Roleplaying Books
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Elves, men, and dwarvesReview Date: 2007-01-12
Innovatively presented fantasy staples for GURPS.Review Date: 1998-04-01

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Collectible price: $29.95

You don't use GURPS rules? Get it anyway!Review Date: 2003-03-22
GURPS Goblins is surprisingly inexpensive for a book printed throughout on slick paper with (hilarious) full-color illustrations. The society and biology of the goblins (which are seamlessly tied together) are fascinating as well as funny--these may vaguely resemble the standard fantasy RPG goblins, but they stand out as one of the most unique races to be developed for any setting, fantasy or science fiction. The style of writing is less that of a game supplement and more of a travel guide to 1830s London--except there are no humans, just goblins! It's a very entertaining commentary on human nature, using the goblins to soften the blow a bit. And it's a game-within-a-game, as the whole point of goblin existence is to climb socially (due to their biology, virtually all goblins start in the gutter, no matter who their parents were), so there are very full setting-specific rules for social climbing that can be applied to other settings.
GURPS Goblins is greatReview Date: 2001-01-29

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Good Details, Well roundedReview Date: 2008-04-14
Fantastic and FunReview Date: 2003-03-28
Wonderfully done!


The Influnce of GURPS Japan in my campaignsReview Date: 2000-03-28
Gurps JapanReview Date: 2004-01-30

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A good BTDT sourcebookReview Date: 2001-01-28
Do you have what it takes?Review Date: 2002-10-17
So there I was...

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GURPS Sci-Fi stuff rocks.Review Date: 2007-05-15
This has been rushed-through the editing process, but SJGames is pretty good with errata updates.
A surprising resourceReview Date: 2007-12-08
While it was an amazing effort, the lack of space left the game feeling very generic and somewhat incomplete. This could be overcome with dedicated effort but most GM's didn't feel it was worth the extra work. The third edition Ultra-tech books attempted to address this problem but were not SJ Games finest efforts.
I bought both 4th edition GURPS Space and Ultra-Tech with this background in mind and was surprised and pleased.
The new GURPS Space doesn't cover nearly as much as the original book, it just deals with the background material necessary to set up and run a good campaign. Many people felt cheated by this because they enjoyed browsing through the old third edition's plentiful charts and building starships using the surprisingly detailed (and sometimes painful) variant of GURPS Vehicles.
But I felt this was a good decision because Science Fiction can have such a large and varied background that is so important to the story that the GM is trying to tell that it deserved the coverage it got. Imagine trying to describe all of the technology and background used in both Keith Laumer's Bolo stories and David Brin's Uplift novels in less than 50 pages.
The bigger surprise was the new version of GURPS Ultra-Tech. This is really well thought-out and interesting and fixes a lot of the weaknesses of the old system. The vastly larger space for the topic was very well used and the illustrations and short stories are worth the price of the book all by themselves. Another pleasant discovery was the extensive bibliographies in both books. The people who wrote the books knew their topics well and loved to share.
Yet another piece of the puzzle in replacing the old third edition GURPS Space book was recently published in electronic format at SJ Games e23 store. I haven't bought it yet but the new GURPS Spaceships is supposed to be much easier to use and more interesting for generating ships to have adventures in. Which is the point of all three books.
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A COMPLETE game.Review Date: 2005-08-29
I would suggest getting players who know the history of World War Two. Otherwise they might get a tad confused.
Freedom Fighters rejoiceReview Date: 2002-10-29
It seems hard to believe that there are only six chapters in this book - but there is quite a lot of detail in these chapters. Beginning with "The World At War" this chapter explains the background for a World War Two style campaign. It covers a lot of world history in a good capsule format that GM's may want to read thoroughly for campaign ideas. "The Combatants", gives a comprehensive section on the major players in the war, both on the winning side and the losing side. "Characters" gives you everything you need to create player characters and NPC's for a WWII campaign. The character templates in this section give GM's a quick starting point. The "Armoury" chapter gives your characters some weapons to fight with, as well as a basic equipment list. The "Vehicles" section adds many cars, trucks, and tanks to your WWII campaign. In "Move Out!" there's campaigning info for players and GM's. There's even some ideas for crossover campaigns and alternate endings for the war. Finally, for those who may not own the basic rules, the book concludes with a copy of "GURPS: Lite" - a basic intro to the GURPS RPG for those who may not own the basic book. This edition of GURPS Lite has been custom tailored for GURPS: World War Two.
The 28 pages of detail about the course of the war is not to be missed, and can even be appreciated by non-gamers for its attention to important events in World War Two such as the sinking of the Bismark. The 20 pages of details on Britain, the US, the Soviets, Germany and Japan give us an inside look at the organization of armies,units and tactics, special ops, and intelligence, although it's easy to see that this could be expanded. The 23 pages of info on characters is fairly comprehensive and includes 14 sample characters. The 36 pages of detail on vehicles gives some of the major equipment used in the war, as well as ideas on how to use what you know to create totally new equipment that may not have been covered in this section. The 16 pages of "Move Out" even includes info on what might be happening on the home front, as well as what is happening behind enemy lines. The "Basic Training" section of GURPS Lite allows GM's that don't have the basic rules to create military and non-military characters and NPC's for this campaign.
This book is a great starting place for GM's, and that is probably its only flaw. When covering a subject as large as World War Two, you have to have space - and even the 208 pages of material here are not enough for a comprehensive look at World War Two. However, there are other books already printed continuing the series, and more forthcoming. I can't recommend "GURPS World War Two: Iron Cross" highly enough for GM's wanting to "fill in the blanks". This book is a great addition to the GURPS library and I would recommend it to anyone wanting to try an adventure or a whole campaign set in this time of peril.


The Star Wars Player's Best FriendReview Date: 2003-06-19
First off, the Hero's Guide follows in the high-quality style of other recent products such as the Ultimate Alien Anthology and Coruscant And The Core Worlds. Like its cousins this book is full-color and hardcover. One immediately notices the large amount of original artwork and still photos. The main index is organized alphabetically by topic, which makes finding most things mercifully simple. This book is well presented, easy on the eyes, and fun to read, but of course that's not why it deserves a spot on your bookshelf.
This book is simply filled to the brim with a vast array of new game rules and character options.
The main standouts are the chapters on Feats and Prestige Classes. In terms of Feats, over 120 new feats are offered, including feats for six distinct martial arts disciplines as well as feats depicting the seven forms of lightsaber combat. There is also a wide selection of faction-related feats. With such a wide selection even the pickiest player should be able to find something that fits his or her character.
Players will also like the selection of nearly 30 new prestige classes. Many of them are tied to specific factions, and some are definitely harder to qualify for than others, but they represent such a wealth of progression options that just about anybody should be satisfied. The full list includes: Chief Engineer, Infiltrator, Loyal Protector, Martial Arts Master, Master Duelist, Outlaw Slicer, Priest, Sharpshooter, Treasure Hunter, Antarian Ranger, Black Sun Enforcer, Black Sun Vigo, Master Spy, CorSec Officer, Corporate Troubleshooter, ISB Special Agent, Crime Broker, Mistryl Shadow Guard, Lord of the Expanse, Rebel Organizer, Sienar Engineer, Baran Do Sage, Matukai Adept, Zeison Sha Warrior, Espionage Droid, and Berzerker Droid.
Noticeably absent are the Jensaarai Warrior and the Dathomiri Witch, but at least the Jensaarai has an official entry in Dungeon Magazine 98 (Polyhedron 157).
The Hero's Guide also showcases the concept of character archetypes. Basically, an archetype is a multiclass character that replaces certain class features with ones that better fit a desired character concept. This sets a welcome precedent: if it doesn't fit, change it!
Also introduced is the concept of Sympathy. Sympathy is similar to and works in conjunction with Reputation, but it only applies when dealing with members of a faction with which you have Sympathy. Unlike Reputation, however, Sympathy can go up or down based on a character's actions.
In addition to all this there is a chapter devoted to character creation, another that discusses new uses for existing skills, a selection of new equipment (including the long-awaited rules for cybernetics), a chapter on new combat moves, a chapter that discusses the Force, and finally a chapter devoted to Droids.
After having read through it several times, I simply can't find a bad thing to say about this book. It may very well be the best SWRPG sourcebook published so far. Hats off to the authors and the entire team who put it together.
And if you still aren't satisfied, the Star Wars RPG section of the Wizards of the Coast website has a web enhancement for the Hero's Guide that includes even more archetypes and prestige classes.
This book rocksReview Date: 2003-06-14

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Style, Style, StyleReview Date: 2003-05-27
Players portray actors in Hong Kong cinema. Characters are created using Guardians of Order's simple Tri-Stat system, rounding out the character with skills like gun combat and kung fu and special attributes to set the actor apart like Director's Friend or Cantopop Star.
The actor is the character that players will be portraying every single game. Their abilities and attributes will remain stable. However, the character's Role changes from one session to the next.
Each session is a movie, and the Role is the actor's part in the movie. A Role can be anything from Triad Assassin to Hard-Boiled Cop to Drunken Fisherman. Each Role has unique abilities that stack on top of your actor's for that specific session.
Another interesting quirk of the game is Stunts. During combat, players are encouraged to have their characters do the wild and death-defying stunts of Hong Kong cinema. The wilder and more dangerous the stunt, the better the reward. Characters are rewarded by the gamemaster with Star Power points which represent the Actor's pull in the cinema world and his or her popularity with the audience. These can be cashed in for rerolls and other goodies such as script rewrites (e.g. the villain happens to be standing next to barrels of flammable liquid).
The game also contains a lot of "real-world" information on Hong Kong and the history of Hong Kong cinema that some might find interesting and others might find to be a waste of space in a roleplaying game book.
The game is great. With an energetic group with a feel for the Hong Kong action genre, you can make movies to rival Hong Kong blockbusters. In some respects, I feel that HKAT lumps too many of the genres together with no demarcation between gun fu, kung fu, and wire fu films, and so they all get smushed together. In general, it's fun, original, creative game and a worthy second edition to the original by Gareth Michael-Skarka.
Gameplay is episodic, with each game session being a "movie" independent of other game sessions. The movies can cover any of the traditional Hong Kong action film genres.
Kung Fu Action!Review Date: 2002-02-26
Make no mistake, this is a Role-playing game, with emphasis on role-playing rather than dice roles and statistics and rules. While creation is a little involved, it's fairly straightforward one you get use to it. For resolving actions the Tri-Stat system offers one of the simplest systems I've seen.
Combat is also petty simple, I won't go into the details here, if you've played other tri-stat games, you'll be on familiar turf. HKAT! 2 does, however offer some optional combat rules that are worth mention. When you attack, you can choose whether to deliver a high, low, or medium kick or punch and you can target an opponent high, low or torso. The type of blow you deliver gives a bonus or penalty to your damage and initiative, for example, a light punch will let you attack sooner, but won't do as much damage as a hard kick. The attack location affects your opponent's defense, if you attack low, but you opponent defends high, your opponent will have a harder time defending.
The system, in summary is simple, yet flexible enough to handle any thing from swordplay and magic attacks in ancient China to a fierce shootout in modern Hong Kong.
And finally, I'll cover the quality of the book. As is typical of Guardians of Order, this is a well-done book. It's a good read with cool art and it is very clear. There is also a lot of extra martial here besides just the game. There is a section on Hong Kong, one on the history of Hong Kong film, one with summaries on a lot of Hong Kong films, and finally some sample adventures to get you started. The extra info is really great, especially for some like me who only has little knowledge on Hong Kong film; this book is a treasure trove of info for creating you own Hong Kong action film game. The only flaw I saw in this book is that the last line in some of the sidebars at the beginning of the book was truncated, and while this is annoying, no impotent information was lost (it was mostly flavor text) and this flaw doesn't greatly detract from enjoyment. Given how error riddled other role-playing games (just look at the errata on 3rd edition D&D) are, I couldn't justify taking off a point for this. I highly recommend this book if you want a simple and flexible system for an action Hong Kong style game.

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Great introduction to the products of Privateer PressReview Date: 2008-01-14
Awesome Wargaming BookReview Date: 2007-12-03
Privateer has become successful, many people say, because of their awesome rules. They create an exciting atmosphere for these battles and create so much flexibility. If you play Warmachine, you already know the majority of the rules. You have to learn about the fury mechanic to really get the full grasp, but that's about it.
I've heard of people who don't even wargame buying this book and loving it. It just has so much cool stuff in it, I guess you just have to flip though it to find out.
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
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Also, their is a section on creating your own races for your game, which proves invaluable to any game master wanting to put in his own ideas. This is an award winning book, and a quick look through its pages will show you why.