Roleplaying Books
Related Subjects: Multi-System Directories Software Clubs Archives Humor Characters Online Communities Roleplaying in Society Designers Magazines and E-zines Free Systems Developers and Publishers Genres Live Action Gamebooks
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250

Used price: $12.00

The Corebook for the "Angel" Role-Playing GameReview Date: 2004-01-24
Even my wife is interestedReview Date: 2004-07-11
My wife is interested in playing it with me and she is not a RPG fan, but the unisystem that the game uses is very strait forward. The book is well laid out and easy to follow.
I love the Angel quotes that fill almost every page. If you are Weldon fan, or just enjoy Angel and like to game or would like a different take on the Angelverse then this is the book for you.

Used price: $5.95

Excellent adventureReview Date: 2002-05-20
It captures your imagination and curiosity from the start. PCs will find themselves drawn into the story with ever more exciting scenes and NPCs. The whole adventure is colorful and spans over exotic places and worlds. The encounters are unique and gives the PCs a sense of heroism all the time. Players will feel they are in the the center of occurrences and that everything they do has an impact.
One of the most important things about this adventure is the NPCs' AI. When I say AI I don't only mean how the NPCs act and behave, but their actual statistics are wise and intelligent. Many adventures, that claim to be a high level adventures, use only average NPCs, but here you will find that a lot of time and consideration were put to make those character truly deserve their level. After all PCs always get the best of what is offered to them, so why not NPCs?
But it's not just statistics, it's characteristics and role-play of the NPCs that makes them really interesting (if played well by the DM).
All in all it is one of the best adventures for 3rd edition. Try it!
Masterful ExecutionReview Date: 2002-04-03
Bastion is designed for 18th-level characters and their allies - a basic four-character party will be trounced. Good players will likely find their characters reaching epic levels by the end of the adventure, and a handy subset of the epic rules is provided to accommodate that. In fact, only the core rulebooks are needed to play, although the Manual of the Planes can come in handy if players wander a bit. DMs will appreciate being able to use the module as-is fairly easily, although it readily lends itself to branching and decorating. I can only imagine this is what the game designers had in mind when they first set out to create the showcase series - it's a pity they couldn't all be this good.

Used price: $15.59

Roll of Glorious DivinityReview Date: 2008-06-04
Beware of TypoReview Date: 2007-11-19
I don't particularly mind, and I'm sure they'd exchange it if you wanted, but if you don't want to deal with the hassle of that, you might want to find the book in a store where you can check in advance.

Used price: $12.50

A need for any BtVS RPG Player!Review Date: 2003-12-23
Everything you need to know about Buffyverse monstersReview Date: 2004-01-17
The book is divided into seven chapters: (1) Welcome to the Hellmouth summarizes the major points about monsters in the Buffyverse that gives you some ideas for locating Hellmouths in other places and a quick lesson on various demon dimensions; (2) Die Young, Live Forever is a detailed look at vampires, from abilities and weaknesses to notes on the soul and mortality; (3) From Hell runs down the "regular" demons who are considered lower-tier threats; (4) Everything You Ever Dreaded Under Your Bed collects all the various non-vamp, non-demon creatures that have appeared in the Buffyverse; (5) Bads, Big and Small focuses on the "name" adversaries for Buffy, from Adam and Angelus to Sweet and Mr. Trick, in what is by far the longest chapter in the book; (6) Monster Spawning provides tips for Directors creating their own adversaries and includes some cast member monsters, new creature qualities, new powers, and new archetypes; (7) The Once and Future HST is a ready-to-slay episode containing a major turning point in the on-going Djinn Season that we have been following along in these Eden Studio publications.
The book is filled with those pithy quotations that made "Buffy the Vampire Slayer" a test of your pop culture knowledge, boxes containing additional information and supplemental charts and tables, and fiction sections or cut scenes that give you a sense of what sort of scenarios you can play out in these games. These books are filled with photographs and illustrations, with gorgeous production values, so that they will appeal to fans of the series who are not necessarily interested in playing the game (which explains why they are on the shelf of my fancy bookcase next to my volumes of "BtVS" scripts).

Used price: $9.55

Kendra had a Slayer's Handbook and now you do tooReview Date: 2004-01-17
Included in the "Slayer's Handbook" includes background on being a Slayer, tales of the Slayers, and advice for Directors on using Slayers in their games. You will also find new character creation ideas, qualities and drawbacks, equipment, and more character analysis, as well as guidelines for alternative settings in a Slayer-oriented game, including different places, times, and histories. There are also three ready-to-play mini-settings for Slayers of all shapes and sizes as well as a complete Episode continuing the plotline begun in the "Buffy the Vampire Slayer Corebook." While the information is geared towards the role playing game, there is also a concerted effort to make sense out of the Buffyverse as revealed in the television series over the first six seasons. This is actually a good starting point, because the seventh season in general and the final episode in particular totally rewrites the rules for Slayers.
Be aware that these books go beyond the Buffy canon, but explicitly so. So while you get character information for the Chinese Slayer and the New York Slayer along with Kendra and Faith, but new creations such as the Reluctant Slayer, Dark Slayer, Slayer Heiress, etc. This volume also provides character type heroes (e.g., Rebel Without a Clue, Slayer Gunslinger), white hats (e.g., Wannabe Shaman), and sundry Hellworld critters (e.g., Behemoth, Flesh Rider). The back of the book contains character creation basics and updated tables for qualities and drawbacks, armor, combat maneuvers, and base damage.
Be aware that there are a couple of more supplemental volumes out there, "Monster Smackdown," that covers vampires, demons, and major villains from the show, and "The Magic Box," which explores the history of magic and supernatural in the Buffyverse. There is also a Corebook out for "Angel" as well.
You do not need to play the game to enjoy the core rulebookReview Date: 2003-06-28
The "BtVS RPG" covers a lot of ground (by its own admission), from rules to stats to descriptions to backgrounds. There are eight chapters and an appendix: (1) "It's the Slayer's World, We Just Play Here" contains introductory sections, notes about role playing, a list of conventions, and a brief recap of Seasons One through Five of the television series (note, breakdown is by season rather than episode specific); (2) "Some Assembly Required" covers character creation and provides the game stats for the main characters as well as a gallery of Archetypes (e.g., New Slayer, Demon Hunter, and Former Vampire Groupie); (3) "Rules, Borders, and an End Zone" provides the rules of the game, teaching you how to play the game, when to use dice, detailing character development, and explaining the importance of Drama Points; (4) "Playing With Primal Forces" explains the upside and the downside of magic in the Buffyverse; (5) "Sunnydale After Dark" goes over both the favorite hotspots in and around the home of the Hell Mouth and the major Guest Stars of the show such as Joyce, Amy, Jonathan, etc.; (6) "Children of the Night" covers all of the vamps, demons, and other Big Bads from the show's first five seasons, providing such great details as character motivation (e.g., Glorificus wants to go home but Drusilla is just a "Whimsical nutjob"); (7) "Episodes, Seasons and Drama" is for the Director of the game and provides guidelines on how to create storylines and run games; and (8) "Sweeps Week" provides an actual adventure for the "BtVS RG" game, to be played with the Archetypes. Finally, the "Appendix" helps you hone your Buffyspeak and also provides useful charts and tables, a glossary, an index and conversion notes from other Unisystem games.
Christopher Golden, who has written some of the best "BtVS" novels along with the comic book and "The Watcher's Guides," writes the Foreword to this volume, which is basically a teaser for a role playing game. My son, who has considerably more experience with role playing games than I do, assures me this is fairly basic stuff and "Buffy the Vampire Slayer" is a natural for this sort of fun. It is well established that "BtVS" is my favorite television show and I am fascinated by the details for the role playing game Carella has developed (e.g., the idea that guidelines are providing for "Breaking Things" tickles me). I also like the idea that playing the game can be developed in terms of Episodes and Seasons as well, providing a grand narrative structure to the fighting and biting. For those who love both "Buffy the Vampire Slayer" and role playing games, this Core Rulebook as to be a treat.

Used price: $7.49

A Fine Addition to the 'Ravenloft' CampaignReview Date: 2000-10-21
Character kits include temporary conditions kits (a lot can happen to you out on the Demiplane of Dread) and adventuring kits for adoption by both existing and newly created characters. The kits consist of the following: Accursed, Cold One (a horrid aftermath of an undead encounter), Eremite (a wizard kit in which spells are brewed, not spoken), Fugitive, Ghostwatcher, the Green Hand (for priests of Osiris), Invisible (a rogue kit for agents of a secret order), Knight of the Shadows (a Ravenloft avenger class kit), Monster Hunter, Order of the Guardians (a monastic priest kit), Pistoleer, Psychic, Redeemed (for the once-evil character), and Spiritualist (a wizard kit).
Ravenloft heroes provided in this book illustrate some of the above character kits, and are of various good and neutral alignments; the author gives notes or "adventure hooks" on how to use each hero to create adventures, or just trouble, in your own campaign. The heroes are Brother Dominic, Ivan Dragonov the monster hunter, Gondegal (formerly the conqueror of Arabel in the Forgotten Realms campaign, now trapped in Ravenloft), Hermos the man-giant, Tara Kolyana the anchorite, the married spiritualists Hilda and Friedrich Kreutzer, Alanik Ray (Ravenloft's answer to Sherlock Holmes), the druid and dancer Larissa Snowmane, and the bitter, obsessed George Weathermay.
A fine addition to the Ravenloft campaign.
--Sharon Daugherty for Skirmisher Online Gaming Magazine
Very good sourcebook. One of the bestReview Date: 1999-01-15

Used price: $14.70

One of the best supplement books for Changeling The LostReview Date: 2008-07-31
Inside, you will find all the informations needed for the Courts (history, policy, politic, structure, Merits...) and the best, their specialised team. Some Orders are also presented, giving the opportunity to play different ways.
You have access to all the types and genres your players want to play: from the main normal Courtier to the most brutal Changeling - The Hound Tribunal from the Summer Court, and the secretive one - Knighthood of Ultmost Silence from the Winter Court.
It's a real pleasure to read and to discover the Changeling world in each books and this one is an incitative one! It is a true reference guide to the Storyteller and players too.
Best buy!
Courts and Entitlements for ChangelingReview Date: 2008-07-06
However, lest you go thinking this is just a book of politics, war and Changeling rites, it also has a fair amount of crunch. Each of the Courts gets a new, thematic Contract list, and a new Entitlement, and the whole second half of the book is full of them. The Contracts were actually fairly nice, especially Verdant Spring (which focuses on Spring's association with passion) and Spellbound Autumn (focusing on Autumn's role a Fae magicians). All in all theres about a dozen of them, ranging from the Lord Sages of the Unknown Reaches (who study other supernaturals) to the Magi of the Gilded Thorn (Autumn Courtiers who explore the Hedge) to the Eternal Echoes (who record the experiences of Changelings) to the Guild of the Goldspinners (literally money-makers) to the Lost Pantheon (who seek to become literal Gods) to the Barony of the Lesser Ones (who seek to dominate Hobgoblins). In addition to Court specific Entitlements, we also get two Seeming-specific ones (a messenger service for the Fairest, and an Ogre/Elemental masonic guild), and one that expends on the role of oneiromancy.
Over all, this book is a very solid addition to anyone seeking to expand on the role of Freehold and Court in Changeling. While the Contracts were very nice, most of the Entitlements didn't jump out at me nearly as much as the ones in 'Winter Masques' (though a couple, like the Guild of Goldspinners DID). Still, no doubt some players (and STs) will find more use for these many Entitlements. Nor does it expand on the alternate Courts offered in 'Winter Masques' (the East Asian Directional Courts and the Slavic Sun/Moon Courts). Either way, it will certainly add a great deal of depth and dimension to any Changeling game. Well worth picking up. I'd recommend picking up both this and 'Winter Masques,' which expands not only on Seeming and Kith, but also adds more multi-cultural options for those seeking variation in their Changeling games. Players will appreciate having both present.

Used price: $0.01
Collectible price: $10.00

Great for Dr. appts.Review Date: 2005-11-05
Great book for the doctor's officeReview Date: 2001-08-13
As a special treat, you could always bring along a piece of chocolate for when you finish the book.

Used price: $19.00
Collectible price: $39.00

Litanies of the Great GoddessReview Date: 2006-09-02
It opens up with a piece of fiction focusing on Trey "Loki" Fischer, a signature character from the Chicago setting. I would have preferred to have the "Litanies of the Crone", or some other IC mythology, but the fiction is interesting and does a good job of introducing the Acolytes. We then go on to the introduction, which tries to give an overview of the Acolytes and their beliefs, explaining what they are (and what they aren't). Essentially, they are a network of cults sharing some common beliefs, but with many regional differences. We also get some info on Cruac, and the Circle's relation with spirits. Theres also an interesting bibliography of books on Paganism that can be used as inspiration, though imho it leaves out some key titles (like say, "The Golden Bough", with all the accompanying myths of sacrifice and rebirth). But then, thats just my opinion. On to the real juicy stuff.
The first chapter gives details on the history of the Circle of the Crone, mostly as a network of pagan cults organized by a shadowy figure called the Blind Queen, and forced together by persecution from the Lancea Sanctum. From there, we go on to a chapter of the Circle's beliefs, practices and organization. The roles of the Heirophant and Chorus are explained and expanded upon, alongside less common positions like the Skald (a bard or tale-teller), Valkyrja (warriors), Haruspex (diviners), and so forth. More interesting, there are also mythic roles like the Maiden, the Fool, the Hero, and the Crone. These are more spiritual roles, and each is given examples from various pagan myths the world over. Beyond that, we also get a look at Cruac, the Acolytes' relations with the spirit world, views on tribulation and creation, holy nights, worship and other topics. A new background, Temple, is given, along with a connected Cruac ritual. Essentially, it's a place of worship that functions much as a Haven. This chapter alone should be essential reading for any chronicle involving the Acolytes. However, it also requires alot of work for the ST, since the Circle of the Crone can vary so much from location to location.
Chapter three focuses on politics of the Acolytes, how they find converts, how they seek out tribulation (often through conflict with other Covenants) and how they fit into a given domain. Theres some interesting ideas in here, including the idea of Acolytes creating underground communities. The next chapter focuses on the factions and bloodlines, often a big draw for players. Numerous examples of factions are given, including the People of the Land (small rural covens), the Second Descent (devotees of chthonic gods of darkness), the Hag (vampires who are haunted by nightmares of a Crone like figure), Disciples of the Silence (nihilist worshippers of nothingness), Siapn (violently anti-Christian cultists from South America), Amanotsukai (who follow a corrupted form of Japanese Shinto), Daughters of the Goddess (fanatical feminist Goddess worshippers), and the Semioticians (scholars who study Cruac and other forms of blood magic). Examples of the variations on Cruac practiced by the different factions are given, mostly for flavor. Theres also an Acolyte ghoul family, the Bellsmeade, hidden in there. They are a small, inbred cult of mortals in an isolated hotel, who are taught to worship their creator as a god. Fun stuff!
The bloodlines are really exciting. A bit slanted, but still exciting. Of the five bloodlines, three are Gangrel (my favorite Clan ironically), and three are heavily female focused. The Asnam are a Daeva lineage that consider themselves gods, and have a Discipline that lets them connect with their worshippers (the final level actually allows them to reincarnate!). The Carnon are a lineage of Gangrel who live like pagan rock stars, and usually burn out fairly quickly. They embody the Horned God, and learn Nightmare in-Clan. The Childer of the Morrigan are mostly female warriors, and are a Gangrel lineage with Potence in-Clan and the ability to learn the Touch of the Morrigan ritual without knowing Cruac. The Gorgons are a serpent-themed bloodline of Ventrue claiming descent from Medua, and have a snake-like Discipline called Amphivena. The Mara, or Lampreys, are a lineage of aquatic Gangrel who learn Obfuscate as a Clan Discipline. Once again, variations on Cruac are presented for the Mara, whose rituals are all conducted underwater. It's mostly flavor, but still very cool to work with.
The next chapter explores the magics of the Circle, including the two new Disciplines for the above mentioned bloodlines (Ralab and Amphivena), several Devotions, and a huge amount of information on Cruac. All in all, we get some 25 Cruac rituals, including a few others hidden throughout the book. Information on how Cruac works, alternative styles of Cruac, creating and learning new rituals, and how it interacts with the spirit world is given. The rituals given are incredibly varied. There are rituals for calling upon spirits, divining the future, manipulating the weather, creating gargoyles and homunculi, storing blood in buboes, gaining power through sacrifice, changing one's Haven temporarily, and creating weapons that draw blood from an opponent. Many rituals for Acolytes to play with. The final chapter gives a number of NPCs for the Storyteller to use, including both combatants and non-combatants. Archetypes like Liason to the Lupines, Soothsaying Whore, and Acolyte Sheriff are given, all of which can easily be adapted to any chronicle with a little work. Or serve as inspiration for players, if they are so inclined.
This is ultimately a great book, probably the best of the Covenant books, and it has been well worth the like. I came away from it with lots of ideas for my games. It exceeded my expectations. If you have no idea how to play or run the Circle of the Crone, then this book will help you. It does require you to flesh out how the Acolytes function on a local level, given that they are more a network of cults with a few shared beliefs and practices, but it does a good job giving you ideas to work with. I especially like how it draws upon mythological archetypes and how it details the different styles of Cruac. The factions and bloodlines were pretty interesting too. This book is essential for STs, and for any player who wants to play an Acolyte. Theres just so much useful stuff in here.
Hells Yes!Review Date: 2006-10-11
Boy was I right.
The book is excellent.
The introduction and intro fiction set the tone for what is to be an exploration of teh darker sides of Vampire. The 3 1/2 pages of introduction does wonders to establish a very different relationship with the Covenant that what lept at me from teh write-up in teh core book, while still being true to what must have been the original vision of the Covenant: Dark, inhuman and primal, yet also divine, pure and natural. There is something ancient to the Crones that none of the other Covenants can muster, something primeaval that hints at forbidden truths and forgotten lore.
The introductory piece of fiction is very dark and moody, and establishes the Acolytes as more than neo-hippies and feminists. Me like! biggrin.gif
Chapter one discusses the history of the Circle, or as much of it as can be told. Because the Circle is made up of individual cults with differing belief structures and myths, mapping out the history of the Covenant is difficult at best. Instead, the chapter focuses on how teh individual cults rise to power, and eventually fall from grace, only to rise once more. The focus on this aspect of the Circle was very refreshing, and helps establish the Circle as something organic and unique that teh Storyteller can play with and mold as he desires.
Chapter two discusses life (or unlife) in the Circle. The various cults views on Amaranth, Golcond, Torpor and teh Embrace, as well as other subjects, are discussed, and the chapter provides examples of the various rituals, practices and beliefs that cults can hold. Teh adition of example cult rituals and traditions is very satisfying, as St's can copy-paste them wholesale into theri chronicles, or simply take them as inspirations for his own creations. There is also a part of the chapter dedicated totitles and roles more or less common throughout the Covenant. I especially found the archetypal roles of Maiden, Fool, Scarlet Woman, Hero, Mother, Father, Crone and Hermit intriguing and exciting. I lik ethe way they can be twisted to fit nearly any belief structure, as well as the political avenues it opens within teh Circle while still staying true to teh Covenants religious bent.
However, chapter three is where teh book comes into it's own right. It debates Acolytes' role in the politics of the Kindred, and masterfully so. The views and beliefs of the Acolytes color their approach to the Danse Macabre in vary sepcial ways, and it was a joy to realise just how different and alien their mindset is to other, more politically minded Kindred. The way they place their religion above political gain is very unique among Vampires, and it is still made plausible within the world of Requiem.
The themes of Tribulation and Creation are everywhere in the book, and after a while they become a very natural part of the way I think about Acolytes.
I found that I especially enjoyed the concept of teh Crucible. Basically, the Acolytes put mortals through extreme tribulation, often in the form of staging extreme tragedy in their lives, and attempt to push them towards enlightenment. This is an act of Creation unliek any other, as it creates true enlightenment. Very cool, very inhuman. Very fitting. biggrin.gif
The Factions and Bloodlines chapter was cool, but not what I bought teh book for. I'm not a huge fan of Bloodlines.
Still, I found myself inspired by tehfactions and Bloodlines both, and before long I had incorporated atleast one of teh Bloodlines into my ongoing chronicle.
OF the Bloodlines, I especially liked the Gorgons (though I had to think hard to realise I liked them) and the Carnon.
The factions were very cool. Basically, they are cults like the ones discussed in chapters one and two. They have their own (often very unique) views on their Covenant and their Requiems, and many of them are masterfully written and fit into practically any chronicle. I particularly liked the Second Descent and the Semioticians. I HATE the Daughters of the Godess, but that has more to do with personal opinions than the quality of the faction.
The rest of the book is basically just Disciplines and Cruac rituals and Devotions, as well as some quick-NPC's/character concepts.
All in all, a superb book that redefines the Circle for those who never got them, and provides some solid material to work with for those who did!
I give it eight thumbs up!

Used price: $13.96

Lovecraft at his best!Review Date: 2000-11-13
Fascinating exploration of Lovecraft's realms of dreamReview Date: 2002-09-23
Related Subjects: Multi-System Directories Software Clubs Archives Humor Characters Online Communities Roleplaying in Society Designers Magazines and E-zines Free Systems Developers and Publishers Genres Live Action Gamebooks
More Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250
Chapter Two is devoted to the Chosen Champions, which lays out a list of archetypes (e.g., Psychic Supermodel, Rogue Demon Hunter), along with the Original Cast: Angel, Cordelia, Wesley, Gunn, Fred, Lorne, Doyle, Kate Lockley, Connor, and the Groosalugg. A section of Seasonal Adjustments covers the first three seasons of the series. Chapter Three, Helping the Helpless covers the game mechanics on how to roll, move, research, and fight. Chapter Four, Arcane Approaches, is all about the magical arts, teaching you how to both cast and create spells. Chapter Five, Cabals, Covens, and Agencies covers the organizations that you will encounter in L.A. Chapter Six, City of Angel lays out the haunts, sights, and suspects of the city as well (including minor allies like Anne Steel and David Nabbit). Chapter Seven, Something Wicked, presents the bad guys, organized by vamps, demons, and others (this is where you find Darla and Drusilla). Chapter Eight, Episodes, Season and Drama are guidelines for Directors on how to create storylines and run games. Chapter Nine, Blood Brothers, is a fleshed-out adventure for the "Angel Roleplaying Game," which does not involve any creating.
The back of the book contains an Appendix that provides a guide to Angelspeak, conversion notes for other Unisystem games, a glossary, character sheets, and other game aids. By this point C. J. Carella has made it very clear that he takes both this game and the television series on which it is based as seriously as the fans, which is exactly what we want. When Carella describes Darla's character motivation as "Pure self-centered evil, return Angelus, be a good mommy (very briefly)" and Drusilla's as "Whimsical nutjob, re-unite the "family," you know he is on target. I have been picking up these Eden Studio volumes because of my devotion to these shows, but I can see where playing one of these games would be a lot of fun as well.