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Used price: $13.11

An Excellent SourcebookReview Date: 2000-01-14
3rd Edition Magic RulesbookReview Date: 2003-11-27
3rd edition and its updates however, seemed to consolidate and condense better, focusing on game mechanics and rules rather than pictures and colorful quotes from fictional characters.
Magic in the Shadows is no exception, as it compiles all three previous magic books, updates their mechanics, and also introduces new 3rd edition magic rules, skills, and abilities. Although the 3rd edition books are not as colorful or fun to read as previous books, they do a much better job of actually providing rules and mechanics to streamline your game.
This book is a must have for anyone with "awakened" characters, because it covers the rules for initiation, a process that makes a magical character uber-powerful.
Finally... magic made easyReview Date: 2001-07-16
Even a troll would love it!Review Date: 2000-10-02
A first-rate must-have supplement for Shadowrun 3rd Ed.Review Date: 1999-07-11
Collectible price: $21.48

GreatReview Date: 2008-01-13
New and exciting dimenstions to 1st Ed AD&DReview Date: 2008-07-01
Unearthed Arcana was written in 1985. I was about 10 years old and was playing AD&D, which consisted of the Player's Handbook, Dungeon Master's Guide, Monster Manuals 1 and 2, and the Fiend Folio. That year however, Gary Gygax and Jeff Grubb decided to try to add a further dimension to the 1st Ed game.
This game not only adds dimensions, it adds a number of "fixes" to the game to raise problems that had come about from the initial books.
Problem 1 - the level limits for non-human characters were too low. This book addresses this by giving higher ability score characters higher limits. (GOOD)
Problem 2 - the fighter subclasses do not have distinct enough roles. This book separates the Paladin to become a subclass of Chavalier, and the Barbarian becomes a new class of fighter. Therefore, we have the "knight" style classes, Chavalier and Paladin, and the "warrior" classes - Ranger and Fighter, who get weapon specialisation, and the "tanking" brute class the barbarian. (GOOD)
Problem 3 - charisma is not physicial attractiveness, but personal magnetism. Solution - introduce (redundant) seventh attribute = Comeliness. (BAD)
Problem 4 - characters not heroic enough. Solution - make uber powerful characters who are rewarded for rolling high ability scores. Encourage players to cheat or do anything to raise ability scores. (BAD)
It appears that after Unearthed arcana, for all its great new spells, magic items, class changes, and variation of the races (now you can play a Drow = dark Elf, and history was never the same again) fuelled the creation of mega-powerful characters. Ability scores rise in importance. The new race subtypes add an element of richness into the characters that was welcome. The new classes were generally good (with the exception of the comical Thief-Acrobat) but a DM might wish to be cautious before introducing all the changes here. However, this book is full of something that I see lacking in the newer volumes of the D&D products - imagination.
A Preview of one of the AppendiciesReview Date: 2001-07-13
This is an outstanding book, and is worth almost any pricetag for its original and truly unique content. It litereally is unearthed arcana.
My favorite roll-playing sourcebook!Review Date: 2002-03-05
I KNOW this book is good, because someone always ends up stealing my copy (the true mark of a book's greatness), but I always replace it-- and it's worth whatever I have paid for it.
It's so good, I think it would make interesting reading for a non-gamer. I gave it five stars because they don't allow six.
Highest possible recommendation.
Gygax's Grand FarewellReview Date: 2000-05-02


His jaw is bigger than his brain!Review Date: 2003-07-22
If you stumbled across Sluggy Freelance and liked it, give Bruno a try.
Its a great stripReview Date: 2000-03-17
great stripReview Date: 2002-02-24
Go Bruno!!Review Date: 2001-10-05
Humour with classReview Date: 2000-06-15
Used price: $10.00

Excellent book but could have more.Review Date: 1998-08-26
Very good and descriptiveReview Date: 1997-03-17
An in-depth look at the EmpireReview Date: 1999-03-14
Good resource.Review Date: 1999-10-26
A shame its out of printReview Date: 1999-07-16


Great Accesory! Kylie rulesReview Date: 1999-08-15
Do you know the factions in planescape?Review Date: 1998-11-12
Best Planescape book around (so far!)Review Date: 1998-05-19
THE PLANESCAPE BOOK THAT DESERVES SEVERAL SEQUELS!Review Date: 1999-01-19
The best part is that each characters' story is connected to each other in some sort of indirect network.
TSR did a good job in making a living, breathing book. Not only is this a game reference book, but a well-crafted story book too!
This book also has strong connections to FACTION WAR and IN THE CAGE: A GUIDE TO SIGIL. It also has some connections to the other Planescape products.
My Favorit Sigil BookReview Date: 2007-10-06

Used price: $27.64

Great RPG for one shotsReview Date: 2008-04-19
The computer is your friend. Hail the computer. Remember happiness is mandatory. If your not happy report for termination.
You are in error. No one is screaming. Happiness is mandatory!Review Date: 2006-02-16
While the text of the game goes to great lengths in instilling in the reader a sense of how the game is supposed to be played, in the end there are only two rules that need following.
1. The GM is always right.
2. Happiness is mandatory!
It's that simple, and it couldn't be more fun to read this book. Once you understand that every bit of it is cleverly written to convey the theme of Paranoia to the reader, you don't feel like you are being lectured yet again on the proper application of an attack roll. Rather you are learning what it is to be a GM/Player of this great game.
I only hold one complaint which is so minor that it didn't even effect me giving this game a perfect score.
Normally I don't find it necessary to print two seperate books for the core of a game. I actually prefer many games where GM and player information can be easily included together in one well laid out tome. Basically I don't think it's normally necessary to have to have two or more books to play and run a game. However in this case I think I would've preferred a division of the book into a distinct Player's guide and a distinct GM's manual. I think this is truly one of those games where the player's are better served to discover the ins and outs through regular play. In the case of Paranoia, the fun is in the failure.
ADVICE TO ASPIRING TROUBLESHOOTERS:
If you intend on playing this game, take the books advice and don't read the GM only section. Trust me when I say the tension caused by the unknown is the bread and butter of an enjoyable Paranoia session.
If you're the one buying the book for your group, gather the money together from fellow players and give this as a gift to your GM. He'll thank you, and any GM worth his weight will itch to run this game once he gets his hands on it. After all, what's the point of owning a book you are only supposed to read 48 pages of. PLAY THE GAME FIRST, AND THEN AFTER A WHILE BUY THE BOOK FOR YOURSELF. DON'T RUIN THE FUN BY READING TOO MUCH!
All in all, even if you do intend to ignore my advice and read it all, you'll have a blast doing so. I haven't had this much fun reading an RPG in a long time (with the possible exception of Godlike).
STAY ALERT! TRUST NO ONE! KEEP YOUR LASER HANDY!
Paranoia 3: Rise of the MachinesReview Date: 2006-05-31
Gamers who like heavy combat tactics needn't look into Paranoia XP. Most of the weapons will kill a clone in one shot.
Gamers who like strategy in character generation or advancement needn't look into Paranoia XP.
Gamers who tend toward heavier systems (D&D, Rifts, HERO, GURPS) probably should tread with caution, as Paranoia XP's system is one die roll-under for everything. The rules are simple: roll a d20, get under Skill. Then if the GM decides you succeed, you succeed.
Gamers intent on character growth and development can find some support for such here, but under Classic rules, characters die often and hilariously.
If you like intra-party harmony, a good idea for nearly all RPGs, shouldn't look here. Paranoia is about backstabbing your fellow Troubleshooter.
If you enjoy having larger than life heroes, don't look into Paranoia XP. Paranoia XP characters are incompetant, ignorant, and insane.
Well, if you're still here, you either don't care about the above, or you're still interested to hear about the game itself, well, here goes:
By the way, you might have noticed I'm not bothering with any "HAPPINESS IS MANDATORY!" or "NOT AVAILABLE AT YOUR SECURITY CLEARANCE!" stuff, because I know it can be quite offputting to those looking into the game. It's an "in" joke, and using it against people who aren't "in" yet is a bit mean and/or foolish.
The game is about a complex, an underground post-modern utopia called the Alpha Complex, which is run by an AI called The Computer. Or it would be a utopia, if The Computer wasn't insane and paranoid, looking for commie mutant traitors. The Computer has security cameras everywhere, and regulates everything in the complex: air, food, plumbing, industry, economy, etc. Everything. But that's not the worst of it.
The mass of population is heavily medicated, usually happy in their existence mowing about the complex and doing their assigned duties. But not the player's characters! They have gotten the honor of being moved up in security clearance, from a lowly INFRARED to the slightly less lowly RED. Their job has been reassigned to Troubleshooter, and they get a laser gun! They go on fantastic suicidal/impossible missions for The Computer to root out commie mutant traitors, secret society members, and other sabateurs of The Computer. There's only one problem...
All the characters are mutants, and all belong to a Secret Society (perhaps even Communists). All the characters are traitors. And it's not like players don't know that everyone is a traitor. Instant mayhem, just add water and stir.
If this sort of game doesn't interest you, Paranoia XP is not for you.
highly reccomend, very original RPGReview Date: 2005-04-29
The rules though, I have no idea about...whenever I GM an RPG, I just skip most of the rules and run things in a more story-based, freeform way. So that I can't vouch for...but even if they suck, the setting should make up for it :)
Good text, but the art needs workReview Date: 2004-12-13
Everything is well thought out, from mutations to secret societies to the history and functioning of Alpha Complex. The increased use of personal computers, PDAs and the Internet is now reflected in PXP. The humor is present, but in measured doses, and there was (thank goodness) no attempt to go "over the top" with things. No acronyms simply to make funny acronyms, for instance. Character creation is notably different from previous editions (no stats for Strength, Intelligence, etc.), but now characters can improve themselves. With the addition of three play styles - Zap, Classic, and Straight - they may actually live long enough to do so! ("Straight" Paranoia, for instance, presumes a dark, gritty, realistic game, while Classic is 1st/2nd edition style, and Zap is simply "everyone shoots everything and each other".)
The downside? Well, the index isn't as helpful as you might think, and it's hard to find the chapter breaks. Several times when I wanted to look up a specific table or information, I ended up leafing through the book to find what I wanted.
Also, a mention on the artwork. Jim Holloway was the original Paranoia artist in 1984. He's been tapped again for PXP, and it appears his style has not evolved or improved in 20 years. Paranoia purists might enjoy it, but I was hoping for something a little more updated, more in keeping with the times. No, that doesn't mean I wanted a "manga" look, but there have been other Paranoia artists (Greg Guler, Valerie Valusek, Brian Schomburg, Sonya Obrochta, etc.) who might have been used. I've played Paranoia since 1st edition, and Holloway's artwork has not aged well. Unfortunately, the official word is that Holloway's art will continue to appear in PXP products.
Art and index issues aside, this is a good return to the series' roots. Old-school Paranoia fans should be pleased. I hope PXP will bring new fans into the fold as well.


Pretty good.Review Date: 1999-06-21
This is the best book if you need help with Super Mario RPG!Review Date: 1999-04-08
fabulous!!!!Review Date: 1999-05-08
A Guide Like No Other- Bradygames' BestReview Date: 2001-09-07
The BEST Super Mario RPG guideReview Date: 2000-10-08

Used price: $19.62

The Classic Returns...Review Date: 2008-10-21
Which I did not do, by the way. But I have carried that little black box from move to move, it's corners getting fuzzy with love...
Much credit is due to Mongoose Publications for doing such an excellent job of taking us back to those halcyon days of free traders and d6 fun. My only complaint (and it's small but pertinent) is the change on the character sheet from hexidecimal values... it made things simpler, not harder, when your basic traits were a simple line of six figures. (It looks way cooler, too.) Still, the decision to maintain the appeal of the iconic black cover with the red stripe makes this old gamer feel all warm and fuzzy inside. Buy it. Buy it. Buy it.
A grognard's viewReview Date: 2008-09-14
Happily, I was wrong. Mongoose Traveller is an excellent repackaging of the feel of the Traveller early days with updated rule concepts that bring everything into the 21st century. Character generation is smooth, the dice mechanics are simple to remember and use, and the rules in general are easily grasped.
My only complaints are with the artwork. Traveller has a feel, one developed over the last 31 years, and the artwork in this book had more of a WH40K look to it. Also, the equipment selection was very limited.
This is a good buy for fans of Traveller from the old days, or anyone looking for a simple SF-RPG.
Nice!Review Date: 2008-07-25
As exemplified by its cover, and true to Traveller tradition, the book isn't flashy. It has simple, retro, grayscale illustrations, in addition to straightforward deckplans and an example sector map (I actually prefer the illustrative simplicity, although I've heard others complain). The focus is really on the rules, on their clarity and playability. A comprehensive index to the book gives it an on-the-fly advantage over "Thousand Suns" and "Serenity" (or at least over the version of "Serenity" that I have).
The randomness of character creation in Traveller has always been both a blessing and a curse. Players want to be able to create and play compelling characters, and the Traveller rules aren't always so friendly; a player may find his bright-eyed naval pilot wannabe, after failing to pass the Navy's entrance exams, quickly degrades to an aged drifter plagued with multiple enemies and a limited skill set. The new rules seem to be tackling the sense of uncontrollability in character generation, and the changes to the generation process are very compelling. Each term spent in a career will yield--in addition to somewhat random skills or characteristic improvements--events which are interesting but loosely defined, allowing the player to fashion the background and "feel" of the character, even if he or she can't control the nature of the events. Furthermore, a Connections Rule has been added which encourages (through the reward of precious skill points) PCs to know each other through the events in their backstories. And for added insurance, each character in a Traveller campaign gets to select a number of skills from a skill set related to the campaign's general theme, thus ensuring that a pilot or medic will be available despite a lack of such skills in their backstories, or, at worst, some redundancy of skills among the characters. The rules also accomodate a couple point based character generation systems, but they're not as fun.
The book's list price is somewhat expensive, but I was able to get it for about $25 after taking discounts and memberships into account at my local bookstore.
Great Update on a Classic Sci-Fi RPGReview Date: 2008-06-18
The book is well-bound and sturdy. The layout isn't fancy or flashy, just black and white with grayscale tables. The art is mainly black and white line illustrations. I might have hesitated to pick this up at the $40 it retails for at most game stores; that price is the result of the brutal pounds sterling to U.S. dollar exchange rate (Mongoose is a British publisher). Incidentally, the Amazon price is the best one that I have found for this game, and brings the price point very much into line with other rpg core books.
As for the contents, they are well-written, nicely organized, and easy to read. The game starts with a very brief introduction to the Traveller setting and the dice conventions. Basically, you roll 2d6, add the level of any appropriate Skill and any positive or negative modifiers for a relevant attribute (Dexterity if shooting at someone, Intellect if trying to crack a computer code, for example) and try to roll an 8 or higher to succeed.
The next 43 pages cover character creation. Just as in the original Traveller, players roll their character's six core attributes (Str, Dex, End, Int, Education, and Social Status) and then choose from a wide variety of career paths (Agent, Army, Citizen, Drifter, Entertainer, Marines, Merchants, Navy, Nobility, Rogue, Scholar, or Scout). Each career path has three specialized sub-paths that players must choose from. For example, an Agent could be a law enforcement officer, an intelligence agent, or a corporate espionage person. You don't get to just choose your skills in the standard character creation system--you roll to gain entry to a career and must make survival and advancement rolls to continue in it. Fail and you get kicked out of that career, collecting benefits based on how many four-year terms you've served. Then it's off to try another career path. Once you've served 4 terms overall, you start making aging rolls, which start off pretty kind and get harsher the longer you serve. Most players will probably start with 4-6 terms, which generate either a decent range of average skills or a few excellent skills and some basic knowledge, depending on how well you roll.
The process is really a lot of fun--there are lots of events on the tables designed to spark creativity and help create both a backstory and ties to other characters. There's also a simple point-buy system if you prefer that approach.
The next twelve pages deal with skills, with examples of tasks for each skill at varying degrees of difficulty. Then you get nine pages on Combat, seventeen pages on Encounters and Dangers (lots more tables here in the old Traveller tradition), nineteen pages of Equipment (which covers a very good range of armor, weapons, vehicles, and other gear), and about 47 pages on designing and operating spacecraft, including game statistics and deck plans for 18 spacecraft common to the Traveller setting. This is followed by rules for Psionics, Trade, and basic World Creation.
It's a very complete package, with pretty much everything you need to play a game in the vein of Firefly or classic Imperial science fiction in one book. The rules for creating aliens aren't very sophisticated as presented in this volume, but you can do most of the humanoid style aliens you see on television shows. The random roll tables are actually quite thorough and often creative in the types of events they produce. Career events are nicely tailored to each general career path, for example. It's all clearly done with the goal of producing usable results/inspiration for gamemasters without requiring lots of planning or lengthy writeups for NPCs (spaceships may require a bit more, but there are plenty of premade designs to choose from).
There isn't a whole lot of background fluff on the Traveller setting, but the mechanics/equipment provided reflect the assumptions of the Traveller backdrop quite well. Being more generic actually makes it easier to adapt these rules to other settings. I particularly like how the descriptions of the technologies feel less dated than the original Traveller material (based in 1970s science fiction) but stay grounded and easily accessible to most consumers of contemporary cinematic science fiction, much less readers of more sophisticated written s.f.
Overall, this is a very nice set of core rules that pleasantly surprised me with its accessibility, clarity, and quality.
True to the classic, but much improved.Review Date: 2008-07-16
Character creation allows for a broader range of backgrounds than CT and optional rules are also given for point based creation, instead of traveller career based creation. At first parse, all the original elements of the game are included in this book - including much material (eg. deckplans) that used to be in supplementary material.
The text is well layed out and the black and white artwork is first class. I can remember when GURPS traveller came out, I was generally pretty disappointed because it was basically just a conversion tool to bring your Traveller campaign over to GURPS Space rules, and the artwork let it down. However I still have the GURPS stuff because the library data (background fluff) by Loren K. Wiseman was excellent. Mongoose have left the Imperial fluff stuff to a minimum much like the original traveller book. To address this they have released a separate book for the Spinward Marches sector (the default traveller setting).
If you liked the classic hardcover Traveller Book, then you'll LOVE this because it is magnitudes better. As a generic SF rpg, I think its much better than GURPS Space, as well. It certainly got me thinking about starting up a 'hard-SF' campaign.

Used price: $35.93

Execellent Document of Martin's WorldReview Date: 2006-11-07
Roleplaying, schmoeplayingReview Date: 2006-04-19
I redesign the character sheet (the one it came with sucked which is the only complaint I have about it) and it brought a tear to my eye not having to worry about spell slots or any of that sort of mess.
No magic, magic items, Power Word: Kills or some god coming down to smite you. It is just you, the enemy and the ground in-between. You make your own in this world, you forge your way through either might or wisdom, sword or diplomacy.
Like a great man, a Giant of a man some might say, once said, "It is not so much what we do as why we do it." When you could run away in fear for your life but you chose to stand and regain your honour, right your wrongs and possible make your world a better place to be even it it meant losing your own life, then you know you have struck gold when it comes to a roleplaying campaign.
Sure it has all the levels, skills points and the like but to be honest, I never cared about the levels in this game. I think whatever age or level we start off with is fine by me.
If you are a D20 vet and wanting to try this, take time to learn how Reputation and Influence works. It is a little different but it adds a lot to the world.
If for nothing else, my brother, "Mister Casual About All Things Gaming", can't stop talking about the game. That is for the first time in 15 years. That is the greatness of A Song of Ice and Fire.
Great purchase - even for non-gamers.Review Date: 2006-02-22
Gorgeous artwork & fascinating bios of the characters of George R.R. Martin's books are the main highlights of the book for non-gamers - but the more you delve into the mechanics of the game, the more insights into the world it reveals.
And another pleasant surprise - an introduction including a very detailed & impressive overview of the history of fanstasy writing. Given me lots of new (to me) writers to check out.
A review by a gamer for gamersReview Date: 2006-02-13
This 495 full-color hardback is a comprehensive rulebook and campaign setting. If you didn't already own the core rulebooks, you wouldn't need to get them, because it's all here--handbook, DMG, and bestiary rolled into one. The bestiary, of course, is very small, because this is a low-fantasy (almost historical) setting. You won't find a catalog of abberations, walking funguses and extraplanar half-whosywhatsits. You won't find dozens of ridiculous, superheroic, micro-niche prestige classes. And you won't find elves, or gnomes ... or any such breeds. Who needs them? Magic and mosters are gone . . . except for a few surprises here and there, which are really special.
What do you find? The heart of the game is human drama. You have Realpolitik, war, alliances and betrayals, intrigue, spying and struggle. In order to cultivate this kind of gaming experience, they draw on the work of one of the greatest living writers of science fiction and fantasy, George R. R. Martin. (Read the novels, if you haven't already.) But the game also contributes a promising innovation with the rules for Reputation and Influence. These mechanics are to the social and political what the Base Attack Bonus is to combat. Influence points are a way of measuring a character's power in the social sphere, and of adjudicating a character's efforts to get others to do what he wants.
In standard d20 games, a character with a high Diplomacy skill may be effective in getting people to have a friendly disposition towards him, but how do you determine what a friendly disposition actually gets you. Now there is a mechanic for determining that. An Influence check is used to call in a debt, command, persuade or otherwise coerce someone to actually do what you want (whether they like you or not).
Reputation is a way of defining how you are perceived by others, in terms of specific characteristics. For example, a character may get several reputation points as a Ruthless Brute, which will come in handy when he wants to Intimidate and hinder him when he wants to gain trust.
There will be combat, of course, though perhaps not as frequently. (Wounds take time to heal when you don't have potions and spells ready at hand.) In place of lightning bolts and acid arrows, they have added more options and possibilities in hand-to-hand combat. First of all, armor gives you DR rather than an AC bonus. (Shields are different). Armor classes will tend to be not quite as high as we are used to, but on the other hand damage will be smaller too. However, if you want to deal more damage, you can opt for one of several types of called shots, which allow you to customize your attack strategy based on your opponents defences. There are also some good rules for becoming fatigued due to the encumbrance of armor. Only playtesting can tell, but it seems to me that combat strategy may be more interesting in this game. More deadly? You'll have fewer hitpoints. On the other hand, there's the Shock Value feature, which makes it a lot more likely that you'll be temporarily incapacitated long before your hitpoints are gone. Characters at first level will have about the same number of hitpoints as comparable D&D characters, but as your character advances, you'll gain fewer hitpoints. I think the reason for this is that average damage dealt by a hit will not increase as much either. It might turn out that first-level is more survivable and higher levels are more dangerous than in D&D.
Perhaps my only complaint about this game is that it may be more difficult for the Gamemaster. The setting is not nearly as static as something like the Forgotten Realms. Things change in this world, and fast! So, if the GM has any intention of staying true to the novels, he will have to think carefully about the timeline and know what's going on in the story. And Martin hasn't finished writing novels yet! If the future is being determined in the imagination of George R. R. Martin, then there are some limitations on how much the players (or the GM) can change).
Another challenge for the GM will be that without monsters and abundant treasure, he will have to keep things interesting in the story arc, or the game will fall flat.
On the up side, players should be able to plug into the drama of politics and war fairly easily. There should be less of a problem coming up with motivations for your character to "go adventuring" (Ugh!) You won't need artificial motivations, because by the nature of the game your character will have loyalties and enemies, not to mention the task of keeping his corpse from being eaten by crows!
Awesome!Review Date: 2006-02-01
Some of the rules are a bit clunky and take a bit of effort to switch over from standard D20, but overall makes for a MUCH better experience.

Used price: $30.50

One of the best RPGs I've ever playedReview Date: 2008-09-09
Not badReview Date: 2007-08-09
Want to be a pirate?Review Date: 2007-11-15
Shiver me timbersReview Date: 2007-10-31
Best Pirate RPG ever!Review Date: 2007-05-26
The award winning Savage Worlds RPG game system has been modified and streamlined to fit the pirate genre and it suits it perfectly. They've left the pirate appropriate rules from the core system and added some new stuff to add more life to the setting. Ship combat rules, fencing schools, and a great mission generator are included. This game should be the perfect RPG compliment to the ship collecting game that it is based on (but not needed to play).
BTW, this is a stand alone product. You do not need any other books to play... just this one. Hehe, as if you'd need any more :)
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