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Keeneýs translation brings a puppet play to lifeReview Date: 2002-05-30
The Japanese Vendetta story to rival The Count of Monte CristoReview Date: 2007-04-04
As the thirty seven samurai plot their revenge, several subplots unfold. It is interesting to see how the samurai continue to live their lives even though their plot will undoubtedly end with their deaths. It is amazing that all these men and even their families are so committed to their cause that they would lay down their lives. These men are so firmly dedicated to honoring their dead master that they are willing to loose everything they have in order to carry out their plan.
Although the book definitely holds your interest it is hard to comprehend the extreme loyalty these men have for their dead master. Lord Hangan is not in the story for long and little is exposed of his character. I think for this story to be comprehendible to a modern audience Hangan needs to be shown as a person worth dying for, not just a simple master whose men are loyal to him. There needs to be an explanation why these men all feel so incredibly strongly for him. Or perhaps Moronao should have wronged more of the samurai so that the vendetta becomes personal in different respects to each man. I guess when reading this story one must take into consideration the era in which the actual story took place and the importance Japanese society placed on the virtues of loyalty, honor, and sacrifice.
Wonderful, interesting book. good translation~~ Review Date: 2005-01-22
However, after I started reading it, I can't put it down; it was very good translated, many Japanese names to remember for sure, but the interesting story will keep you going.
I would recommend people who are interested in Japanese samurai
period to read this book.
The virtue of blind loyaltyReview Date: 2007-07-05
Loyalty is something we can admire, of course, but this is unearned loyalty. The 47 Ronin do not avenge their lord because he was a good man, because he is worthy of their loyalty. They avenge him because he is their Master, and because he was born to be their master. The samurai also did not earn their position, they were born samurai, as an inherited class. Their job, rank and income was all decided the moment they drew their first breath, along with whom they would owe their loyalty to. The very word "samurai" translates as "servant", and without someone to serve they have no purpose. They uphold an inherently unfair system, as shown by their unwillingness to include a merchant in their vendetta, not because his courage is less but because his birth-determined class is lower than theirs.
Donald Keene has performed a minor miracle with his translation of "Chushingura: The Treasury of Loyal Retainers". First off, his introduction deals with the inherent difficulties in the work. Even in Japan, since the inception of the work their has been debate on who are the heroes and who are the villains. A hotheaded lord sacrifices his life, family, home and the lives of the hundreds who depend on him simply because he could not swallow an insult. His personal pride was more important to him than all of these people's lives, all of whom paid his price. Keene shows the various points of view, the commentary given by Japanese authors over the years, and the way the story has been interpreted to support the various viewpoints of society.
On top of that, he has created a thrilling translation, one that can be read as a novel and is hard to put down once started. Think what you may of the moral lesson, the story itself is pure adrenalin, and it is hard not to cheer for the sword-hard loyalty that drives the 47 Ronin. In this translation, there is no dispute as to who the heroes are, even as they sell their wives into prostitution in order to raise funds for the vendetta, or willing slit the throats of their own children in order to prove their earnestness. Keene also provides annotations for some of the more obscure references and translations, especially the references to famous Chinese poems and allegories which are abundant.
I picked up this book thinking it was going to be a study guide for Japan's most famous story, hoping to glean some insight into a tale I have seen dozens of times in different interpretations. I got that, but what I also got was a great book, fun and exciting to read. I wasn't expecting that at all.
Kill Moronao: Revenge is a Dish Best Served Cold, with Te-uchi noodlesReview Date: 2005-08-31
Fans of Bunraku (puppet theatre) and Kabuki should have this book -- and hopefully the National Theatre in Tokyo might offer either version of the play (one can get in and see Bunraku these days for about 40-50 bucks).
A note of warning: as Prof. Keene points out, this work of literature shows the other side of Japanese art (in contrast to austere restraint, this shows the Japanese love for color and violence) -- but it is not a non-stop action work. Instead, it deals more with the "tests" of loyalty (hence the title) each retainer must show in order to be allowed to participate in the final plan to kill their lord's enemy. In that way, Chushingura is much more about the love the retainers have for their lord than, in my opinion, the hatred and violence they harbor against the enemy. Uma Thurman in samurai garb, they are not...uh...
Fans of Chikamatsu's plays will find this popular work refreshing -- it moves at a much faster pace, with more feints here and there. As a result, it lacks the gravitas of Chikamatsu's works, but it is much more fun. A great book to own and then pass around to friends.

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Great World BuilderReview Date: 2007-08-03
campaign sourcebookReview Date: 2008-01-20
A book for Warhammer that can also be useful for other RPG settingReview Date: 2007-11-08
Because this book is not oriented on the definition of a Warhammer specific background, in other words, because it takes the form of a tool book offering a system to create and populate randomly a whole region with geography, history, encounters and politics this book have also for advantage to be useful for other RPG setting such as D&D. The conversion needed to do so is minimal to none.
Stake Out Your Own Corner of the BorderlandsReview Date: 2007-06-29
That said, this is not your typical game supplement. While it does focus on a specific region - the Borderlands to the southeast of the Empire - from the begining the book sets the scene that this is a fractious, uncontrolled region, comprised of myriad smaller regions vying for power or looking to secure their niche. As such, the topography, geography and borders are largely irrelevant.
Other than some cursory information about a few standards in the Border Pinces, the bulk of the book focuses on how to create your own region within the tapestry of the Border Princes overall -- using an incredibly robust, detailed step-by-step process to breath life into your very own corder of the Borderlands.
The region creation system helps an enterprising GM create their own vibrant area -- geographical features, towns, villages, riverways, and scores of interesting oddities... an abandoned shrine, a mystic temple, a ruined city from a long lost age. There are rules to further elaborate on and detail each of these features... How was this region ruined? What monsters or threat lurk in the area? Who rules the area?
There is an excellent walkthrough of the creation process, and a fully-developed region ready for use, but it's quite fun to grab some dice and a sheet of graph paper and start plotting your own map. As the region takes shape, ideas for adventures spring to mind. The charts and tables for creating intrigue, rulers, conflicts and the other details are incredibly useful and easily applied to other regions in the Warhammer setting.
My only disappointment is that it is a relatively short book - for the price point, I would have welcomed another 10-16 pages of content detailing existing material I could immediately access rather than generate on my own. Still, a relatively minor quibble given the excellent resources contained inside this tome.
SETTING UP YOUR OWN BORDERLANDReview Date: 2007-04-26
These tables include things such as geography and landscapes, types of border princes, inhabitants and communities of the region, characters, encounters, and more. These allow the GM to get their campaign set-up very quickly yet there's so many options and choices provided that you never get the feeling that it comes off as bland and cookie-cutter. You could set-up a campaign a hundred times and never duplicate the exact region because the tables are so diverse. There are also tables for generating all types of random Border princes from Knights to bandits, to priests and merchants, all with their own unique characteristics.
Chapter six covers the hazards of the Borderlands including numerous different types of monster encounter tables and notes on designing monster lairs. A fantastic example of a region called Masserschloss is included and takes the GM on a step-by-step tutorial on creating a region. I highly recommend that every GM read this tutorial as it is extremely well-written and fully explains the entire process from start to finish. This really may be the most important section in the entire book.
The final few chapters deal with becoming a border prince, first by seizing power and then by holding it. This covers everything from internal court intrigue to protecting your region from external attack from rival lands. There are many adventure hooks provided throughout Renegade Crowns to get the campaign off and running.
If your desire is for power, then becoming a border Prince is a great way to go!
Reviewed by Tim Janson

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Testosterone + teen angst + massive psychedelics = messed upReview Date: 2003-09-16
Thing is, that 15-21 are crucial years for forming character, patterns of action, belief systems and personality for most. Adolescence is hard enough. Taking massive amounts of hallucinogenic drugs during that time is going to have serious effects.
Psychedelics can be useful. It's true what Norberg says about them at the end. But they can really weird people into orbit too. That includes some of those who researched them. Check out John Lilly, Mr. "Center of the Cyclone" did he turn into a blastoff boy or what? I've met and known well some of those Grof worked with or taught at some point. They vary a lot.
Anyway - I know that kids will always be kids and do stupid things. It's their nature. This book is pretty accurate about what to expect.
Me? Strangest thing for me was to love Mozart when I listened to it on LSD. Just wonderful.
Brutally honest, a real sleeper bookReview Date: 2003-09-15
I also had some stellar bad times that seared my soul, never to return to what I was before. I too wonder what I might have been. But I don't regret. No, I don't.
Altogether it left me aching for the perfection of the wonder at the peak. The myth of Tantalus speaks fairly well for me. My life since has always been colored by the knowing that I can never slake that thirst, nor can I ever feel I may not drown someday should I try to drink of that spring or that I might not drown if I do not. As Maharaj Ji (Ram Dass' guru) said, LSD can take you to the room with god for a short time, but then you must leave.
Reading his book, it is hard to imagine someone intentionally returning to the level of paranoia which he did, and which it seems so many others did also. My lord what dedication! That's one thing that got me. After my first 6 months, things got tres` weird and I didn't like that anxious feeling at all. I kept at it through habit, and because it can be so goddam FUN and profound, then just stopped when I left home on my motorcycle and never did it again.
Psychedelics often massively inflate ones sense of self importance in a peculiar way, which Sheldon is honest enough to speak of in his book. Few former heads do. Most simply animate their inflation instead, making those around them subtly or not so subtly uneasy with them, particularly when they combine it with addle-pated notions. I have known, since my teens, quite a few who blew out on that course. I won't bore you with those I have known who didn't make it so well, some dead, some flipped, but they are there. I will say though, that far more people went down from unsafe sex, or stupid violence untouched by drugs, or from alcohol than from LSD or pot.
I still meet people, 28 years later who want to trip with me. People still know, after all these years. They can sense it if they get close to me. I consider it once in a great while.
Most of those I deal with now never have used such things and never will. They are, many of them, stellar people whom I respect greatly. But it is hard to never speak about such things, and I cannot do so with them usually.
Good book, and an unusual one in this time. So, thanks to Mr. Norberg for writing it. A surprise, really worth reading.
Entertaining, educating, and thought-provokingReview Date: 2003-05-17
Confessions of a Dope Dealer is as much of a cautionary tale as it is a drug user's manual. The moral of this tale is that drugs are a seductive yet short-lived and harmful path to self-awareness. A great summer read for anyone with an open or curious mind.
Aims to Spark DialogueReview Date: 2003-01-01
Sheldon Norberg speaks the wordReview Date: 2000-10-20

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Very comprehensive and informative!Review Date: 1999-01-15
An excellent resource.Review Date: 1999-10-11
Cannabinoids and more cannabinoids...Review Date: 2003-12-12
The THC bookReview Date: 2003-12-23
Good scientific reviewReview Date: 2002-03-17


Messengers of Deception holds water...Review Date: 2008-08-13
messengers of deseptionReview Date: 2000-07-10
A Classic Work On the UFO ControversyReview Date: 2000-11-03
The deception goes further than the oft-contradictory message of the aliens: many on Earth are willing messengers of deception as well. The information gap caused by scientific, military, and governmental refusal to seriously consider the phenomenon's true nature have caused all manner of charletons and manipulators to fill the vacuum created by the willful refusal to acknowledge the reality of UFO incidents.
Many of Vallee's fears have already come to pass- the leaders of the Heaven's Gate suicide cult are chronicled nearly twenty years before their mass death. Vallee's observation that whoever is able to eventually control the UFO phenomena may well be coming true before our eyes, yet tragically most are unwilling to see the truth objectively.
This is a complex book that really needs careful reading more than once. If you do this, you'll never look at the UFO phenomena in the same way again.
Be aware of the deceptive, almost demonic nature of "aliens"Review Date: 1999-01-18
UFOs And The Coming Cosmic Welfare State Review Date: 2008-07-09
By the time he came to write Messengers of Deception, Vallee had produced five earlier books on the subject, and was fairly confident that UFOs did not represent extraterrestrial craft of any kind ("I believe that UFOs are physically real. They represent a fantastic technology controlled by an unknown form of consciousness...they may not be from outer space.").
Almost thirty years later, Vallee, who contributes a new foreword to the current edition, is, like everyone else in the field, still in the dark about the exact nature of the specific subject in question.
What makes Messengers of Deception particularly fascinating is that Vallee cautiously sketches out his belief that some agency with enormous power of various kinds is and has been "staging" thousands of technologically complex, essentially 'fake' UFO sightings around the world with the pointed intention of manipulating and guiding civilization, and man himself, in a very specific direction.
The apparent goal of this agency is to encourage mankind, via a belief in the impending arrival from the heavens of the benevolent 'space brothers,' to become anti-scientific, irrational, infantile, dependent, and endlessly hopeful that the essential problems of man---including his mortality---can be permanently overcome through the multi-prismed salvation the [false] "space brothers" offer.
Other goals include 'the reversal of the scale of values,' "leading to a new understanding of social good, the abolition of borders, and the death of nationalism," 'goals' which are certainly becoming the reality in today's American.
Which raises the question: who or what has such enormous, organizational God-like power?
Basing his argument on his own observations, experiences, firsthand investigations, contacts within the military-industrial complex ("Major Murphy"), and excellent brain, Vallee suggests a somewhat complicated two-pronged solution.
The 'real' UFOs are apparently solid objects (or objects of an essentially psychoid nature, able to move between solidity and non-solidity), sometimes lit and sometimes not, frequently observed flying or hovering above the ground, which, while probably not of extraterrestrial origin in the sense that they are interstellar craft, are of a yet-indefinable nature.
They may or may not represent some kind of a "control system," Vallee's term for a sort of spontaneous cosmic socio-evolutionary barometer that acts directly and indirectly on the psyche of man.
The second prong of Vallee's thesis focuses on the 'Manipulators,' which is Vallee's term for the (most likely human) agency which understands the genuine UFO phenomena enough to exploit it, duplicate its effects, and use those effects to control and corral mankind (initially through UFO cults and occult groups, but also by infiltrating civilian UFO investigatory organizations) by methodically reducing it to an irrational, dependent mob without recourse to country or nationality, and, by extension, without recourse to family, community, financial solvency, or spirit of independence.
The 'Manipulators' use "psychotronic" weapons, which harness electromagnetic energy that acts on the subconscious mind, creating hallucinations of aerial and landed 'flying saucers,' visitors from other planets, 'alien abduction,' and amnesia. Some of these weapons are loaded onto flying machines shaped like classic 'flying saucers,' while other such "psychotronic" devices actually create the illusion of the 'flying saucer' itself.
Again: who--or what--has the sort of scientific, technological, financial, and organizational resources required to pull off such a decades-long stratagem?
Vallee again offers two hypothetical scenarios: one in which a secret cabal composed of military personnel of various Western nations are attempting to convince the masses that an invasion from space may be imminent; their goal is to unify the nations of the earth against a common enemy and thus prevent further catastrophic wars. If this hypothesis is correct, then what should be made of the 'alien abduction' phenomenon that has replaced the 'peaceful space brother' visitations since the mid-Eighties?
The second, very different scenario Vallee offers is a sketchy version of the demonological argument that has been put forth by John Keel, among others.
However, Vallee rules out very few possibilities completely, so the 'Manipulators' might also be a hidden, non-human race coexisting with man on Earth, or time travelers, while the actual source of the genuine, "control system" UFOs might be an actual deity ['God'].
Towards the end, Vallee weakly addresses the subject of cattle mutilations, which he considers part of the stratagem of "the Manipulators." Numerous investigations on the History Channel, the Discovery Channel, and the National Geographic Channel (the same channels that have influentially been promoting the idea that UFOs are either 'space craft from other planets, or simply nonexistent' for ten years) over the succeeding decades have shown that for every 'expert' who can be found to validate "cattle mutilations" as a legitimate unexplained phenomenon, another can be found to officially discount it, with both sides offering convincing arguments and 'evidence' to support their positions.
As Vallee's treatment of "cattle mutilations" is rather cursory and poorly integrated into his argument, potential questions can be raised about the accuracy of his judgment and other conclusions.
Vallee also raises the question of synchronicity: are energy and information actually transmitted via association rather than within a space/time continuum framework? Vallee makes an example of a receipt he received from a taxi driver bearing a highly unusual but extremely significant last name: unfortunately, the reproduced document is not printed on official company letterhead, and is thus useless as evidence of any kind. Vallee himself, or anyone else, could have composed it.
Lastly, since Messengers of Deception contains a decidedly conspiratorial bent, it's worth asking if Vallee himself hasn't been manipulated and deceived by "Major Murphy," who subtly steers much of Vallee's thinking throughout the book, or if Vallee himself isn't an active agent of misinformation and misdirection.
Conspiracy thinking and theory are like all-encompassing quicksand, and once suspicions and paranoia become constellated, they are capable of expanding and echoing endlessly ---and irrationally.

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The Greatest Story Ever Told . . . in JapanReview Date: 2008-01-24
Loyalty dwarfs all other moral obligationsReview Date: 2007-08-04
When their master is slain because he fights against corruption (high taxes, briberies) and silly laws (the `Life Preservation Laws' of the Shogun, making animals more privileged than human beings), their only life goal becomes revenge, `bringing peace to their master's soul', because `a samurai cannot live under the same sky as the slayer of his lord'. But at the end only 47 of his former soldiers remain loyal to their cause and will try to seek revenge for their master's execution.
This book doesn't attain the high standards of well-known Japanese classics (e.g., The Tales of Genji) and flirts sometimes with melodrama. But it is a worth-while read.
Some basic problems, likely due to the author...Review Date: 2007-01-26
If you just want the book for the story, then by all means, buy it, cause I believe it is the only decently translated one left in print today.
Samurai Ethics 101Review Date: 2006-12-07

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A really great RPGReview Date: 2007-07-27
I agree with earlier reviews but wanted to add a sort of meta-review (of this, the Companion, & Worldbook) and hopeful "idea pot" inspired on suggestions in the Worldbook.
The system itself is heroically based with powers being a more balanced, and therefore sometimes limited. (If you're not into/knowledgeable about RF, think of a fantasy version of Star Wars and "The Force" -including all the negatives for doing evil stuff- and you're 90% there.)
Because of this, if you have a mixed group (like us - some RF fans, others just casual D&Ders), and some GM's styles aren't strictly RF, the BR system & setting is still really ideal if you switch off GMs.
For example, the way the warrior role/paths (paths are suggestions and ideas for roles [D&D classes]) progress in BR it gains in virtual toughness, which means that you can have some really fun swashbuckling type adventures which still doesn't have to "break it" for the RF fans.
The World, and especially Worldbook, seems to have instinctively felt this would be a good merger since there's lots of coastline and a very good description of a island nation which just begs to be expanded upon. (There's also a swashbuckler in the Companion.)
Mix that with a more "Pirates of the Caribbean" type Freeport (another Green Ronin product line) with the currently free True20 intro adventure and you've go a lot to run with. (True 20 & BR are very compatible - sort of like D&D 3.0 & 3.5.) Take it to Mindshadows (a sort of fantastical Indian subcontinent inspired setting), 7th Sea inspired (fantastical Europe), or Al-Qadim/Tales of the Caliphate Nights (1001 nights inspired) and the possibilities are endless.
Make sure the PCs have a ship in good order and a good Wind Shaper (someone who controls winds) and the party can be back in time for the RF GM to take over during GM switch week. :)
On the bad side, doing this sort of mixed adventure will take some work. And strictly speaking there aren't any sailor/pirate paths listed. But there is a small section in the Worldbook with a sample pirate leader.
And if you just MUST be dark about it all, BR really allows for that too. Just take inspiration from Midnight (a game line inspired by the idea of a Sauron-type being winning the war of middle earth) and make the evil nation of Kern much more powerful, Jarzon (a nation of extremists) much more rampant, and the plains of Rezea besieged, alienated, and unwilling to ask for help from treacherous outsiders and it could be enough to make an anti-hero such as Elric smile in evil joy.
Having said all that, here's a quick lowdown system-wise: BR is offshoot of the d20 (D&D) explosion but has some differences. These include abilities being -5 to +5 which is both the stat & the modifier, which is nice. Characters don't have hit points, they have a static damage track. This makes if have much more in common with games such as BRP (RQ, Stormbringer, etc) then d20 since combat can be pretty dangerous. To offset that danger, there's "Conviction" which more or less acts like "Fate Points" in other games. Plus for certain characters toughness goes up which helps stave off such damage.
BR exclusively uses a d20, which makes things easy.
As stated earlier, there is a pagelist worth of magic powers (arcana) that cover a good degree of the standards of fantasy games. There are extra powers in the Companion, and they are all divided into different types (such as psychic, shaping, and animism, to name a few) that help players and GMs follow certain character types. (Ultimately, however, you can mix and match at will.) Arcana use is limited by the user ultimately suffering physical exhaustion. If you use powers that are "anti-social" (dominating people, etc) characters can suffer from corruption which could finalize in NPC-ville.
Feats are there, and skills, a bestiary, and a d20 conversion section (But that will take some kibitzing). Background, GM suggestions, and a bestiary round out the book.
As an aside, wealth is handled by a wealth rating vs actual money, which stops accounting, but can be weird getting used to.
The Companion is nice because it includes a nice expansion of paths, which really helps give the GM a framework for characters in the game, skills, arcana, a bestiary, and general concerns in the game.
The Worldbook expands on the background given in the main rulebook nicely. Without offering spoilers, it adds several juicy bits and location descriptions for adventure & campaign ideas. There's also maps, an adventure, and adventure seeds.
As stated elsewhere, if you're looking for more there's always True20 material that can be kibitzed.
Rated a 5. for how great it is & 4 for micro-world GMs like me since they really should have more sailer/pirate rules/paths.
Don't Fear the Romance, this is a GREAT system!Review Date: 2005-05-06
What Blue Rose really is, is a clean d20 system that stresses role playing and story over game mechanics. It is great for beginners and (not to be sexist)I can see encouraging wives and girlfriends to get involved in RPGing with Blue Rose a lot faster then with any other game.
I would have probably never even picked it up if I didn't play the game Mutants and Masterminds (a super hero RPG). I love M&M because it dose stress story over mechanics, and is a heck of a lot of fun. I wanted to be able to apply that same simple smoothness of play to the fantasy realm (like my D&D game), and then I heard about Blue Rose. Many of the adaptations that M&M incorporated into it's mechanics (from the core d20 system) are applied to Blue Rose making it a great game. But there is quite a few things that make Blue Rose unique. Personally, both the M&M and Blue Rose system remind me a lot of the "F.U.D.G.E." gaming system. I would not be surprised if it had some influence in that adaptation made in these games.
The book is really well organized, and beautifully laid out (what you have come to expect from Green Ronin) and contains all the rules you will need to play the game in one book (IE: Campaign setting info, Player info, GM info, and creatures)so it's a great buy. The art work is all black and white, but excellent quality, and very dreamlike.
In any event, if you want to streamline you fantasy games, and put back more story and stop fussing over rules, this is the system for you. You will not be disappointed or suffer from buyer's remorse.
Not bad, but outdatedReview Date: 2006-07-29
One note about this book; it is rather "feminine". I don't really mean that as an insult. It's just that the art has a feel to it that most men won't like. But if you are trying to convert a girlfriend or wife to fantasy roleplaying, then you should definitely use this book instead of d20 or True20.
The wait is overReview Date: 2005-03-01
"Blue Rose" takes place in a unique fantasy world. There are no elves, dwarves or other Tolkienesque trappings. Neither is it a fantastic version of Earth's middle ages. In this world nobles are chosen by an examination, the ruler is chosen by a divine messenger, and discrimination of race, gender or sexual orientation is unheard of. Indeed, the almost Utopian nature of the kingdom of "Blue Rose" has more in common with the land of Oz than Middle Earth or the Hyborian kingdoms. While some players may snear at such "anachronistic" ideas (if such a term can be applied to a fantasy world), I for one, liked it. Saving the kingdom is a popular theme in fantasy games, well here's a kingdom that I for one think is worth saving.
At this point, it is worth mentioning that "Blue Rose" is not intended to be played with a "hack-and-slash" mentality. The book encourages exploring charcter development, personal motivations and non-violent solutions for problems. This isn't to say that there can't be conflict, or even combat, simply that it shouldn't take center stage in "Blue Rose."
The rules present five cultures of humans for one to play. You can also choose between two non-human races (the magical Vata or the sea-folk) or an intelligent animal. Again I liked that. I am tired of elves, and every gaming group has a player who wants to be an animal.
The system is similar to the d20 system, but the antiquated elements have been shed. The 3-18 scores for abilities have been dropped. In "Blue Rose" all you have are the modifiers (i.e. +1, +2 etc.). Hit points have been dropped (applause!) in favor a damage roll/health level system like that in "Mutants and Masterminds." Finally, experience points are gone. The DM determines when you have advance in levels.
The magic system has been revamped as well. Gone are the endless lists of spells. Instead, there are specific schools of magic, each with a list of uses that can be learned as skills. Thus you have the animalism school, with abilities like beast-speech and beast-summoning, or the shaping school, which lets you shape fire or shape earth. Some players might feel this approach is furstratingly limited, but to me it has a much better feel than the traditional D&D magic system.
My complaints about "Blue Rose" are few. First, as the rules are written, all your character's skill levels go up every time you gain a level, and if you acquire new skills at higher levels you are automatically an expert in them. The designers say they sacrificed realism for playability with this approach, but this is a cop-out. It took me five minute to revise the skill system to provide both.
My second complaint is that the book provides relatively little information on the non-human races. This was most likely a space issue which will be amended in future supplements. It begs the question though; why include the non-human races if they could be fully developed? As a referee I will need to develop these non-human cultures, only to see my work become outdated when said supplements are published.
Despite these complaints, I was very impressed with "Blue Rose." It dispenses with the outdated elements of the d20 system, which I heartily applaud. More than that though, it inspires players to take their playing in a new direction, and in a hobby that is bogged down with endless repitions of a small pool of cliches this approach is truly noteworthy.
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A great guide book to the laws concerning marijuanaReview Date: 1999-03-10
Out of date but a reference.Review Date: 2004-12-02
A Must Have For "War On Drugs" VictimsReview Date: 2002-05-08
A wonderfully written guide to the law!Review Date: 1997-11-18

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Pure Genius...Review Date: 2006-08-23
This means the Mastermind's Manual is geared more toward system (crunch) junkies, and setting (fluff) junkies will probably find the book lacking. I am both a system and setting junkie, and bought Freedom City 2nd at the same time as this book to sate both needs ;-).
What you have here is a 160 page tome of pure substance. If you pay for page count the price is terrible, but if you pay for content, the price is peanuts. Nearly every system of M&M2E is given an optional rules and replacement rules treatment, among which are my quest for a bell curved resolution system and hit points/damage system.
But there's so much more. Systems and tweeks that can change M&M2E into a different game. M&M2E at core is designed for closer to Four Color superhero play (like Justice League), but several options presented within the Mastermind's Manual can easily scale it down to gritty Street level play the likes of Punisher, Batman, and Daredevil. Also, some options exist to bring the game into the other direction, scaling the power level up to resemble something like Nobilis (godlings).
Now, I'm not saying you'll use (or even like) all 200 optional rules, because you probably won't. I don't even come close, I only like/use about 10 of them for my version of M&M2E. But having them all there to peruse is a real treat, as it shows exactly what the system can be customized to do, as well as how far the designer will go to help fans houserule the game into their perfect superhero RPG. Every rule seems to have been playtested to iron the kinks out, every question I came up with was clearly answered in the text. While I don't like and won't use many of the rules, it's good to see the breadth presented in an effort to make the book useful to anybody, not just those with a particular taste.
This book also shows how to create Powers from scratch (including breaking down the Powers from the core into their component parts), and handling Powers in different manners than just the core.
The main merit of this book (as in a merit to any group, even those that love core M&M2E with no changes), in my opinion, is the GM tips and tricks. For superpowers that tend to break the plot (you know - invisibility, mind control, esp, incorporeality, mind reading, precognition, etc), utilizing both the "real lives" and the "super lives" of the superhero characters, even different possibilities in the roles of superheroes vs. the society around them.
All this, and I've barely scratched the surface on the Mastermind's Manual, giving you what I would say is a weak selection of the sheer mass of options within. Let me just say that this book turned me around when it came to M&M2E's system. It took me from "blah" to "whoa!" in no time. I can't say as to whether it will do the same to others, but it seems likely to be a good addition to anyone's M&M2E library.
Rules Options GaloreReview Date: 2007-02-23
I liked some of the rules options better than others, but overall most seemed both well thought out and interesting. Some of them, like the rules for extra attacks, could easily have been included with the core rules. Others, like the optional level-based advancement rules or rules for using hit points could make significant changes to how the game is played.
What's missing? I would have really liked a chapter devoted to `plug ins' like a sample bank map, a template for a runaway robot, etc. that I could easily drop into my campaign. Maybe I'm just greedy, but these would be more useful to me than a discussion of tech levels or other general advice.
Supers ToolboxReview Date: 2006-11-03
How do you make the best even better?Review Date: 2006-07-26
You don't. What you do is, you give people the tools so that they can can make things better in their own way.
The Mastermind's Manual was described by lead writer and gaming guru Steve Kenson as "Unearthed Arcana for Mutants and Masterminds". Unearthed Arcana, a Wizards of the Coast supplement for Dungeons and Dragons, was a compilation of dozens of optional rules for that game, so you know from the start that you're going to be getting a book of optional rules. Many of these were options included in the first edition of the game that had to be cut from the second edition's page count; quite a few of them are the status quo of the first edition, offered as options for those who don't like the way the second edition does things. And there are also some rules for gamers who aren't happy with the changes that Mutants and Masterminds introduces to the basic rules set. (Of this last category, the only ones that make me wince are slightly ham-handed attempts to reintroduce hit points and experience levels to the system.)
But there's more. There's a short section explaining how the various powers in the main rulebook are put together, and explaining how one can go about building new ones. There are sections offering advice about simulating natural hazards, and about world-building and different styles of games. It's obvious that the designers have put a lot of thought into their work, with many sidebars on "how and why you might (or might not) want to use this."
What has most contributed to the so-called D20 revolution is less the freedom to use the system offered by its creators to other publishers, then its recognition that most, if not all, gamers don't necessarily just use the game systems we're offered "out of the box". We tinker, we invent house rules. We say, I like this idea that I've come up with better than what the publishers came up with. This has never really been sanctioned before, and I say that it's about time. Kudos to Green Ronin for offering the tools to make their great system even better.

Used price: $5.00

Nothin' But Crunch!Review Date: 2007-11-30
While it IS on par with other books in the Master Class series, I was personally hoping for a just a little fluff, or even a sample coven or NPCs or something, just because Green Ronin's are sooooo great. (See Assassin's Handbook,). I'm excited to introduce all kinds of witches into my game. My only complaint then is the book is too short. I'd pay more for more of any Green Ronin product.
What it does have is many good feats and great spells that really help with the flavor of being a witch.
The Wise and the WickedReview Date: 2002-11-14
A very good book for D&DReview Date: 2007-02-28
From the core class to the spells and the great amount of potions... the celebrations (based on real mithology and beliefs about witchcraft with their respective warning that the included information is only for entertaining purposes) this book is very useful and entertaining in a D&D campaign.
I'm waiting for a D&D 3.5 version of this book.
Much better than I anticipatedReview Date: 2003-07-25
Imagine my pleasure and suprise at discovering that this is actually a very useful, well-planned book that delivers a lot of good information in a balanced fashion. Witches can be evil, witches can be good, witches can be, well, pretty much whatever you want them to be. And they aren't just suped-up hedge mages or adepts, they're a full-blown class, with a pleasant combination of special abilities from other classes (most especially druids) and a few new abilities.
The prestige classes are great, allowing the witch to really customize her character, as well as providing a great prestige class, the witch's champion, that can give her some extra protection, in the form of a bodyguard, without getting ridiculous or borrowing too much from the Devoted Defender (Sword and Fist.)
The items section is interesting, providing a range of natural ingredients for spells and potions that can add flavour to a campaign. Even if you don't actually have to buy the stuff, it's much "neater" to have stuff like wolfsbane and celery root in your inventory rather than the generic "spell components."
The ritual magic section is superb, outlining rules that just about any class can use to "cast a hex" or just reach out and crush someone. This section is, however, the reason the book doesn't get five stars. After several chapters of giving flavour and colour to the rules, ritual magic is presented as a bare bones set of guidelines and standardizations, with precious little colour or detail provided.
Still, well worth purchasing, along with Green Ronin's Shaman's Handbook, if you want to generate a rural, magic-casting environment.
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After Tokugawa became Shogun in 1601, Japan entered a long period of regimented peace. The Samurai warrior-class were forced to adapt therein, trading their swords for the pen, and many of the classic traditions fell into stagnation. The old ways were taught, but seldom practiced: to excel in Tokugawa's bureaucracy, skill with the tongue was more important than skill with the sword...at least in the long run.
But occasionally the Samurai spirit rebelled. In 1703, forty-six former retainers of the late lord Naganori burst into the grounds of lord Yoshinaka, the man indirectly responsible for the death of their master; they killed Yoshinaka and then marched to a nearby Buddhist temple to offer the severed head to their master's grave. Even though they knew it would mean death by ritual seppuku (disembowelment), the ronin fulfilled their pledge to their master regardless, thus gaining `face' through the performance of duty.
Chushingura, a fictionalized account of this famous vendetta, emphasizes these aspects of honor and loyalty: the forty-six ronin are determined to see their course through to its end, regardless of cost. And the cost is, in places, quite high. Some have their wives sold to prostitution so that they can finance their revenge operation. Others deny their wedding promises, knowing death rests upon their shoulders. One ronin engages in all sorts of debauchery, destroying his reputation and staining his family name, so that suspicion is allied and he can plot in peace. Sacrifice for honor is prevalent throughout the play, and from it one can glean all of the qualities the Japanese revere most in their national character and heritage.
Though Keen's translation a joy to read, there are some essential elements missing from this slender volume, thus my rating of four stars. Specifically, a discourse on the music used during the play performance (so key, apparently, in influencing the audience mood), is missing, with a paltry excuse given; and a chart of names would have been very helpful in establishing the relationships between characters. Still, this is a great buy for anyone interested in Japanese history and culture.