Roleplaying Books
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Used price: $9.34

The Death of a DreamReview Date: 2006-01-01

Exploring the art of magic in the BuffyverseReview Date: 2004-01-18
This book is broken down into six chapters and an appendix: (1) The Witchy World includes speculations on the history of the supernatural, specifics on magical organizations and their use, as well as a look at the latest and most potent mystical adversaries from the television series; (2) The Magical You reveals more details on the show's magical cast members, discussing new backgrounds, qualities and drawbacks. There is also a new group of archetypes and an update on a few magical favorites from the Original Cast; (3) The Art of the Arts presents the new game rules for magic such as power boosting, virtual magic, and varying side effects; (4) Magic, Light and Dark includes all the spells from the series that are fit to print; (5) Beyond Magic covers psychics and super-science, which are different from magic in the Buffyverse, but still need to be considered; and (6) Orphan Trouble is a ready-to-run "BtVS" roleplaying-game episode "in which the new kid on the block is far more naughty than nice." The Appendix includes a handy guide to potential spell elements and conversation notes for importing regular unisystem metaphysics to your games (and they say television and roleplaying-games are not educational).
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. There are other supplemental volumes to the Corebook available, with the "Slayer's Handbook" for the heroes and "Monster Smackdown" for the villains. These books are filled with photographs and illustrations, with gorgeous production values, so that they will appeal to fans of the series whether they play the game or not. Final Note: Unlike the other volumes form Eden Studios "The Magic Box" is a trade paperback and not a hardback volume.

Used price: $6.48

Very Nice!!!Review Date: 2008-04-18

Used price: $9.72

Best City Book EverReview Date: 2004-01-05
The book then goes on to detail the vampiric divisions of Cairo, elysiums, historical landmarks and so forth. Lots of maps and so forth. It then examines the different clans in Cairo, based on where they hold power, as well as various vampiric factions such as the Ashirra, the Hajj (Islamic Nosferatu), Sabbat, Inconnu and Disciples of Anubis (bunch of Gangrel practicing Egyptian magics). Mortal organizations like the Arcanum, the Cult of Isis, the Ikwhan al-Safa (Muslim witch hunters), Setite cults and the Akritai (Orthodox Chirstian version of the Society of Leopold). It also features a new Thaumaturgy path developed by the Setites, and a couple Akhu rituals. Most of the characters are pretty interesting, though a couple (like ibn Khaldun and Kahina) are based off real life historical personalities. Not sure why White Wolf would go back to doing that.
The last chapter gives an overview of major themes in Cairo that STs can use. Things like basic beliefs of Islam, the Ashirra sect (Muslim vampires described in more detail in Veil of Night and other books), Mosques and Churches with True Faith, the Setite Courts of Egypt and some metaplot stuff. Lots of Mummy crossover potential, with the old feud between Sutekh and Osiris, plus some other cool secret stuff. Really a great and useful book for running any games in the Middle East.

Used price: $14.46

Nice and handy, minor quibblesReview Date: 2002-11-11
The screen is complete and stands up well, but is slightly smaller than most screens I've worked with. The side facing the players features the incredibly cool artwork for Chaosiums current edition of the Call of Cthulhu RPG. Unfortunatley, the screen doesn't have the game's skill list, so you'll need another method to keep track of which skills can be used untrained and other skill details. Other than that oversight, the screen is so handy that I hardly have to consult the rules book while playing.
The bookmarks are nice and functional. Each is customized for a different section of the rules and features a mini-index of relevent information. Between these and the information on the screen, finding information during a game session is not a problem.
The book of forms is rather useless to me. While it is nice to have official looking forms (dental records, asylum records, etc.) as play aids during a game, these are all customized for an Arkham setting - little use in my Chicago-based games!
The main Gamemaster Pack book is largely comprised of a nice adventure, "The Lost Temple of Yig". The 30 page strikes a good balance between adventure and exploration. Game stats are given for both the d20 and the original version of the RPG. Further background for "The Lost Temple of Yig" or your campaign is given about its Vanguard Club. The official errata follows, which isn't as bad as you'd think - it just seems that some of the authors of the original book didn't communicate too well as most of the errors are internal inconsistancies. A conversion system for using original Call of Cthulhu material with the new d20 version is pretty straightforward - you determine the level of the character you're converting and buy skills and feats from there. Next up are the record sheets, which along with the GM screen, are the shining stars of the pack. There is a redesigned two-page character sheet (with an old-school insanity track), minor character sheets, and monster master and minion sheets. The graphic design of these sheets (and the whole package) is outstanding.
Overall, while I would've preferred paying a little less for just the screen, bookmarks, and sheets alone (errata should always be free!), the adventure and background information is good enough that [this]is a bargain for the whole package. More than a screen, this is a pack to make any d20 Call of Cthulhu Gamemaster's job easier.


Car Wars Compendium ReviewReview Date: 2001-01-14

Used price: $49.95

A Wonderful and Inexpensive Accessory For Any Fantasy RPGReview Date: 2000-03-29

Used price: $30.74
Collectible price: $15.00

Excellent Adventure stories for kids!Review Date: 2006-09-26


They just keep getting betterReview Date: 2007-05-21
Central Casting: Heroes NOW! is designed for any era of 20th or early 21st century games (Though some of the information about technology and geography is a little dated), from Wild West, to Pulp, Horror, Espionage, and SuperHero. Even time travel. The books are designed to allow you to plot out significant events in your character's history from before birth through adulthood, and the personality ramifications of each encounter. You will need a complete set of dice, including d4, d6, d8, d10, d12, and d20.
While some charts are very similar to previous volumes, Heroes NOW! has the advantage of being able to define many more stable elements of modern times, and take advantage of what was learned from Heroes of Legend and Heroes of Tomorrow.
Though now out-of-print, with a little effort, you should be able to find a copy for $40-45.
I highly recommend buying a copy of this book to help whenever you are in need of assistance breaking through writer's block.
Happy gaming, and may the dice roll in your favor.

Used price: $7.94

Short reference Review Date: 2008-03-26
Big Improvement to the old ones !
The cardboard is very thick and sturdy - you can kill your pet hampster with it ! (kids don't do this at home !)
The content is very clever picked:
approx. 50% WoD basic rules (combat, damage, etc)
and 50% Changeling (pledges, bedlam rules, etc.)
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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Those with the power used it for good or evil, through the years and Normal people began to have mixed fear and respect for the Deltas as they were called, until the attempted assassination of JFK ended with the first lady and governor of Texas dead at the hands of Deltas.
Since that fateful day Kennedy has remained president and kept control of the nation through absolute fear of the delta threat. Registration and mandatory government service are required upon immediate discovery of super abilities and the American dream dies as a nation cowers in subservience to a tyrant.
Sound familiar? This book came out before the events of September 11th but to read it one would think it was a direct correlation to the fear that has spread like wildfire.
No matter where you stand politically this game holds tolerance and courage up as the foundation of our great nation and presents a much more gritty and realistic world of caped crusaders. All of that topped off with a quick and easy system that supports great potential for detail and an amazing background story I recommend this for all gamers who strive for more than hack and slash, and for all citizens who strive for more than to keep their heads down.