Roleplaying Books
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Used price: $16.44

The Center of BarsaiveReview Date: 2001-04-23

Used price: $12.50

Things are going to get weird...Review Date: 2003-02-22
Used price: $1.95

A wonderful adventure.Review Date: 2003-07-04

Used price: $46.99

Titan ý The Graphic Novel -Well Written and Illustrated!Review Date: 2003-03-25
The story focuses on the experiences of one titan across a battlefront of the (generic sci-fi human) Empire. The experienced Titan pilot dies of old age and a younger trainee is forced to take over the helm. He, of course, is not well accepted by the older apparatchiks of the Imperium (in the Adeptus Mechanicus) and has to face several trials to keep his Titan. All of the combat in this novel faces Ork opponents.
The greatest attraction is to see the fine artwork of the novel. The titans are fleshed out with every nut and bolt. The pilots and crew of a Titan are defined to great satisfaction for the 40k enthusiast. I bought my novel to give me ideas how to convert 6mm scale Epic titans. "Titan - the Graphic Novel" was well worth my money for that reason alone. However, I don't think the story could stand well on its' own if it didn't already have an established fan base of 40k players.
I recommend this graphic novel for the GW 40k enthusiast and fan.
Review by: Maximillian Ben Hanan.

Used price: $8.15

Loony Toon RPGReview Date: 2008-07-18

Used price: $17.82

TRAVELER is back and so are THE PATRONSReview Date: 2008-08-05
If you want to create an instant Traveler adventure or if you're party of role-players has wandered out of you're prepared scenario and you're not prepared for it, or if you just want some quick inspiration, THIS IS THE SUPPLEMENT FOR YOU!!!
760 Patrons has some really interesting (and some recognizable) pre-fab characters both good and bad guys, adventure hooks, character jobs and missions. Never have to struggle to make opposition or NPCs again! 760 Patrons has just that, loads of opportunities for player characters, jobs and missions to begin instantly.
I loved the original supplement and this homage....you get NPC reactions tables and many other random generation tables, enough to create a whole campaign with and much more that you will find useful...if you play Traveler, if your plan on GameMastering or refereeing Traveler....YOU NEED THIS ONE!!

Used price: $38.94

White Wolf Saved the Best for LastReview Date: 2004-01-11
Chapter One: Smoke Talk takes our protagonists to a small Seminole Sept in Florida where they learn about the Tribe's history from their arrival in the Pure Lands to the present debate about the Red Star, and everything in between. The Tribe's claiming of Uktena as a totem, the Anasazi, the arrival of the Wyrmbringers (Aztec Uktena were the first to meet them, starting with Shadow Lords who followed the conquistadors), the fall of the Croatan, the Trail of Tears, the War of Tears and the Tribe's arrival in Australia, the war for the Plains and much more gets covered. Even details on the Uktena's decision to include worthy outsiders. In addition, several sidebars provide info on stuff like a small Uktena cult that ate the hearts of it's enemies, the Ghost Dance (allegedly started by their Paiute kin), occult practices in the modern world, slavery and even opposing views on creation and the arrival of the Wyrmbringers. The chapter also closes out with a nice timeline, showing major events both in Uktena history and Native American histroy, with a definate focus on Nations of the california, southeast, southwest and Central America, like the Aztecs, Cherokee, Choctaw, Comanche, Navajo and Hopi. Enough here for any historical game, even if you know next to nothing about Native American history.
Feathered Dances, Hidden Hearts, covers the culture and society of the Uktena Tribe, and finds Jolon and Erishka going to a Cherokee Sept in Appalachia, a Navajo-Hopi Sept in Arizona, a Hawai'ian Sept, a Sept on the Texas-Mexico border and finally an Aboriginal Sept in Australia's Outback. Along the way we learn about Uktena views on the Litany, Auspices, Rites of Passage, Moots, Breeds and the Triat. A deeper look is taken at Uktena Totems, including Uktena himself and his home realm of Galunlati, and theres lots on Kinfolk both Native and non-Native. Theres also a look at the Camps, like the Earthguides, Bane Tenders, Scouts, Ghost Dancers and others. A new Camp, the Web Walkers (who study the Weaver), has formed, and the Society of the Bitter Frost has fallen to the Wyrm (a lesson in the dangers of hatred). Info on the Uktena's territories, from the Americas to Siberia and the Pacific Islands, is also given. It closes out with a look at outsiders, including other Tribes (even the Bunyip and Croatan), other Fera and various odds and ends like vampires, Nunnehi, shaman and witches.
The next Chapter, Deep Waters, gives all kinds of gaming goodies. Theres advice for fleshing out Uktena, such as culture, tribal relations and magic/spirituality, in addition to suggestions for Backgrounds. Amongst the crunchy bits are some new Abilities (Stickball, Gesture and Tribal Lore), lots of Gifts (some adapted from the old Tribebook and the Wild West, others being entirely new; Another's Moccasins, Indian Giver and Becoming Uktena are all pretty cool!), several new Rites (Mockery Curing Way and the Rite of Bane Binding are particularly memorable) and even new Fetishes and Talens (Snake Bow, Flint Arrow Shirt, Ulunsuti and Vision Paint, amongst others, are really neat). Theres also new Totems, like Gila Monster and Wild Turkey, and new spirit allies (including a wild turkey-gaffling). This chapter goes on examining key Septs across the world, including not only updates of Uktena Septs from Rage Across Appalachia, Rage Across Australia, Caerns: Places of Power and Rage Across Russia, but also a new Caern in Arizona that studies Aztec magic! It then ends with some advice for making it scary and mysterious, and some recommended reading. The selections are all excellent, ranging from the fiction of Manly Wade Wellman and Tony Hillerman to Native American mythology, Hawai'ian native activism and James Mooney's History, Myths and Sacred Formulas of the Cherokee. All are good reading.
The book ends with Bottomless Pools, which provides five Uktena templates as usual, one for each Auspice. Suprisingly, all of them are pretty cool and innovative, and they include a healer who mixes modern medicine with shamanism, a museum curator who liberates tribal fetishes, a lupus who seeks out new indigenous kinfolk, a traditional Navajo Singer and a investigator of the occult. Theres also a look at some Uktena of note, including not only the signature character Amy Hundred-Voices but a number of the characters from the text. Theres others too, like Tysoyaha a Miccosukee Ragabash who travelled to Africa to learn about the black slaves the Wyrmbringers brought to Florida and met with one of the Ananasi! And of course, theres an Uktena character sheet you can use in the back of the book.
All in all, this was an amazing book. Everything about it really captured the feel of the Uktena. It was especially interesting to see the focus on making them connected to Native cultures, especially the Maya, Ute, Zuni, Pueblos, Apache, Chickasaw, Seminole and other southern groups. While definately Native American feeling, the book makes it pretty clear that they are not connected to any one culture (in fact at one point they mention how sandpainting is something of the Navajo, not of theirs) yet at the same time open to all manner of indigenous peoples throughout the world. Occaisonal reference is made to Haitian voudon, the Hmong, Pacific Islanders, Maori, Lapps, Bedouin, the Ainu of Japan, Mongols, Yakuts and other native peoples the Uktena have taken in. It really is a nice book, probably one of the best resources for Werewolf. Check it out.

A walk down memory laneReview Date: 2006-11-30
"Celebrate twenty-five years of the history of the D&D game with the Silver Anniversary Collector's Edition. This special boxed set highlights the last quarter century of DUNGEONS & DRAGONS products. Inside you'll find:
* Facsimiles of the original modules featured in TSR's Silver Anniversary releases: B2 Keep on the Borderlands, G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, G3 Hall of the Fire Giant King, 16 Ravenloft, and S2 White Plume Mountain.
* A replica of the original DUNGEONS & DRAGONS rulebook.
* A 32-page book outlining the history of TSR - including a retrospective essay by Gary Gygax.
* L3 Deep Dwarven Delve - a recently recovered, never-before-released Original Edition adventure by Len Lakofka.
* A specially created, suitable for framing art print by Jeff Easley."
Wayne Gralian
Wayne's World of Books

One of the few gaming accessories available for MidkemiaReview Date: 2003-11-17
"Tulan is more than just a place for the adventurers to pillage or buy items. The citizens of this rich town have a special relationship with adventurers, and commission, fund, and outfit many expeditions..."
Midkemia Press released this accessory through Chaosium years ago; now copies are rather hard to find. It's an excellent urban aid for your FRPG campaign.
Wayne Gralian
Wayne's World of Books

The best military role playing game ever writtenReview Date: 2003-01-29
"The US 5th Division holds the line in Poland. Now, a Soviet encirclement has cut it off in a province ruled by ambitious warlords, local militias, and bands of marauding deserters. HQ is 200 klicks to the rear and powerless.
"Your last order sets you free...
"Good Luck. You're on your own." ...from the cover
In the mid-Eighties, a bold new role playing game was introduced. Twilight: 2000 was perfect for its time: The Reagan Era, when it seemed that conflict was always around the corner for the United States and the Soviet Union. Conflicts had flared up in numerous places during the Cold War, but Europe was always the presumed scene of Armageddon. The designers went with that assumption, but turned it on its head.
"When we first published Twilight: 2000 in 1984, we suggested that a general European war might come not from a Soviet invasion of Europe, but rather from Soviet preoccupation elsewhere [a war with China] coupled with sudden German reunification. While the prospect of German reunification appeared to be a fantasy at the time (and many critics singled it out as a particularly unrealistic aspect of the game), by the time the original second edition was published German Unification was imminent, and it has since become a reality." ...Designer's Notes
Indeed, the game was always running from its shadow. World events tortured the T2 timeline. By the time the second edition was introduced in 1990, the face of Europe had changed, and the Soviet Union was marching into history. The 2nd edition -- blessed with a much-needed re-writing of the rules -- attempted to repair the timeline. But the book had scarcely made it to the publisher, when events had already made the new timeline obsolete. This problem was permanently solved in the 2.2 edition (1993), by fixing a "departure point" from our world's history, a tactic used in the alternate history novels by Harry Turtledove and others. In 1995, as the world was going to war in the game, GDW went out of business.
Twilight: 2000 is far from obsolete. Some fascinating campaign examples show the versatility of the rules system:
A traditional Europe campaign using the 2.2 timeline
Travelling through post-holocaust America... "Howling Wilderness"
A non-WWIII game using the 2nd edition sourcebook Merc: 2000 and additional background from the Millennium's End game.
A historical campaign set during World War II or enmeshed in the Spanish Conquest of the New World.
Wayne Gralian
Wayne's World of Books / Krakow RPGs
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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