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Roleplaying Books sorted by Average customer review: high to low .

Roleplaying
Call of Cthulhu: Fantasy Roleplaying in the Worlds of H.P. Lovecraft
Published in Paperback by Chaosium (1989-04)
Author: Sandy Peterson
List price: $21.95
New price: $17.95
Used price: $7.00

Average review score:

ia ia Cthulhu fhtagn!!!
Helpful Votes: 1 out of 1 total.
Review Date: 2005-04-19
I have been gaming for over 15 years, ond only recently picked this up and played at a con. I love it. It's simple, easy to learn and play, and has an inherent flexibilty that makes it easy for Keeper's to make a judgement call on events not covered in the rules. (When in doubt, the Luck roll is a good bet).

If you want real horror, ignore the WoD and make it Cthulhu!

Useful even to non-lovecraft fans...
Helpful Votes: 1 out of 1 total.
Review Date: 2005-04-03
The Call of Cthulhu system, as written in the 5.5 and 6.0 versions, is one of the most complete systems I've ever found.

That is amazing, considering exactly how LITE the rules system is. There are very few hard and fast rules, with almost everything being handled by percentile dice. The system is very organic, with characters increasing in skill by performing them.

The characters in a Call of Cthulhu game are more 'real' than some similar games from other companies. They have a great sense of depth due to the occupation system used. Also, considering how lethal combat is in the game, you are greatly encouraged to think your way out of problems.

One other area that has been found by my group to be important is the ease of transfer from one 'style' of play to another. Whenever we are wanting to run any type of realistic game set in any era, we always look to the Call of Cthulhu rulebook for ideas. So far, we have run a wild west game and several other genres using the rules in this book.

In his house at R'lyeh, dead Cthulhu waits dreaming...
Helpful Votes: 5 out of 5 total.
Review Date: 2004-06-22
The works of master horror writer H.P. Lovecraft of the 1920s have influenced almost every single good horror writer to date, from Ann Rice to Stephen King. COC is likely the best RPG ever put to print, and the publisher Chaosium just makes things easier for players by adding content from their various supplements with each new edition. A typical game session has your characters snooping around for clues, and interrogating various NPCs (non player characters), and then implementing a course of action. The climax of a campaign also often (unfortunately for players) includes one of the hideous deities of the Cthulhu Mythos, such as Azathoth, Cthulhu himself, Dagon, or, possibly the worst, Nyarlathotep, trickster god with a thousand avatars or "masks". COC is the only game that has ever given me, as the gamemaster, chills reading a supplement in the middle of the day. I also recommend picking up one of the numerous Cthulhu Mythos anthologies of short stories. Prepare to be scared

An Unforgetable Experience
Helpful Votes: 6 out of 11 total.
Review Date: 2003-03-11
I first read these tales in an "Armed Services Edition" of HP Lovecraft stories, back in 1944! Sitting underseas in a US Navy Submarine in the South Pacific, scared to death, and lonely for home, these stories gripped me so completely, I forgot my real fears of war.

That old book, now tattered and yellowed with age, was read by my son and daughter, who now want to pass it on to my grandchildren. It's time for me to replace it with a new Penguin edition before is falls apart, totally!

Lovecraft's writing has many weaknesses, flowery language, poor characterizations and vague plots. I see all these faults now, but they never bothered me when I first read him. Women don't seem to be a part of Lovecraft's world, and that is a shame. His stories were too short to correct these faults. Modern full novels, in the Lovecraft tradition, like "The Riddle of Cthulhu," are written with many of HPL's faults corrected; like the inclusion, for example, of unforgetable characters, romance and a believable plot. Still, the "Call" is the source and the classic horror book. You must experience these classic stories, then move on to today's modern "Lovecraft Style" novels!

Yet another 5-star review
Helpful Votes: 7 out of 7 total.
Review Date: 2004-01-13
Doesn't it tell you something, that *every* review for this edition of this book gives it 5 stars? (Some of the out-of-print editions have reviews here too.) And let's face it, us RPG enthusiasts are not the sort of folks to shy away from criticizing.

Some people will say the Basic Roleplaying rule-set is outdated. It's true that games like Unknown Armies and Godlike are pretty cool, and I know people who are using those rules for their CoC games. But just try introducing a newcomer to those rules, or getting someone who's only played D&D before to convert. They get dizzy, I tell you. Nope, for a simple, elegant rule-set that just about anyone can grasp right off the bat, Call of Cthulhu's Basic Roleplaying has still got it, after more than 20 years. The rules fade into the background, where they belong.

And unlike other games with their multivolume core rulebooks and endless splatbooks that you *need* if you want a fully fleshed-out campaign, everything you really need is right there in this one rulebook. Heck, every time Chaosium does a new edition, they comb all the supplements for spells, monsters, skills, and so on, and add them into the new edition--to save you time and money! Chaosium even printed the entire short story, "The Call of Cthulhu," in this edition, so newbies can get a taste of what it's all about.

If you've got an older edition of CoC, you don't need to buy this one--the rule changes are quite minor. Unlike D&D, a new edition doesn't make everything you already know obsolete--"editions" of CoC are back-compatible with older editions and old supplements. Chaosium does new editions to keep the book in print and to make it a little better every time, not to force the fans to spend money. I bought it because my old book was getting worn out, and I wanted a more durable hardcover edition. Now I can loan out the old book to players. But I'm really happy with the little changes, and it's nice to have some of the information that used to be in adventures and supplements all gathered together in one book.

Roleplaying
Cyberpunk 2020: The Roleplaying Game of the Dark Future
Published in Paperback by R. Talsorian Games (1990-08)
Author: Michael Pondsmith
List price: $22.00
Used price: $15.94

Average review score:

one of my greatest paper/pencil RPG experiences
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-28
In the short-run, it's like Shadowrun only without anything in the way of mysticism or magic. It's all metal or nothing in this game.

Plenty here have praised the games mechanics, so I won't dive into that... ditto the excellent storyline (I haven't actually GMed a CP game in almost 10 years, and haven't played in five, yet I'll still flip through the rulebook every so often just to read about the local color and stories provided)

If the game has a downfall it is only in that the story lineage is a little dated by modern standards (although strangely prophetic). As 2020 is fast approaching us (being 12 years away as of this writing) much of what was theorized as being "part of the future" has actually come to pass: The internet (ok, not QUITE as they have invisioned it, but can it be far off?), cellphones, corperations wielding vast political power, even modern stem-cell research is a harbinger to the body limb-regrowth capabilities tauted in the game, ditto with cyberlimbs/prosthetics.

The game itself is still very much worth playing. Only now instead of a "dark future", the game has instead become more of a "grim alternate reality"... or alternately, you could just move the game's story ahead 20-30 years and adjust accordingly :)

I highly reccomend it. If I could find another regular crew to play with locally, I'd be all over it!

Other Books
Helpful Votes: 0 out of 0 total.
Review Date: 2007-09-03
Out of the whole cyberpunk movement and craze, it would seem that a role playing game was a natural. This had an interesting setting and information, and was appropriately brutal. This would lead to characters having the life expectancy of at least a little more than a paranoia clone, so you had to do something about that if you wanted to feature violence in your games.

Cyber Punk- a clasic, and still great
Helpful Votes: 3 out of 4 total.
Review Date: 2002-01-06
I was stationed in Vilseck Germany with the 2nd of the 63rd Armor when I friend told me about Cyber Punk. It was almost a year before we found someone with the books, and immediatly set up a game. It was a game that I have never forgoten. It sits in my mind like the begining of Secret of Mana, forever a defining factor in my oppinions.

This game does tend to drag with its role to hit/role to dodge rules, but it is more believable then any other game I have seen or played. The setting for Cyber Punk is OURT world, with OUR history. It is science fiction. We can look at our own lives, make few changes to the timeline, and see that it IS possible. In reality, these things would never happen, but in the game, it is easier for us to adapt to this new world because it is so close to our own. Realy, what has changed? The world has met a sort of anarchy, like in Mad Max. The government is now run by Corporations. Bionics are common enough that you see people with mettle limbs on a regular basis. This world is more real then any other I have seen, and this makes more believable. Since it is more believable it becomes easier to enter your charactor and enjoy the game.

If I had to rate all the games I have played, I would put this on tope, even with its long combat and ineffectiveness with machine guns.

CP:2020
Helpful Votes: 5 out of 5 total.
Review Date: 2002-12-02
CP 2020 is by far the best pencil and paper RPG, this is all you need to get started. Playing CyberPunk will open your eyes to the world and the direction it is heading in and also opens your creativity and imagination. Everything from the weapons, the armor and the stat system whips AD&D. Anyone who doesn't like the whole fantasy ideals and/or combat system of AD&D needs to give CP a serious look-see.

If you like CP:2020 check out the CyberSphere MOO, well coded and reasonably closely based on CP.

Telnet on over to:

cs.vv.com:6969
or
cs.vv.com:7777

The sound is like tracers through flesh...
Helpful Votes: 7 out of 7 total.
Review Date: 2001-11-30
I've ben GMing for something like fifteen years and this is the system I always return to. If I want to run someting of my own, this is the system I base it on.

Slim-line, fast, flexible, simple, expansive, effective. All words that describe Talsorian's game mechanics - it simply does not get any better.

As for the universe - this is a REAL world of darkness. No bright dawn, no happy ever after. Only your wits and tech, style and edge. No right or wrong, only power and death, a world of grey areas that seems only just around the corner.

If you are a gamer and you don't have this - get it now.

If you aren't a gamer but love the Dark Future setting, it's worth it.

Magnificent.

Roleplaying
Return to the Temple of Elemental Evil (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure, 4th to 14th Levels)
Published in Paperback by Wizards of the Coast (2001-06)
Author: Monte Cook
List price: $29.95
New price: $69.99
Used price: $34.68

Average review score:

An excellent adventure.
Helpful Votes: 1 out of 1 total.
Review Date: 2002-05-21
This is definitely the most enjoyable store bought module I've adventured in. Our group has had a lot of fun going through this one.

There are two main features to this module that I enjoy the most:

1. Encounters are challenging.

There appear to be very few of what I call "fluff" encounters. Most of them fully challenge the abilities of our group. In this respect, it gives everyone a chance to contribute to the success of the encounter, not just the fighter type characters. Rouges, wizards, clerics and bards can all play an important role. (Our bard has been especially helpful.)

2. Role playing opportunities.

This adventure is not just a dungeon crawl with only combat. There are a number of encounters that can give the player characters a chance to practice role playing.

I'd rather not say much more, because I don't want to spoil any surprises. I'll just add that there appear to be some plot lines that could extend beyond this adventure. Perhaps WotC is planning a sequel?

an adventure all nighter
Helpful Votes: 3 out of 7 total.
Review Date: 2002-09-28
Of all the 3rd edition adventures, i must say this is simply the best!
I just got this book and it kept the players wide awake all night long.
The enemy encounters are real challenging and you should be well prepared.
The plots, items, spells, and new templets are great.
This will get you WAY up after you have finished.

This book, its worth EVERY cent!

regards,
A satisfied costumer

Definitely Worth The Time
Helpful Votes: 4 out of 8 total.
Review Date: 2002-06-18
I recently finished the original 1985 version of the Temple of Elemental Evil. For a DM who only plays for about 10 days total per year, this took years for us to complete. Near the end, we were like, man, when is this going to be over!? HOWEVER... this was definitely the coolest adventure I've ever been involved with. If you love solving puzzles, exploring rooms, killing weird monsters, and finding excellent treasure, this is without a doubt the greatest adventure you could possibly get. It's not too bad on a DM, either, since everything is well laid out and explained in marvelous detail. Keep in mind, this adventure will take you from low level way up the ladder, so there won't be much room for side adventures, although you might want to make a couple side adventures anyway to break some of the monotony, which may occur at times. Overall, assuming the new adventure is basically the same thing as the original (which I'll bet it is), I think you will be very pleased.

Great Adventure, Spotty campaign
Helpful Votes: 6 out of 10 total.
Review Date: 2003-05-20
Although I agree with most of the feedback that this is a great module (the dungeon levels are excellent and well-documented). I would point out that the overland maps, while beautiful, are NOT TO SCALE and DO NOT MESH with the Living Grayhawk material. Also the maps and sketch of Hommlet DO NOT MATCH the old AD&D module (esp regarding terrain). Unfortunately this is typical of the Dungeons and Dragons product line. For example, the text says it's 30 miles to Verbobonc, but the overland map shows 90. There are no details about the river that flows past Hommlet, nor the one that flows past the moathouse. Nor are there any roads shown for the route to Rastor. While this is fine for hack and slash GMs who don't care about realistic whole-world detail, the more discerning GM will spend hours remapping and/or rescaling all the overland areas. Because there are no published detail maps for the world of Grayhawk, the GM must make his own maps, and face the prospect of reworking them later to fit future modules into the campaign. All-in-all, this is really just a case of poor editing. I would suggest dropping this module into your own campaign world and forgetting the World of Grayhawk altogether, since it so inconsistent and patchy. You may have to redo one or both of the two overland maps, but at least you can make it mesh.

Excellent product, but be careful
Helpful Votes: 6 out of 8 total.
Review Date: 2002-07-05
First of all, let me say that this is easily the best module I have ever gotten my hands on for Dungeons and Dragons. It is very well written, provides everything in great detail, and is a hell of a lot of fun to run. As the DM of my home campaign, i must issue a few warnings to those who want to use this adventure. My campaign is set in the Forgotten Realms and thus I needed to do a fair bit of conversion to set the adventure in Faerun, but in the end it was well worth it.
DMs should remember before running this adventure that it is intended to be the backbone of an entire campaign, and if you run the entire thing, it most certainly will be just that. After conquering the Temple, your PCs will have saved the world (hope I'm not spoiling this for anybody), and the question for the DM is simply: Where do I go from here? Frankly my PCs are a bit disenchanted with the entire "Save the world, um, again" theme. I'll still give it five stars since it is the best module available as far as content is concerned, just make sure you want your campaign to be remembered as "When we did the Temple of Elemental Evil".

Roleplaying
Delta Green (Call of Cthulhu Horror Roleplaying, Modern)
Published in Paperback by Armitage House (1997-02-01)
Authors: Dennis Detwiller, Adam Scott Glancy, and John Tynes
List price: $27.95
Used price: $57.98

Average review score:

Delta Green, back in print!
Helpful Votes: 0 out of 0 total.
Review Date: 2007-06-26
This amazing game (and just plain interesting read!) is currently back in print. You can pick up the new edition, converted to D20, by heading to the publisher's web site. Pagan Publishing and TC Corp have done a great service to its fans by releasing this reprint!

Best game ever
Helpful Votes: 1 out of 1 total.
Review Date: 2006-11-22
I don't have a long, thoughtful review to write. Just wanted to say this is the BEST RPG idea/supplement I've ever seen. Intelligent, thoughtful, scary, fun...get it get it get it!

Delta Green- Best RPG book Ever?
Helpful Votes: 4 out of 4 total.
Review Date: 2005-11-30
This is the best RPG suppliment I have ever read, bar none. It's a great READ, even if you are not a gamer. Interesting background, lots of plot hooks as well. The group that did this book are great writers and are loving what they do and it shows. If you are into Horror, X-Files, Call of Cthulhu, ect...buy it to read, if not play.
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 GREEN
Helpful Votes: 5 out of 7 total.
Review Date: 2004-11-15
DELTA GREEN is the modern adaptation of Call of Cthulhu. Drawing on the same body of UFO lore and paranormal activity as the X-Files, DELTA GREEN has tapped into something very deep. And of course, once you have a successful RPG, you might as well start the fiction flowing, right?

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 period
Helpful Votes: 6 out of 6 total.
Review Date: 2003-07-22
I'm writing this review because the rumors that a new edition with stats for d20 play are getting harder and harder to ignore. Even though the book is old and sometimes hard to find, anyone who seeks it will probably not be disappointed.

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.

Roleplaying
The Deadlands Roleplaying Game
Published in Paperback by Pinnacle Entertainment Group (1996-08)
Author: Shane Lacy Hensley
List price: $25.00
Used price: $18.98

Average review score:

Most unique role-playing system out there.
Helpful Votes: 0 out of 0 total.
Review Date: 2005-09-22
When I first saw the sourcebooks for this game, I thought the playing-card based system would be too complicated. Once the Marshal and the Players have all the rules for combat down, the system goes down like a bottle of The Good Stuff, smooth and quick. The storyline is very imaginative and interesting, it makes it easy to keep your players captivated for many, many sessions and keep them coming back for more.

Cosmic Horror in the Old West
Helpful Votes: 2 out of 2 total.
Review Date: 2006-03-18
First, the setting:

The year is 1876, and the American Civil War is still going on. Why? Because on July 4th 1863, a group of Indians crossed over into the spirit world and opened the door for hostile being to move from thier world to ours. Our fear is their currency and they are on a spending spree. California fell into the ocean, revealing deposits of something called Ghost-rock. It burns practically forever (imagine that as a power source), but wails like a banshee as it does. With the renwed power of the Indian tribes and the loss of California, the USA and CSA are at a standoff against each other. meanwhile, the released spirits are wreaking havoc and the deaD RISE AGAIN. Some of these things you can't shoot; that's where it helps to know how to handle the cards. That is, you can cast magic with a deck of cards if you know the right moves. Sometimes having religion will give you some supernatural tricks to pull too. As a setting, DEADLANDS is just incredible and has a lot of fascinating stuff going on.

The mechanics: As an old AD&D player and then a Cthulhu player, I had trouble understanding the mechanics. After having looked at a White Wolf product for the first time, I now understand that the mechanics of DEADLANDS are the World of Darkness dice pool with some proto-D20 aspects and a card-playing gimmick attached.

I think the basic concept is that you have a dice pool based on either your skill OR your attribute. However, the die-type ranges from d4 to d12. Your attribute is determined by a card draw; the value of the card determines the die type and the suit determines your pool size. If you get an "ace" (best number on a die), you roll again and ADD the rolled to the base. Your best value counts in a dicecheck against a target number chosen by the GM (this sufficiently reminds me of a DC that I'm interested in the d20 version as well).You have wound levels that track your health and you use experience to buy up your dice pool. You have merits and flaws and taking more flaws gives points to start your character with. Sound familiar?

The card playing motif returns for initiative (you draw cards for actions in a turn and follow order) and magic (the strength of your effect dpends on the poker hand that you draw). You also get fate chips, which allow you to add dice to your dice pool. There are also some color plates that show an archetypical character; this was a big help in figuring out character creation goes.

Content: A lot of the book is spent on mechanics (about third). ANother third is 1-2 page descriptions of character "classes", including being undead. Unfortunately, these are very short with minimal information on anything (obviously, you should buy all the splatbooks). My big beef is the huckster (spellcaster). For the hex to work, there is a minimum poker hand that must be drawn. Usually this is 1 pair or higher. Frankly, it's not that easy to get a pair without extra cards. I believe that the power level was raised in future splats, but the huckster seemed somewhat ineffective of a character.

The last third is for the GM only and tells of the ssecrets of Deadlands. Overall, a good section.

So to summarize, The Good, The Bad, The Ugly

The Good: very innovative concept, looks fun to play, great atmosphere. I like the fate chips (although I would make them more powerful; white rerolls one die, red choose a value for 1 die, blue allows a change of reality that is small, like the villain's holster is still buttoned or the character remembered to bring his pocketknofe after all).

The Bad: many aspects not well explained; more samples of rolling dice for different situations needed. Hucksters' magic seems ineffective

The ugly: EVERYTHING requires buying another splat, and the book is so vague, and the metaplot requires keeping up with the releases. Wait, who published this again?

Anyway, DEADLANDS was a fun read and looks exciting to play. If you are just starting, the d20 version might be more natural to the game but this version has many fun aspect, like drawing cards for attributes.

Deadlands: all roleplayers should try it, and like it.
Helpful Votes: 2 out of 7 total.
Review Date: 1999-04-30
After reading Deadlands, I just thought I had to share this with my players. Now, when I happen to say 'I may marshall a Deadlands next week', I just happen to have too many players.

It is the first time a Western Game has been good. And it will be hard to ever do better.

The French tinhorn with a Great name

new, innovative amazingly fun
Helpful Votes: 2 out of 3 total.
Review Date: 1999-03-15
A great game with a great history and a great and annovative character creation system. The combat system is quick to learn and drastically more deadly than your beginner RPGs like AD&D. I've never had one problem with this game or any of the sourcebooks.

A totally innovative roleplaying system
Helpful Votes: 3 out of 6 total.
Review Date: 1999-09-01
This system is a must for roleplayers who have either become jaded with their existing system or just want to try something new. It provides a comprehensive story-line and time-line and gives the characters a whole new lease on development. The lay-out the book is easily read-able and engaging and provides the reader with an understanding of just how much is left to the players and Marshal. When I bought this book, I just had to show it to my roleplayign buddies, and they now are totally hook as I am sure you will be. If you wish to know more contact me or the Deadlands list serve. Marshal Psycho.

Roleplaying
The Essential Guide to Droids (Star Wars)
Published in Paperback by LucasBooks (1999-02-16)
Authors: Daniel Wallace, Bill Hughes, and Troy Vigil
List price: $18.95
New price: $4.88
Used price: $0.04

Average review score:

Good book, but how many more do we need?
Helpful Votes: 0 out of 2 total.
Review Date: 2001-08-10
I really think they are stretching to come up with more "Essential" books for Star Wars, but nonetheless, this is still a good book full of all the information you knew, know, wanted and didn't want to know about the lovable robotic droids of the Star Wars movies and books. Star Wars fans won't be disappointed, however there is not much here for the non-Star Wars fan, as they probably won't even know what their reading about (or if they did, they wouldn't care). I recommend this to all Star Wars fans.

Thank The Maker
Helpful Votes: 1 out of 1 total.
Review Date: 2001-08-28
In the immortal words of Darth Vader..."Impressive. Most impressive." I found this book to be not only an excellent resource but also a great read. It touches on every major detail of the droids that it mentions...which is quite a bit. You can read about anything from C-3P0's internal computer to the technical details of the medical droid. I recommend this book to anyone who wants to scratch the surface of Star Wars and dig a little deeper.

Wanna Buy a Used R2 Unit?
Helpful Votes: 2 out of 2 total.
Review Date: 2000-05-16
I have all of the Essential Guides and have been pleased with all of them to one degree or another. The Essential Guide to Droids, however, is one of the better ones. The author and artists have done their homework in researching the novels, but for all their work-there are some really silly designs in here, usually written into novels or whatever, because the author thought it would be cute, but only comes across as annoying or dumb (the C2-R4 comes to mind). Other designs have not been well thought out-the M38 Explorer droid is too tall, it seems logical that if you want an automated robot for planetary surveys, then something with a lower center of gravity would be a much better design. I would recommend that everyone ignore the fact that Anakin made C-3PO and keep his manufacturer as Cybot Galactica, since that is a little more believable. As always The Essential Guide to Droids would make an ideal addition to the Star Wars role playing table as well, and it has a good spread of robots from domestic, industrial to combat and medical droids. A solid effort with great art work and well written.

Another Life-Saver
Helpful Votes: 2 out of 2 total.
Review Date: 2000-02-11
This is where I go to get information on Droids. You never seem to get really good description of the droids so this is where reccomend that you go and if you can't find out what you need to know the I would reccomend th Star Wars Encyclopedia.

At last, an essential 'Essential Guide'
Helpful Votes: 5 out of 5 total.
Review Date: 2000-05-27
The Essential Guide to Droids is better than the rest of the EG series thus far. It has good pictures and relatively informative schematic drawings of each of the droids, with better art than has been seen yet in a Guide. It also has the obligatory listing and brief description of all the major droid manufacturors in known. Another helpful feature is that it lists the droids according to their function, rather than in the standard alphabetical order, a la EG to Weapons. But the author goes beyond simply describing each droid and its function. He created background lore about the droids, and their developers. He doesn't make each droid individual, but rather trases entire product lines, for example, he goes from the R1 to the end of the R- series, creating the whole product line development, etc... What he doesn't do is spend the entire allotted text space for each droid simply relating the adventures it has had. This is a very helpful, informative, and readable SW book, and I'm glad I bought it.

Roleplaying
The Book of the Unliving (The Everlasting Roleplaying Game)
Published in Hardcover by Visionary Entertainment Studio Inc. (2006-05-01)
Author: Steven C. Brown
List price: $40.00
New price: $35.00
Used price: $32.00

Average review score:

Greating Roleplaying Game
Helpful Votes: 1 out of 1 total.
Review Date: 2000-08-22
The Everlasting is a great game for both beginning roleplayers and those playing since time began. There is not much you can't do with this game, and you can literally use it for many different kinds of gaming adventures from the medival dungeon crawl to a modern day war with a group of fallen angels. This game literally has everything.

One of the best "unknown" games on the market!
Helpful Votes: 2 out of 2 total.
Review Date: 2006-05-24
I discovered The Everlasting back when it first came out. Back then, they were great, and I was sad to see the game fold. A few years ago, the game came back, and that was joyous news, but something subtle was missing: the books were still in black and white while most of the big games had switched over to color.

This is fantastic. The game is excellent, the book is beautifull, and the layout is a big improvement. Sample characters have been included and the magick rules are greatly expanded. If you like gaming, get this book. If you like mythology, get this book. If you like modern fantasy or horror, get this book. In general, get this book . . . even if you have the old black and white version, get this book!

One of the Best Modern Fantasy RPG's out there.
Helpful Votes: 2 out of 2 total.
Review Date: 2006-05-18
The Book of the Unliving, Color Edition, is, as the name implies, a revamp of an earlier book put out by Visionary Entertainment Studios.

The full pictures utilize an etheral style that fully compliments the content of the book. I was especially enchanted with the pictures in the Ghul section, as they manage to be both horrifying and strangely beautiful.

The content is on par, if not better, than the art. The book's set in the modern era. Magic is every where, but hidden from the eyes of mortals, save for a few Fantasts and Magicians. In this world there are the eldritch, the magical races of the world. The Book of the Unliving details the Vampires (Immortal blood-suckers that everyone should be familiar with), Ghuls (Mortals who drank Annecro and earned immortality as zombie like creatures who must feed on the flesh of dead humans or face physical and mental degeneration), Revenants (Dead souls who returned from the grave and possessed another's body), Dead Souls (Ghost's who, for whatever reason, do not rest quietly), and Re-animates (think Frankenstein's monster), as well providing barebones statistics for 10 other Eldritch (which are more thoroughly explored in the other three core books).

Like the other Foundation books of the Everlasting series, the Book of the Unliving can stand on its own, having rules (With variations for freeform, dice, or card draw methods of play), advice for GMs (Or DMs, Or STs, as you prefer), supernatural powers for the various undead, information on the setting, and a flexible magic system (Fans of the Everlasting system will no doubt rejoice at the all new break down of magickal effects by category and magnitude).

This is an all around excellent RPG and should be in any modern fantast fan's collection.

An excellent and solid RPG
Helpful Votes: 2 out of 2 total.
Review Date: 2005-09-12
For years the "World of Darkness" has dominated the market in terms of Urban Fantasy but Everlasting, the new contender has everything that it takes to topple that Throne, and more.

I found the rule system light and flexible but still with enough meat to give you a solid idea about your character and what he can do.

The system itself offers several dice and character creation systems, a card based (Tarot or other) system and also instructions for gameing without a game master.

Included is also a way to directly reward or punish players for their actions and also personal Ethos, Beliefs ,Outlooks, Passions and Relations to further define the Character.

The overall Background is a world in between our "normal" World, called the "Reverie"(along with several other Planes of Existance) where supernatural beings of all kind and color dwell and carry out age old conflicts among each other. What appears to us a spooky abandoned house might be a huge Victorian Manor, the palace like dwelling place of a Revenant in the Reverie, a small patch of forest to us is a primeval forest where creatures straight from a fairytale live...

Each of the four foundation books provides an entirely different tone of play, with a set of supernatural creatures described in detail, magic paths and planes of existence that belong to the topic the book aims at.

All the Beings from the other Foundation Books are described
with their basic traits, enough to give the Gamemaster an idea how to describe and play those beings.

The Book of the Unliving introduces you to the dark, bleak, "gothic" world of all things Undead:

Vampires (Predators out for blood who can run the whole range from the beastial to the smooth and refined upper crust "party animal") and many of their "Bloodlines"

Revenants (ghosts that one way or another made their way back from the afterlife by takeing over bodies, living or dead, they sustain themself by draining the life force of others, ageing mortals, withering plants...)

Dead Souls (Spirits of the Dead,Ghosts) and the societies they created in the Underworld

Ghuls (people that drank from an ancient elixir that provided them with both, immortality and a decaying body and/or soul, who must feed on raw flesh to keep their bodies from Degenerating) dwelling in Tunnels and Crypts, living their unlives as outcasts even among the other supernatural beings.

Reanimates (Artifical Beings, crafted from Bodyparts, a fusion of dead flesh and metal, or entirely inorganic like Clay or Stone)

The plane of existence described (beside the Reverie) in this Book is the Underworld, dwelling place of the Dead Souls, with its most important places, rules and basic politics.

To sum it up:
With about 20 years of role playing experience under my belt I am delighted by the style of The Everlasting. The system supports many tastes, rule and background wise, without being too thin on one and too thick on the other. I can only recommend that you give it a try with the foundation book that most suits your taste.

Superior in every way to the new World of Darkness
Helpful Votes: 3 out of 3 total.
Review Date: 2006-05-18
When I received this book in the mail, I was astonished. The artwork alone elevates this product above any of the new World of Darkness material. But the approach to roleplaying is genuinely innovative.

The rules system is either card/tarot based or dice based (which is presented side by side rather than stuck at the back of the book like a forgotten step child).

The presentation and layout is fabulous. The artwork is breathtakingly dark and atmospheric, and the setting is what I've come to expect from modern horror/fantasy: grounded in real world beliefs. As opposed to the attempts made in the new World of Darkness, it has much greater strength IMO.

In addition, the messageboard at Visionary Entertainment is quite active with the publishers interacting with fans. I have since come to find out this is the way it has ALWAYS been. That kind of product support is heartfelt and always useful. This game, in it's first edition, so inspired one fan that he bought the company and has been hard at work helping produce more material.

Highly recommended!

Roleplaying
Ars Magica: The Art of Magic (Ars Magica Fantasy Roleplaying)
Published in Paperback by Atlas Games (1996-12-01)
Author: Jonathan Tweet
List price: $29.95
New price: $6.40
Used price: $3.43

Average review score:

A simple and brillaint RPG
Helpful Votes: 12 out of 12 total.
Review Date: 2000-06-28
My background is in Medieval History and the Arthurian legends. While I have enjoyed RPGs in general over the years, I have never really felt fulfilled by them. Ars Magica changed that.

This is a grand game, not only in terms of system, but also in scope. You are not slogging around odd underground defense installations finding monsters sitting in room with a king's ransom in gems; instead, you are part of a community and your interests are first in foremost in the esoteric study of arcane lore and magic. Assuming you are a mage. The Companion and Custos (Grogs) have a slightly different take on life, but they are lower down the Great Chain of Being.

This game assumes that in the Middle Ages the world was what people believed it was. Demons are real. God is above all else. Faeries are around every corner. Within this context, you, the player, are an anomaly -- a mage with great power, socially shunned (at best), but in the end subject to the world around you and the constraints placed on your magic.

The system is elegant, requiring only 10-sided dice. The magic system is magesterial -- huge, flexible, yet limiting the lesser magi until they have a chance to learn. Most of all, the game puts you within a real world and makes you feel enmeshed in it.

If you are looking for a truly fine RPG, this is it, hands down.

My favorite RPG!
Helpful Votes: 4 out of 6 total.
Review Date: 2001-04-18
Before Jonathan Tweet moved to Wizards of the Coast, and before Mark Rein-Hagen created the WW's World of Darkness -- they created Ars Magica. This is a wonderfully detailed, and realistic medieval roleplaying game. The magic system is the best there is! The fleshed-out combat system, and the fact that you play 3 characters from different social strata are also wonderful features. The first RPG to have troupe-style play, and it's quite a treat for gamers seeking substance. Minor complaint: I wish there were a few clear and concrete examples of the rules being used during play; in some places the text is dense and a bit hard to digest. But don't let this fool you, the rules are really quite simple -- the presentation just needs to be streamlined.

The final stage in RPG evolution is here.
Helpful Votes: 4 out of 5 total.
Review Date: 1999-08-21
A grand game for the true hardcore roleplayers. Ars is a system once owned by White Wolf, and one can draw many comparisons between the two, that has only gotten better in the two editions between. You play three characters at once and each is quite detailed. The magic system is the ultimate in imagination and personalization and the combat system is realistic,deadly, and exciting. You need no supplements to have a great time but each adds more detail. Pick it up and get lost in Mythic Europe.

One of the Best Roleplaying Magic Systems ever!
Helpful Votes: 5 out of 7 total.
Review Date: 2000-01-14
This is one of the coolest roleplaying games I have ever played. I have played Traveller, Gurps, D&D, Twilight 2000 etc...

This system is one of my favorite Magic systems ever. The game world is rich and the whole concept behind covenants and mundanes in mythic europe is an exciting one!

Curse of chronos
Helpful Votes: 6 out of 9 total.
Review Date: 2002-12-27
A quirk of many Ars Magica players is that they have a particular edition they value above all others: mine was third edition: to my mind, it was the apex of the games origionality. At its best, Ars Magica was an intensly colourfull game that gave modern players a filter through wich they could percive a fantastic medival world. It was a mix of judith tarr and prof. umberto eco, and propably the best thing mark rein . hagen ever made.
Unfortunately, the current owners of the game do not get all that. They seem to think that its supposed to be a "realistic" simulation of the middle ages: not that the middle ages are not intresting enough on their own, but that just wasnt the point of Ars Magica. Its name means "the Art of Magic", and it was supposed to focus on what was OUTSIDE the medival world: its cosmology was one never thought of in medival times. The main characters are outcast wizards, not, say, knights.
Also, i have a terrible suspicion that the current owners overuse of historical material is due to a lack of ideas of their own. Even the colours used in the game - books have become more grey.
One last thing: the rules have always been a bit heavy - going (even a simplified version of rolemaster can manage to be quite complex), but the basic dice system is easy and logical enough, so with a bit of practice a storyteller should be able to manage with a few general rolls. The fourth edition people should have kept most of them unchanged, i understand.

Roleplaying
Runequest Roleplaying Game, 3rd Edition
Published in Hardcover by Games Workshop (1987-01)
Author: S. Perrin
List price:
Used price: $93.51

Average review score:

Other Books
Helpful Votes: 0 out of 0 total.
Review Date: 2007-09-03
After Dungeons and Dragons, Perrin and Chaosium had another take on the fantasy role playing game setting, with an explicitly deity based magic system, and a skills based system in general, both for combat, and for everyday tasks.

This allowed characters to be whatever they wanted without classes, or other such distinctions.

The best fantasy roleplaying game every produced
Helpful Votes: 1 out of 1 total.
Review Date: 2003-07-05
This marvelous roleplaying game far eclipsed AD&D and it's overrated successors. Why is Hasbro holding onto this gem? It belongs to Chaosium.

It is true, this was the best RPG system created.
Helpful Votes: 1 out of 1 total.
Review Date: 2002-02-06
Why? The world of Glorantha gets all the glory when people talk of Runequest, and it is indeed an incredible world set in rich detail, but it is the simplicity and playability of this system that really sets it apart. Keep in mind, the system we are talking about is well described in about 150 pages. Compare that to games with volume after volume of rule books like D+D and Rolemaster, etc and you will appreciate it. Not only simple, but in my mind the most realistic and fun. If you can get your hands on the Chaosium version you will know what we are talking about.

One of the best RPGs ever published!
Helpful Votes: 2 out of 2 total.
Review Date: 2004-05-28
No matter how many other rpgs I have seen over the years, I still return to Runequest. I am grateful for my cousin for first introducing me to the 2nd edition back in my early teens, and I eagerly bought the 3rd edition in my later teens. Since then I have been involved in other rpgs on and off for almost 20years, but I often return to GM a game with the RQ system when I can.

Chaosium should of held onto the rights for the system and the Glorantha world, rather than move into Stormbringer. The current Call of Cthuhlu rules are a version of these rules, but it can be a limited at times in it's scope due to the limits of the world setting.

Runequest, with all it's quirks and sometimes amateurish publications, firmly remains one of the best roleplaying systems I have ever seen, easily playable in any genre. With minimal adaption it can be played in a typical Tolkienesque style fantasy setting (I have played it in Middle Earth, and it works fine), but it's own world of Glorantha was just as rich, with more elements in common with Ancient Rome or the Norse sagas.

Any gamemaster worth his salt should own a copy of the Runequest 2nd Edition rulebook or the Runequest 3rd Edition Deluxe Rulebook - this is fantasy rolepaying at it's height, when roleplaying was a spirited past time, and not just another marketable commodity to try and rival the computer game industry as it is today.

Buy these books if you ever come across them!

Fantasy Role-playing the way it should have been
Helpful Votes: 2 out of 2 total.
Review Date: 2001-06-22
Now sadly out of print (but reborn as Hero Wars using a totally different system), this was the best fantasy RPG out there. It built a truly magical world interwoven with myths and legend. Instead of paper-thin religon systems all crudely based on a Judeo-Christian model, they created realistic pantheons that interacted with each other. The built a creation myth that integrated all races instead of religions in a vacuum. The magic system is neat and subtle. No simplistic fireballs or lightening bolts, but it enhances your abilities. The combat engine was simple yet deadly. If you ever wanted to roleplay in a heroic world in the style of Achilles, or Cu Chulainn or Herakles, this is it.

Roleplaying
Dark Matter (Alternity Sci-Fi Roleplaying, Dark Matter Setting, Modern)
Published in Hardcover by Wizards of the Coast (1999-01-01)
Author: Wolfgang Baur
List price: $29.95
New price: $20.99
Used price: $14.99

Average review score:

Greatest RPG setting ever.
Helpful Votes: 1 out of 1 total.
Review Date: 2004-07-31
I can't recommend this setting enough. Written by two Giants in the RPG industry, the creativity & skill in this book is unparalleled. If you have any interest in the paranormal at all, it's worth it.

I must add that this is a GM only book. Players SHOULD NOT read this.

Perhaps the best RPG setting! Ever!
Helpful Votes: 2 out of 2 total.
Review Date: 2003-09-18
Monty Cook and Wolfgang Baur surely have MIB's knocking on their doors since this amazing game touches on so many important conspiracies, aliens, government plots, and secret agendas. If you are a fan of X-Files, Millenium, or anything paranormal, this is the game for you. Yes, it's set in the now dead Alternity setting (the d20 system's beta test), but the world is so rich and well researched, it can easily be applied to a D20 modern setting.
The creatures, NPC's, government groups, timelines, and zeitgeist make for a truly unique gaming world. And it all ties together. The explanation of how Dark Matter makes all magic, science, and alien beings come to Earth is creative and a cover all for everything a DM can imagine. Everything from mummies and sasquaches to gray aliens, men in black, and bering demons all exist with beautiful justification.
I've gamed for over 20 years, and this setting(mixed with d20 Modern rules if you can't get Alternity) is the best I've ever seen. Buy it now before it's gone forever--even if you don't role play, the research into the secret things around and beneath us is so accurate and thorough, you could teach a class from this source. In fact, I teach a college course on the paranormal and unexplained, and I've had to turn to this book for clarification on a few real-world dates.
A fantastic source, and I hope the rumors are true that Wizards is considering a d20 Modern remake of the setting. Cross your fingers...

Best RPG in Decades
Helpful Votes: 4 out of 4 total.
Review Date: 2000-10-17
I was heartbroken to learn that Alternity has been cancelled by TSR, and my heartbreak was compounded once I got my hands on Dark Matter. If you are a fan of any government conspiracy, unmarked helicopter, alien abduction, bigfoot type realms, this is the campaign for you. If you aren't a fan, you will be after you read it. I'm a regular conspiracy nut, and all the biggies are covered by Baur and Cook; their research was fantastic. Also, everything from vampires to greys and sasquatches and mummies are present, and they tie into the conspiracies beautifully! If you don't buy this one, you're missing out on one of the RPG finds of a lifetime. Well done to Baur adn Cook, poorly done to TSR for the cancelation. Get it while you still can...

Pure inspiration
Helpful Votes: 8 out of 8 total.
Review Date: 2000-06-27
Who should buy this book?

If you are a fan of Science Fiction and plan to GM a science fiction game then you will find a lot of benefit from reading this book. If you are a player then DO NOT BUY THIS BOOK unless you are buying it for your GM, in which case DO NOT READ THIS BOOK. Inside are a million and one ideas for a Sci-fi game which will delight, intrigue, and possibly even frighten your players.

So what does it contain?

Lots and lots of detail is what. Ignoring the Alternity Fast Play rules for now and the small section on creating Dark Matter characters, the book is filled with descriptions, from the Hoffman Institute to loads of different conspiracies to the secret history of the world.

What else do you need?

The fast play rules are not adequate for a full camapign so the Alternity Players Guide and Gamesmaster Guide are probably essential. Otherwise all you need is your imagination (whatching the X-files, the outer limits, and Buffy the Vampire Slayer may help stimulate your imagination if decades of excellent science fiction hasn't).

Downsides?

As with any product this one isnt perfect, it assumes that the Hoffman Institute will play a part in your campaign (it does provide a small section on alternatives, though IMO the Institute is so well detailed that it would be shame not to use it in some capacity). It is also a little light on rules (though remember it is a Sourcebook rather than a Rulebook).

In Conclusion.

If you are getting tired of Fantasy or far future rpg's then this game might make a welcome change, and if played right can be a real pleasure to play. Dark Matter IMO might just be the saviour of the Alternity system (which is good news because the Alternity system is damn good).

Great RPG Setting for Near Future Games
Helpful Votes: 8 out of 9 total.
Review Date: 2000-02-29
Dark Matter takes place in the early 2000's AD Earth. It is a unique setting focusing on investigation, intrigue, and conspiracies rather than just gun fights.

This book is a great resource--from the Freemasons to the United Nations "New World Order", virtually any conspiracy or paranormal activity you can think of is probably described in this book.

It is also well organized including a good fast play adventure to introduce the setting, and a second, slighly longer, adventure at the end to get GM and players in the proper (and paranoid) mood. It includes some new skills, perks, flaws, psionics, and arcane and faith magic in addition to the great deal of history.


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