mexico. Along the way, the book introduces a lot of interesting characters that could pop up in your stories. Plus, there are four new character archetypes and eight new abominations.

The set also includes two smaller books. One is titled, Field Report #325: The Chinese Fighting Arts. It begins with a few pages about Chinese culture, and then gives you everything you need to build a martial artist, including new edges, hinderances, apptitudes, and special powers. The other small book is an adventure titled "Pass the Salt," which will have the posse chasing all over the Maze and meeting some of the major characters from the sourcebook.

In addition to the books, the set comes with a color map of the City of Lost Angels and the surrounding area. It also has layouts for two styles of boats that are common in the Maze, which you can use to stage water battles with miniatures.

To tell the truth, there's no reason for all of this to come in a box. The set doesn't include dice, or miniatures, or any other oddly shaped hunks of plastic that would rattle around. The folks at Pinnacle could have easily combined the two smaller books into the sourcebook, and sold it in shrink-wrap to keep the other loose bits of paper together. But since they've produced such an awesome line of games, maybe we can cut them a little slack.

No matter what style of game you're running, the Great Maze makes an excellent backdrop. Not only does it bristle with nifty plot hooks, but it's a completely new and fascinating landscape to explore. If you plan to spend a lot of time playing Deadlands, you should find a reason to head in that direction for a while. If you are brand new to the Deadlands system, then there are two or three essential core books that you'll need to buy first; but once you have those, The Great Maze boxed set will make a worthwhile addition to your library.

Role Playing
The Great Old Ones (Call of Cthulhu Horror Roleplaying, 1920s Setting)
Published in Paperback by Chaosium, Inc. (1989-07-01)
Authors: Doug Lyons and L. N. Isynwill
List price: $21.95
Used price: $29.98
Collectible price: $35.00

Average review score:

Cthulhu Adventuring At Its Best
Helpful Votes: 0 out of 0 total.
Review Date: 2006-07-04
"The Great Old Ones" represent one of the finest collections of adventures available for Chaosium's 1920s "Call of Cthulhu" role playing game. Each of the six adventures deal in some way, be it directly or through minions, with the so called "Great Old Ones," or ancient, malevolent gods of the Cthulhu mythos. Ostensibly, these disparate adventures can be linked to form a campaign, though, a Keeper must create these links as none are provided in the book. As is typical of "Call of Cthulhu" products of this era quality of paramount. The artwork, the plots, the locales, the personalities, and creatures really shine in these adventures.

"Still Waters" takes the investigators to rural Mississippi to probe the doings of two followers of Great Cthulhu himself.

"Tell Me, Have You Seen The Sign?" takes the investigators to New Orleans and the machinations of minions of Hastur and the King in Yellow.

In "One In The Darkness" the investigators are pitted against the Boston mafia and an avatar of Nyarlathotep.

"The Pale Gods" find the investigators in Ramsey Campbell country in old England where the brood of Eihort is plaguing a town.

Now the two real gems from this book are "The Spawn" and "Bad Moon Rising." Both are phenomenal examples of how character, plot, and event meld to form exciting, memorable adventures. In the former, the investigators get tangled up in the affairs of a miners' union and some bad mine owners that are really tools of chthonians. In the latter, the investigators find themselves on a British base on the Moon and find that they are not alone.

"The Great Old Ones" comes highly recommended and can be used for any edition of the "Call of Cthulhu" game with little adjustment (except maybe for the d20 version).

GOAs (Great Old Adventures)
Helpful Votes: 0 out of 0 total.
Review Date: 2005-05-30
THE GREAT OLD ONES is widely acknowledged to be one of the best products an early Chaosium put out. Having had it recommended to me, and having been able to chase down a copy, I can say that the adventures look interesting, original, and well-researched, although somewhat primitive in their development. I think all 6 of the scenarios would be fun to play or to run. They can be run separately or as part of a continuous campaign.

"The Spawn" - The "Broad Vein" and "Copper Lady" are adjacent mines in Coppertown, NM. One is producing loads of rich ore, and the other is losing money. But it might surprise you at which one the miners are given easy hours and high pay. It certainly surprised IWW, the big union of the 1920s. When one of their undercover agents is killed, the other calls on the investigators for help. There's more than one way for them to discover what lurks at the bottom of the mine, and at least one involves them not leaving again.

"Still Waters" - Many investigators are book hoarders or bibliophiles, always trying to get a leg up on the next tome. They are supposed to meet fellow enthusiasts to look at a unique tome, but the family has disappeared. Clues lead to an archrival, a mask covering a horrible face. Talk about not judging a book by its cover ...

"Tell Me, Have you Seen the Yellow Sign?" - Being a King in Yellow afficionado, this scenario really appealed to me. Plus, it is set in Mardi Gras. How fun! And as we all remember, New Orleans was the site of the last victory against the Cthulhu cult. Perhaps there is more here than meets the eye?

"One in Darkness" - The baddie you have to fight here is a god. Good luck!

"The Pale God" - What an opening scene - describing it would take away some of the punch from playing the scenario, but if you know Ramsey Campbel then you know what is coming. Most creepily, the little white things are everywhere throughout the scenario - How exactly do they infect and infest? This could lead to some brilliant paranoid roleplaying.

"Bad Moon Rising" - The first half of this scenario is an excellent conspiracy game. I'd move the time forward some and use it as a Delta Green scenario; maybe set in the 1940's when it was OSS, or maybe early 50s when it was still legal. The British Navy is hiding something, a secret installation that has already cost the lives of four men. Can the investigators get in on the action? They'll have to be practically black ops to do so, but the rewards are worth it.

There is a distinct second half of this scenario that the keeper might want to adjust. Whether it should be a dream, or shared delusion, or some twisted reality, I don't know, but it doesn't seem to fit witht he first half. Maybe just run the first half without the second? Actually, with a different introduction, the second part could stand on its own. I have the feeling that the latter was added to the former for the purposes of having a GOO (and thus being appropriate for inclusion).

Well, THE GREAT OLD ONES definitely has some great material. It has plenty of convoluted plots, deadly encounters, and chances for players to show their stuff. I think keepers will also have to develop some of the empty space on their own, depending on their players. Well, roleplaying should be fun for players and keepers too.

Role Playing
GURPS Atlantis
Published in Paperback by Steve Jackson Games (2002-09-01)
Author: Phil Masters
List price: $22.95
New price: $17.21
Used price: $13.49
Collectible price: $24.95

Average review score:

WOW!
Helpful Votes: 2 out of 4 total.
Review Date: 2003-08-04
This is an incredible resource. One of the best suppliments I've read. The research of course in incredible. It starts out with a selection from Plato's Republic and goes all the way up to modern day nuclear subs.

Gurps adaptability is naturally a draw for this suppliment. Fantasy, Special OPs, Black Ops, Gurps Rome(or Roman Myth), Aztec, 20000 Leagues under the sea, Supers(Wonder woman was from atlantis).

WOW!
Helpful Votes: 3 out of 4 total.
Review Date: 2003-08-04
This is an incredible resource. One of the best suppliments I've read. The research of course in incredible. It starts out with a selection from Plato's Republic and goes all the way up to modern day nuclear subs.

Gurps adaptability is naturally a draw for this suppliment. Fantasy, Special OPs, Black Ops, Imperial Rome(or Roman Myth), Aztec, 20000 Leagues under the sea, Supers(Wonder woman was from atlantis).

Role Playing
GURPS Discworld Also
Published in Paperback by Steve Jackson Games (2000-11-01)
Authors: Phil Masters and Terry Pratchett
List price: $20.95
New price: $12.94
Used price: $10.43

Average review score:

Excellent Supplement to GURPS Discworld
Helpful Votes: 1 out of 1 total.
Review Date: 2008-01-29
This is a supplement (and update) to GURPS Discworld, an adaptation of Steve Jackson's Generic Universal Role-Playing Game System (GURPS) to Terry Pratchett's Discworld as a Role-Playing environment. You need GURPS Discworld (Hard-Cover: Discworld (HC)) (q.v.) to use this as a Game.

For a Discworld fan who doesn't want to play role-playing games, this book may still be of interest: it includes informative capsule summaries of major Discworld characters introduced between the publication of GURPS Discworld in 1998, and this book's publication in 2001. It also gives insight into some of the newer Dicsworld technologies (The Communications Explosion, Uberwaldian Domestic Surgery) and a number of odd Magic Devices. Monochrome illustrations in this supplement are *NOT* by Paul Kidby, but rather by Sean Murray in a vaguely-similar style (with a bit heavier hand on the lines).

For a Discworld fan who has never tried role-playing games, but is interested (and has a reasonable number [2 to 6] of similarly-interested friends), this is an excellent choice as part of a set with GURPS Discworld. For a hard-core FRPG player, they probably already know about (and have) lots of GURPS stuff - the relavent parts can easily be used with and in a Discworld GURPS game. You really do need the GURPS Discworld (Hard-Cover: Discworld (HC)) book to use this one, though.

GURPS Discworld was explicitly intended to be (and is) an "all-you-need" gamebook. You don't need this supplement to run and play an enjoyable GURPS FRPG in the Discworld setting. However, there is much more "meat" here that is typically found in most FRPG supplements: 40 pages of new rules and explanations; 4 detailed campaing-settings on Discworld (34 pages); 35 new character-templates (tweak 'em & go) of various "Levels" (25, 50, 75, 100, and "Many" Points); 4 adventure-scenarios (which I don't use, so I can't comment upon); and 2 adventure "seeds", which look quite interesting.

Scenarios, templates, and "modern" Discworld
Helpful Votes: 18 out of 18 total.
Review Date: 2003-03-31
Discworld Also picks up where GURPS Discworld left off and includes information on the more modern innovations that have occurred on the Disc in the books Pratchett has written since GURPS Discworld was published, such as the communications explosion and the opening of EcksEcksEcksEcks, and also offers more information and help to the game master and players. There are also new racial packages and character templates (including one for creating an Igor!).

It also includes 3 full-blown adventure scenarios and 3 adventure seeds. I've only run one of the adventures, Lost and Found, twice at conventions. This adventure has always run beautifully with both those familiar with the Disc (even those more familiar with it than I) and those who are not. Warning, though, the laughter that erupts from time to time at the table tends to distract those at the surrounding tables who opted (silly people that they are) to play something else!

This book is a joy to read, even if you're not planning on running a game in the Discworld setting, but is, of course, primarily intended for those interested in running a game in the setting. I would note that you really need to own GURPS Discworld (or the Discworld Roleplaying Game, as it's now being called) to use it.

Role Playing
GURPS Dragons
Published in Hardcover by Steve Jackson Games (2004-06-24)
Author: Phil Masters
List price: $29.95
New price: $15.50
Used price: $16.50

Average review score:

Great supplement to bring Dragons into your world
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-04
I've always loved the dragons in fantasy. And I really enjoy the GURPS system. This helps expand to bring that D&D feel into your GURPS world. I also find it very useful for references for other systems as well.
A must have for your library.

Dragons galore
Helpful Votes: 3 out of 5 total.
Review Date: 2006-01-30
GURPS Dragons is a very informative book from the eastern to the western dragons and the others in between, if you want to be a savage dragon or an intellectual one. This book is a must for all fantasy world gamers. Even if you dont play GURPS is is a very informative book, even if your just interested in dragons.


Books-Under-Review-->Arts-->Literature-->Authors-->S-->Smith, L. J.-->Role Playing-->30
Related Subjects:
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