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Delta Green, back in print!Review Date: 2007-06-26
Best game everReview Date: 2006-11-22
Delta Green- Best RPG book Ever?Review Date: 2005-11-30
The book is curently out of print, but I understand that it will be reprinted in 2006 as a hardcover with d20 rules. Anyone wanting to write or publish an RPG should read this book and use it as an example. A MUST.
Second Fiction Anthology for Award-Winning DELTA GREENReview Date: 2004-11-15
Dark Theaters has some fairly lenghty short stories, designed to flesh out the world of DELTA GREEN. Some clues and hints are elaborated on; what exactly happened during the fabled raid on Innsmouth in 1928? What was the final mission of Gen. Fairfield? We find out more about the summoning by the Karotechia that was a dress rehearsal for the end of the world, but the entirety of the episode remains tantalizingly removed.
Dark Theaters, like the rest of DELTA GREEN fiction, is about what it means to be human. Or not human. The monstrosities which are called up and cannot easily be put away serve to highlight our humanity. But in the end, humanity is just short-hand for a fundamental incomprehension of the universe. We are carrying on a rear-guard action against reality, buying our fellow-man time for ... what? To say that humanity loses in the end is to pretend that there are other players, rules agreed upon, some validity to having tried and lost. Life is a game of solitaire, and we're not playing with a full deck. All is meaninglessness, a blowing of the wind.
And yet humanity means staying in the game. Like Lucifer, the real patron saint of lost causes, we know that we will lose and darnit, we are going to keep playing the hand we were dealt. It gives meaning to life, death, and the passing of the seasons, the sacrifices we have made and those we have sacrificed, to play by the rules, even if there aren't any. So let us cheer for the hero and jeer for the villain, and not go gently into that dark night.
Best CoC Supplement, possibly best RPG book periodReview Date: 2003-07-22
Delta Green revitalizes the Call of Cthulhu milieu in two ways. First, it plants the setting squarely within our time, developed from a backstory that starts in 1929 and gets downright spooky in 1947. Eldritch horrors still stalk humanity from beyond - only now the entities that menaced the 20's are content to scheme behind the scenes. Unfortunately for the Earth, some humans are content to betray us all for the ephemeral promises dangled before them. These men are not the frothing cultists and brute savages of Lovecraft: they are scientists, priests, and four-star generals. Plus there are new foes and surprises to keep jaded players guessing.
Second, there is finally a good reason for unusual characters to find themselves allied against the dark. Will a cop balk at sharing forensic evidence with a detective, a journalist, and a Marine? Not anymore. All the PCs are members of or friendly to Delta Green, an illegal conspiracy operating within the federal government. Of course, it's not the ONLY illegal conspiracy operating within the federal government. While Delta Green has adopted the sensible tack of trying to blow away every Mythos problem they encounter, its opponents are convinced that some mysteries can be studied, contained, or even harnessed for their own use.
That's just an overview. There is so much to Delta Green that any gaming group interested in conspiracy-style RPGs could find something useful. There are sections on U.S. government agencies, modern firearms, and mind-blowing adventures that are not for the faint of heart.
With Delta Green, CoC players can feel more confident with a nice gun in their hands, and the assurance that a backup team of ex-SEALs in on the way. Their characters will still die or go insane, but at least they should enjoy the ride.
Collectible price: $21.50

like painting, by numbersReview Date: 2008-01-07
We find we make things up to add laughs
to the day.
An embarrassment of riches ..Review Date: 2006-08-26
This is considered by many to be the authoritative collection of collective nouns.
From an 'aarmory of aardvarks' to a 'consumption of yuppies', there is something for everyone.
A highly recommended addition to your library of books.
Jennifer Cameron-Smith
An Exaltation of LarksReview Date: 2007-01-11
Exaltation of larksReview Date: 2007-01-04
A riot of nomenclatureReview Date: 2006-11-03

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MEN TAKE NOTEReview Date: 2001-11-21
Absolutely Awsome Must Read Book!!!!!!!Review Date: 2007-03-29
To love and be lovedReview Date: 2006-11-14
Great book! Not boring at all...Review Date: 2005-11-23
This is a great relationship-book! You won't find boring advice that you need to be supportive to your partner, you need to cherish him / her as often you could... but straightly to the point, Cherie will tell you that you need to differentiate being supportive and controlling... etc.
Those things commonly happened in our relationships, and it's nice to have someone reminded us to be a better person for our beloved one. Worth to collect. Recommended for you who're still single, also for married couple.
I'm finished reading this book, but I still use this book as reference, when I feel my relationship start getting trouble. And however, it helps!
If Love is a Game here are the RulesReview Date: 2004-08-10

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Touch 'em all!Review Date: 2008-06-14
As a father of two handicapped sons playing in the Little League Challenger Baseball program, The Legend of Mickey Tussler connected with me in ways you can't possibly imagine. However, any ardent follower of America's Pastime will find this book to be an engaging, pleasurable read.
Author Frank Nappi has such wonderful command of the English vocabulary and utilizes his lexis like a venerable college professor.
Although this book is written as a novel, it is entirely possible that this scenario could one day play itself out. And I'd like to believe that in today's handicapped-sensitive society, Mickey Tussler might enjoy a happier ending.
The fictional story of a person with autism before autism was recognizedReview Date: 2008-07-10
Baseball is a lot like life......Review Date: 2008-06-11
Frank Nappi has been able to create this masterpiece not only because he is a lover of baseball, but because of his love of life. Frank, in my opinion is a man among men because he has dedicated his life to serving others. As an educator, coach, father, and loving husband, he addresses life with a certain look in his eyes as if he has a secret unbeknown to the rest of the world. Frank and I have kicked the same dirt from beneath our spikes, and I have learned a great deal about his secret. Behind those eyes is a man that remains a student in life, despite his wealth of experience, strength, and hope, which he shares unselfishly with the rest of the world.
Mickey Tussler is in all of our lives in some way, shape, or form. For some of us, he is close to home; perhaps our brother or sister. Mickey's disability, while challenging in some ways, reveals genius in others. Baseball to me, and I believe Frank will agree, is as pure as life itself. On the field of dreams is where boys become men. It is also where men become boys. Baseball teaches us how to interact with others, and how to deal with life on life's terms. Frank has been able to create a platform that reveals the underdog, the challenge, the obstacle, and the near impossible. Most inspiring to me was Frank's ability to also reveal the human spirit, undying love, determination, and the uphill battle that reveals the heart of a lion.
Baseball, like life, is full of up's and down's. We all have our cross to bear. In baseball, statistics are tracked unlike any other sport. Failures are as critically documented as are our successes. If we accepted life as we do baseball, we would learn that it is o.k. to give a great effort and fail, because the glory resides in the heart of a champion, and not on a scoreboard some 400 feet down the left field line. Life may often seem unfair, which drives us to the extreme in our perception of a job well done. Sometimes in life the only thing that seems fair is a ball hit between first and third.
Frank has revealed a dynamic to the expression of baseball in how it relates to life. Mickey Tussler is not just a young man in a book. He is the heart of Frank Nappi. I implore you to read about Mickey, and in the process you will find Frank. Perhaps you will find yourself, as you read not only page by page, but deeply inbred is the message we should live our life by. Frank Nappi is a champion who chooses to make his mark in this world by delivering a message that will live long after he is gone. Like Mickey, you will remember him always.
A winning home runReview Date: 2008-07-02
Arthur Murphy is the coach and scout for the minor league Milwaukee Brewers. He used to be a baseball star before a collision with another player injured him and ruined his promising career. But he's also a good and caring man, which is why, when he meets odd Mickey Tussler, a hulking seventeen-year-old farm boy with an ability to throw very accurately, he is determined to help both of them by recruiting Mickey to pitch for the Brewers. Mickey has an arm like no one has seen, and his early successes on the field help him win over the hearts of his teammates and fans. But jealousy from an opposing team and even a disgruntled teammate stack the odds against Mickey, especially when Murph and Pee Wee, one of Mickey's closer teammates, aren't there to protect him. Mickey's situation is even more difficult because he suffers from autism, although this was before it had a name. The world of minor league baseball is a tough one, and Mickey and his team, the Brewers, are definite underdogs.
There is a colorful cast of characters presented in "The Legend of Mickey Tussler," which I found overwhelming at times. There were so many players and teams to remember that I often got confused, especially towards the beginning of the novel. However, as the story progressed, I got used to the most important characters. In a strange way, I felt I really got to know these characters even though I felt there wasn't much characterization. Most of the characters, especially Molly, Murph, and Mickey, were extremely likeable even through their faults, and I found myself sympathizing with them. I really would've loved for Mickey's character to have been more developed, because the story was mainly about him, but I found his characterization disappointingly lacking. Nevertheless, I found Mickey's character so admirable because he was able to survive and prevail against all the odds. Nappi does a good job of showing each character's flaws as well as positive attributes; it made the characters seem more human, which made the story all the more realistic.
Plot-wise, I had a few issues. Sometimes, I felt that there was just too much going on at once and so many subplots that they were rather hard to keep track of. And I also found the ending a little disappointing, but only because I would've liked the story to continue. And though I was disappointed, I did feel that the story ended with a perfect blend of sadness and hope. It's through the last few pages of the novel that you can really feel the book yelling to you to not give up.
The plot in "The Legend of Mickey Tussler" was never too action-packed except during the ballgames. I found that even with my limited baseball education, I was able to understand much of the terminology used in this novel. Since "The Legend of Mickey Tussler" focuses so much on baseball though, readers who aren't interested in this team sport may have a hard time maintaining their interest in the story. Even though I am not a devoted baseball fan, though, I really liked how baseball was so well-incorporated into this story.
It's kind of hard to explain what exactly in this novel made me like it so much. Despite some of the issues I had with the book, I truly enjoyed reading "The Legend of Mickey Tussler," by Frank Nappi, and thought it was well-written. I recommend this novel for the male audience or for any baseball fans. Mickey Tussler's difficult journey is sure to win over the hearts of many readers, as it did mine.
Fantastic Book!Review Date: 2008-06-11
-Shannon Cooke (or Shannona)

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Fantastic!Review Date: 2003-05-16
If any of you are familiar with the Ultima games or Ultima Online then you'd know where this book comes from. This book is actually a novelization of what Ultima Online 2 was supposed to be before it was canceled. Even though I hate MMORPGs reading this book makes me wish that UO2 had seen the light of day.
I give this book 5 out of 5 stars. Very nice dialogue, fantastic characters, engaging storyline.
Sure to make Ultima Fans cheer and bring in a new flock too!Review Date: 2001-12-05
I cannot express through words how immersing and thought provoking this book was. Andrews has mastered the use of descriptive language and lavish descriptions to bring alive a "pre-Avatar" Sosaria. Although I could easily pick up on some of his minor errors, (Britannia Bay instead of Brittany Bay and the geographical location of the dun-geon Despise) his writing brought back a great feeling of nostalgia that "Ultima Online" simply does not bring.
When reading this tale, readers will become particularly enraptured in the char-acter development. Some of the most remarkable characters I will never forget and look forward to learning more about are the endearing, but elegant Way Master Thulann, the gruff but lovable Gabriel Montenegro, and the mysterious "Techo-Prophet," Lord Blackthorn, who in this tale seems to have made his way out of the Ethereal Void after being banished by Lord British.
This is a story of political strife, manipulation of cultural diversity, and divisive team players that turn out to be anything but. I cannot express how I loved this work. I rank Andrews among some of the classic sci-fi and fantasy writers including Heinlein, Tolkien, and Lewis. I look forward to the next installment with utter anticipation and commend Andrews for keeping the Ultima torch lit even after the authorities at Origin have faltered!
Andrews Rocks!Review Date: 2001-08-10
The language is beautiful. And Andrews shows great skill in presenting the story very clearly, yet, without patronizing the readers.
Though his attempts (to make references to what Ultima gamers would be familiar with) hardly qualifies it as "based on the bestselling computer game", The Technocrat War already has me looking forward to a compelling trilogy which I will read over and over again.
A superb first bookReview Date: 2001-08-07
The Technocrat WarReview Date: 2001-12-24

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Great intervention toolReview Date: 2008-06-15
Making WordsReview Date: 2006-02-25
CreativeReview Date: 2007-01-10
Primary/ ESL class must have!Review Date: 2005-09-13
Best spelling book!Review Date: 2002-12-12

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The Sun City challenge..Review Date: 2001-06-29
Great book Michael... must be due another one soon? PW
A Lordly GameReview Date: 2007-06-28
Dickinson was that good when the winds stirred the grass behind her home in Amherst, Massachusetts. Konik is that good when he totes a golf bag, heavy as a side of beef, for Jack Nicklaus, and then puzzles out nuanced truths of the experience for those of us who will never meet Nicklaus, or any of the golfing greats, except through a television screen.
I don't golf. It is a game of multiple demanding skills and attributes, of which I have none. "Nice Shot, Mr. Nicklaus" is, at least in part, a book for non golfers, such as the man with the physique of the skeleton hanging from a hook in the university's gross-anatomy class. I have that: the apparent lack of muscle, tendon, ligament or properly soldered nerves. My golf swing, as unpredictable as dice thrown on a fieldstone floor, makes dogs howl and Presbyterian caddies cross themselves. When my Titleist balls slice off the tee, men dive for the bunkers. As a teenager, I threw a driver through a plate glass window. I wasn't angry. I just didn't understand the grip. "Nice Shot" is for non golfers what Jon Krakauer's books on Mt. Everest are for flatlanders. Konik takes you there, be it a glorious course in Scotland or a cow-pie laden field in Wyoming. He stands behind you and wraps his arms around you and corrects your grip, stance, and balance. Mostly, though, he corrects your attitude. He whispers, "This is a lordly game, for ladies and gents. Be here now in body and soul. Smell the air and feel the smack at the end of the stick reverberate throughout the universe. Set an example of decorum for your children, and thereby teach them the essence of championship. Play in the Zen Master's Open, for it is open to all. Embrace your opponent whether you win or lose, as if they were the same event." And he spends much of the book explaining how they very nearly are. And the thing is, you come to believe it might even be true.
Konik has the ability to make a non golfer--and maybe even a golfer--believe he could actually discuss with Greg Norman, over a pint of Fosters lager, the advantages of graphite over steel. He worms his way into the hearts of those he interviews, and he permits a reader to imagine that his own heart might be shaped from the same warm clay. And be this the truth or merely the grand illusion of an extraordinarily deft writer really doesn't matter when you finally set the book on the nightstand, turn off the light, and dream of the skies over Augusta.
A KeeperReview Date: 2006-03-04
Particularly nice is that the book it can be read story by story, so that you can enjoy each one separately from the rest. It's like a tapas lunch: accompanied by a nice glass of white wine, you can sip and enjoy the full flavor of each course. Get this book and enjoy.
A Winner from Michael KonikReview Date: 2002-09-18
Thanks Mike. Waiting for more.
Easy GoingReview Date: 2002-03-21

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The best!Review Date: 2008-01-13
Great ResourceReview Date: 2007-09-21
Best Theater Book I've Purchased!Review Date: 2007-07-16
great, great, greatReview Date: 2007-01-31
Great Mix of ActivitiesReview Date: 2007-01-10

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coolist book I have enjoyedReview Date: 2008-07-03
Luke Ross
Birthday present...Review Date: 2007-12-01
The best way to live through Resident Evil 4 Review Date: 2007-07-29
Great Guide - But do You Need It?Review Date: 2007-07-09
First, the merchants in the game are really useful and they sell maps that highlight out all the treasure. While this doesn't tell you how to combine everything, you can simply keep all your odd little items and try combining them until you manage a priceless artifact. Second, you can look at the guns and see how they "stat up" to figure out what you want. The guide give advice that works if you want to edge up from one weapon to the other, but some of the weapons are pretty playthings and their use is what makes the experience unique. Third, this is the friendliest game as far as enemies are concerned, and you should be able to beat anything with a little practice and a few lucky shots. The same can be said for the puzzles - none of them are really difficult and finding out stuff on your own makes you feel strong. Finally, just play through the minigames in the game, kick it up and beat the game more than once, and power up your weapons all the way and see what you end up with.
So, you really don't need a guide and maybe you know it. Still, if you have to have one because you just need it or if you are buying this for someone who you might think needs help, it thrives here. This book is sexy, too, and I was impressed by the quality of the maps and the excellent care taken by the designers of the walk-through. I am of the opinion that a walk-through is either (1) a compulsive need to get everything or (2) a way to even the playing field. If you need either one of those, this is a golden ticket out of Las Plaga land. If not, you know how to run and gun.
Regardless, try to run the game first! The play-through is exciting when you have no idea what to expect AND you are better than you think. I wish i could wink when saying this, too, and add "trust me" for good measure. Resident Evil 4
this book is a MUST BUYReview Date: 2007-04-30


Acererak's Tomb is revisited, and You Can be There!Review Date: 2007-05-10
Do more than meets the viewer's eye.
You've left and left and found my tomb
And now your soul will die!"
These words struck fear into the hearts of players at Origins I. With them, they knew that they had entered the most devious of all the creations to emerge from the mind of E. Gary Gygax. As player after player lost his character to Acererak's tomb, the creator of AD&D looked on, I'm sure, with an evil grin.
Tomb of Horrors was the first module ever published by TSR. It set the bar high for all that would follow. It inspired people like Grmitooth to try to invent increasingly deadly traps. It made AD&D into a game of intellect and wits, not one of hacking and slashing. It is probably the most popular adventure of all time.
So who is the upstart, Bruce R. Cordell, who thinks he can write a sequel? Does he think he can do justice to the master, the father of all adventures, the Great Gygax? Does this sequel, Return to Tomb of Horrors, do anything more than insult the greatest of all dungeon crawls? Read on, you might be surprised.
To answer the question, we must look at Gygax's original intention. Was he trying to smite players everywhere? Was he trying to make them frightened and instill a feeling of hopelessness? Was he just being mean?
No. He had fallen into a trap many of us do. He had characters, Rob Kuntz's Robilar and Ernie Gygax's Tenser, who seemed to walk through whatever challenges he put before them. He needed something that would test them to their limits. Something that would teach them humility. He needed an adventure that not even they could defeat.
Alan Lucien gave him the idea. He locked himself in his writer's room and began to invent the deadliest adventure that ever was. This time, they'd know a challenge.
So what happened? Robilar sacrifice many orc retainers to get to the last tomb. There, he dumped the treasure into a bag of holding and amscrayed. Tenser manage to defeat Acererak himself, proving to Gygax that an ingenious player can negotiate any but the most arbitrary death traps.
Then he continued to carry it in his briefcase, pulling it out whenever a player claimed to have an unbeatable character. More often than not, they remembered things they had to do and quickly left the table as the other players looked down at their dead characters in horror.
The module then debuted at Origins I. It hit the shelves in 1978. The rest is history.
So now Cordell has written a sequel. How, you might ask yourself, can this box set pretend to be a sequel deadliest 12 pages in role playing history? Does this man actually think he can pull it off?
Let me assure you, gentle reader, he not only thinks he has, but he has.
The adventure starts years after treasure hunters spent their blood and souls in Acererak's final resting place. The place is all but forgotten by most, but as of late, and evil necromantic force has been reaching out of the Vast Swamp. The party begins examining the problem and comes across a name, "The Devourer."
This name leads them to the path of a man who sought the Devourer years before, a mage named Desatysso. As the party follows the long-cold trail of this mage, they discover that there is more to the Tomb than anyone has ever suspected.
You see, Acererak wanted to build a series of tests, to lead people toward a final great reward. Unfortunately, the knowledge of the true purpose of the Tomb was lost, and only Desatysso seems to have found it.
The test consists of three parts: a Tomb, a City and a Fortress. Evidently, crawling into the tomb and smashing Acererak's skull is not enough. He must be hunted to his conclusion and stopped in his dreaded apotheosis. Otherwise, his demonic minions will just keep rebuilding his tomb and adventurers will keep spending their souls there.
This dungeon is not for the weak of heart. It suggests that players not take their beloved characters in, and I wholeheartedly agree. The PK rate is extremely high.
I set up a party of fourteen characters, giving each player at least two. They then started the adventure. However, I couldn't see how they could have any guarantee of surviving the original Tomb (which is included in the boxed set), much less get far enough for me to produce an adequate review. I therefore began sending them dreams. Dreams of people who were not them, but they recognized as each other. They were going through this strange tomb, and they knew that all this had taken place years ago. Finally, at the end, they threw themselves against the demi-lich. The Paladin, who had died and failed his resurrection survival (a convenient accident, not a plot element), appeared and got them to vow to kill this force of evil, no matter what it took, no matter how many lives.
It was then that the players realized they were dreaming of a past life. They threw their might against Acererak and were soundly destroyed.
This plot device worked well. They had already played the Tomb by the time they got to it in present day, and were therefore able to get a full compliment of characters through it. It also gave them a sense of purpose that unified them with these characters they didn't know. It was a right proper epiphany, and feel free to use it when you buy this product yourself.
Anyway, this allowed them to progress beyond this most classic of Tombs, into a place where Orcus himself once walked, the city of Moil. This place has claimed four or five characters (though their pact is keeping Acererak from devouring their souls, so they can come back again in another 50 years, should the party fail).
I'll not give away any more of the plot. Buy this product, and you'll see.
I was not convinced I should give it this good of a review, however. You see, I have always loved the Tomb, and I was afraid I was biased. I therefore gave it to a friend who has never (in my memory) liked a TSR module. He gave this his grudging approval, unable to blow any holes in its plot.
A good product. The traps are as deadly as ever, but this adventure is surrounded by intricate plots and histories. There is so much going on here that the players will never even guess it all.
This is one of the things I love about this module. It is filled with information that the players will never know. They will never fully understand the history of the necromantic academy that has sprung up around the tomb. My players have figured out that the City of Moil worshiped Orcus, but they will never figure out that it was put to sleep because it turned to the worship of a God of Morning.
Most writers try to invent complicated and awkward ways of making sure that the players discover the core of all their intricate plans. Not Bruce R. Cordell. If he had James Bond in his clutches, when Bond asked what this was all about, he'd shrug and put a bullet in his head. It's enough that the GM knows, so that he can flush out details as needed. The players will never guess most of what's happened here.
My players have made me promise to tell all when it's done.
Anyway, this adventure tests players to their furthest. Not only have my players latched onto their characters, four of them have married now (the characters, that is), so that they can snatch some joy in the midst of all this horror. It takes a powerful setting to force people to start searching for affirmations of life.
So there it is. I'm rarely impressed with adventures anymore. I'm not forgiving enough. This module needs no forgiveness. Other than an abuse of absolutes ("nothing can save the character if happens"), I can find no criticism for this product. My players have been going through it for months now, and I have rarely had so much success.
So did they survive? I can hear the question in your minds.
The question should be "Will they survive?" The party has begun spending more time on roleplaying than problem solving. They lick their wounds and clutch each other in the night, whispering reassurances. The adventure continues at a slow, methodical pace, and has become a campaign unto itself. If they survive this, I don't think that can convince them to play other characters. I mean, when you've taken someone into the darkest of all pits, you develop a bond.
Too bad they'll all be dead by the time you read this.
An Intense Deathtrap Challenge Even For Experienced PlayersReview Date: 2000-10-21
Set in Greyhawk but usable in any campaign, this adventure begins with mysterious villager disappearances and swarms of undead. Your party comes to investigate and becomes entangled in a web of deadly schemes. But what does this have to do with the original Tomb of Horrors? The one that's been dared by many, plundered by few, over the years? Well, it's still in business, and still merrily eating heroes. But if the original deathtrap dungeon was a satisfying meal, this new adventure, wrapped around the original module and set 20 years later, is a murderous banquet. This is the first dungeon adventure I've ever read where I actually felt sorry for the players, and I'm including the original Tomb in that. The new story enfolds the original dungeon crawl in a deadly blanket of new traps and additional story, creating a hideous multi-stage gauntlet for anyone seeking the final mystery at the end. Yes, you get to visit the Tomb itself again, but its significance has changed and deepened.
I have to agree with the author on the use of characters for this adventure: either the group ought to be specifically rolled up for this adventure, or, if the players' regular favorites are to be run through the scenario, tone the thing down, WAAAYYY down. There are sections in this beastly tome that can kill one character per page, and, as the party penetrates the deeper mysteries, the killer trap rate escalates to one or more per room. This makes a party of four-to-eight high-level PCs seem rather puny, and suggests a horde of henchmen, hirelings, and cannon fodder, preferably walking out in front.
Can someone familiar with the original Tomb play or enjoy this? Absolutely. In fact, I'd like to see a group of players, all either DMs who have run Tomb or players who went through it successfully, go through the Return to the Tomb of Horrors. Maybe they'd live long enough to get to the second half of the adventure. Maybe.
This boxed set is stuffed with goodies. There are nine maps and seven new monsters in a full-color maps and monsters book. The maps are very clear, with one exception: Map 3 is so darkly printed that the color-coding is very difficult to make out, but I believe that because of the restricted movement in those areas there should be little impact on play. An illustrated "module" of 160 pages, with appendices of new spells and magic items, includes many "old" spells relying on several other AD&D books (some out of print) but the author urges the DM to make appropriate substitutions when necessary. There is a facsimile of the original S1: Tomb of Horrors module, which is actually used in play. DMs will want to go through this and make detailed adjustments beforehand, since it is not written to 2nd edition AD&D standards. No problem for collectors worried about the value of your original copy: this is not an exact facsimile, as the illustration booklet is bound into the middle. A new illustration book holds scenes to be shown to the players at various points in the adventure, and because since there are two scenes on each page you might want keep a sheet of plain paper folded length-wise handy for covering the second illustration. Lastly, there are handouts for the players, consisting of an eight-page "journal" (in a very difficult font) and a double-sided color card, with special instructions for photocopying and preparation.
In playing this adventure DMs may want to keep in mind their particular players' temperament and game style: are they looking for a real, undiluted challenge, or are they going to be murderously upset by the DM making their PCs into elf flambe, dwarf kabobs, and Halfling hash in one evening? If there is serious risk of you becoming a DM pretzel, you might want to edit this severely and just integrate it into your regular campaign.
Return to the Tomb of Horrors is an excellent adventure in the old module style.
--Sharon Daugherty for Skirmisher Online Gaming Magazine
This is a quality productReview Date: 2000-11-26
Return To The Tomb of Horrors is a quality product from top to bottom. The boxed set includes many maps, illustrations, the original Tomb of Horrors, an expansion to the Tomb of Horrors story (the equivalent of 3 more adventures), and more.
I have not yet run this module, but have read all the contents, and plan to implement it as soon as possible. The story is well written, EXTREMELY original, and the many traps are truly inspiring. Despite the fact this boxed set is the equivalent of 4 normal length adventures, all of the encounters are unique and often ingenious. As I read the module, I found myself often wondering what the writers would think of next.
Note to GM's: This module is possibly the most deadly I've ever read. I would only recommend it for experienced players. Even then, expect casualties.
Fantastic Module- one of the best everReview Date: 2001-06-05
A readerReview Date: 2002-02-22
Everything starts good as a plot is well formed and progresses well for a little while. It gets even better when the party arrives at the environs of the old tomb. All right, ervything pretty [dang] cool thus far. Realistic, fun, and the players better think before they act rashly.
So you are thinking why 3 stars only? Well, the problem is it all goes downhill from there. Once the players leave the old Tomb the new area is just silly. It makes no sense that something this powerful would have ANY trouble with the PC's. Plus the traps are illogical and almost impossible to detect. By this time, roleplaying is long forgotten as players just push their characters from point to point and hope to make their saving rolls.
Still, it gets 3 stars for a good effort from TSR. But there certainly are better choices out there.
Finally, I am amazed so many D&D'ers are impressed with killer modules. Big ... deal. Give me something to excite the players' imagination. That is what role playing is supposed to be about.
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