Role Playing Books
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Used price: $14.81

B-E-A-Utiful!Review Date: 2005-01-25
Best RPG out thereReview Date: 2004-09-29
Used price: $22.42

Superhero tarot deck balances comics style and symbolismReview Date: 2007-07-20
Fun Deck!Review Date: 2004-09-28


wonderful book!Review Date: 2007-06-27
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!Review Date: 2001-02-12

Used price: $10.63

The GM screen is seriously indispensible for GMs for WFRPReview Date: 1999-07-19
Usefull and PrettyReview Date: 2002-09-30
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.

Used price: $12.72

d20 sourcebook for GnomesReview Date: 2003-08-05
d20 Gnomes SourcebookReview Date: 2003-07-27
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!


The Great MazeReview Date: 2001-08-16
A worthwhile addition to your Deadlands library.Review Date: 2001-12-28
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.
Collectible price: $35.00

Cthulhu Adventuring At Its BestReview Date: 2006-07-04
"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)Review Date: 2005-05-30
"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.
Used price: $13.49
Collectible price: $24.95

WOW!Review Date: 2003-08-04
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!Review Date: 2003-08-04
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).

Used price: $10.43

Excellent Supplement to GURPS DiscworldReview Date: 2008-01-29
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" DiscworldReview Date: 2003-03-31
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.
Used price: $16.50

Great supplement to bring Dragons into your worldReview Date: 2008-04-04
A must have for your library.
Dragons galoreReview Date: 2006-01-30
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