Roleplaying Books
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What Mage: the Ascension *should* have been...Review Date: 2002-02-16

Used price: $16.30

Striking fantasy artReview Date: 2006-06-23

Used price: $13.25

You know you want it...Review Date: 2000-03-01
This is the next one you want.
It's as simple as that. Here is what people want in their campaign -- more magic, more Virtues and Flaws, more background on bein a mage, the centerpoint of any saga. If you are only going to pick up one supplement, make it this one. Hands down it will give you more bang-for-the-buck than any other two supplements.
Used price: $3.75

GOOD RESOURCEReview Date: 2001-11-08

Used price: $22.74

A world of darkness for child charactersReview Date: 2008-05-02
That said this game may not be for everyone. If you are not interested in exploring horror and supernatural themes from the point of view of a child; if you dont want to play stories in which you are a child living in an adults world, with little protections other than those granted by adults, caregivers or social agencies; if you want a character less empowered to change his world and who must live by the rules of a society that still see's them as "innocents," then this game will definitely NOT be for you. White Wolf has the reputation for publishing books that are edgy (yet innovating). This book is one of them.

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Collectible price: $33.00

Gothic Terror from the Old WorldReview Date: 2007-01-07
The first chapter gives a wonderful overview of the British Isles as they exist in the World of Darkness, paying full attention to Vampires, Mages and Werewolves (though there is a strong focus on werewolves), along with other stranger things like alien big cats, the owl man of cornwall, great lake worms, fox-spirits, djinn, ghosts and tantalizing hints of the fae. Things like the blood farm and 'the other city' of Glasgow are outright brilliant, but equally interesting are cultural changes that make British Vampires, Mages and Werewolves unique from their American counterparts. Notes are given on social changes, prominent individuals, rumors and even a few Bloodlines and Legacies, like the Pakistani Brothers of Sadr-Ud-Din and the 'chav' Tanners, though none are actually written up. As I said before, many of the writters on this book are Brits themselves, and it shows. Gone are many of the stereotypes that older books sometimes suffered from.
Like I said, this book is really aimed at the Werewolf audience (though others will get use out if it too), and the second chapter highlights this. It focuses on the Uratha of the region, even goes as far as to make write-ups for each Tribe, mentioning things like how British Bone Shadows study human ghost lore and take tokens from fallen foes, or how the British Iron Masters have adapted to the cities. Several new Lodges are written up, like the Lodge of the Howling Death, who fight the Pure to the death over territory, and the Lodge of Scavengers, who are cunning urban survivors. A small number of lesser Lodges are also mentioned, but not written up, like the Lodge of the Baital, Bone Shadows who study Asian myth. There are also a number of British Totems, Fetishes and Rites given, even some cultural notes on Klaives.
The third chapter gives some more setting information for Great Britain, including notes for American players, historical games, and bringing foreign characters into the UK. Once again, there is a strong focus on the setting for Werewolf, showing different cultural variations on typical foes such as the Beshilu (the idea of the Rat God thing is horribly creepy) and the Pure (such as inbred, aristocratic Ivory Talons who hunt two-legged prey on their estates, and Fire-Touched with a different fervor from their American brethern). Theres more ST material in the fourth chapter, which includes information on prominent NPCs and antagonists in the British Isles, and other useful crunch (like a new Cruac Ritual). All in all, theres alot of good stuff to throw at players, and for developing the United Kingdom as a unique supernatural landscape. But the creepiest stuff are the unexplained and bizarre things that have no real connection to other supernaturals. Things like the Drowned Men, who may or may not be the Fomori of Irish legend, and the hints about the Fae.
Like I said before, the authors have a deep sense of what's 'British' and really draw on alot of obscure regional folklore - like the Green Children of Woolpit, alien big cats, ghost stories, and the like. They also do a good job making mention of material from other books that can be brought in - like the Bron and Melissidae from Bloodlines: the Legendary, or the Sodality of the Tor, Daksha and Pygmalian Society from Legacies: the Sublime (and Wood's signature character Lucy Sulphate even gets mentioned). I was a little disappointed we didn't get write-ups for the Tanner or the Brothers of Sadr-Ud-Din, but theres always room for me to make up my own stuff for that. The vague hints and allusions to the Fae are also a great tie in with the forthcoming Changeling game (if the ST is so inclined that is). So yeah, this is a great book, an essential for Americans planning on running a game set in the UK. Even so, Brits will still get a kick out of many of the things in this book too.
Used price: $9.20

A must have for any storeteller.Review Date: 2007-10-10

Used price: $11.38
Collectible price: $31.00

WELL DONE AND TERRIFYING!Review Date: 2007-04-25
Besides Mexico's history, the opening chapter delves deeply into many other subjects such as it's often harsh lands, border towns, common myths, gangs and organized crime, the Policia, crime and the drug trade, ancient Mexican deities and monsters and all sorts of other weirdness. I found myself truly fascinated and incredibly impressed by the research that went into the opening chapter. This isn't mere fluff but rather meaty material you can sink your teeth into.
Chapter Two is the player's guide to Shadows of Mexico and deals with how players and player types fit into the Mexican milieu. All the standard types of characters in World of Darkness are covered including Werewolves, The Awakened, Mexican vampires, the new Prometheans, and more, making it a fit for any WOD setting. The vampire clans and types are as eclectic as I've seen in any RPG system from the savage Gangrel to the tyrannical Ventrue. There's a wide array of dark and vampiric powers that are detailed that are as terrifying and as colorful as their names, such as The Scream of the Dying Sun, and Harbinger of Fear.
Chapter Three is mainly for the Storyteller and details the lands of Mexico that range from jungles to deserts and everything in between. Throughout the book, and not just in the Storytelling chapter, there are various sample adventures hooks and sample settings provided to help get the gaming session going. Again, as with the preceding chapter, the lushness of the material is amazing. Players can go from ancient Mayan ruins to stiflingly oppressive modern Mexico City.
The final chapter highlights some of the very unique characters and powers operating in Mexico. One of the most interesting I found was the Dead Desperado, a being that is not the typical undead, but whose origins are shrouded in mystery. He, or it, lives,,,um, or un-lives, for nothing but revenge, no matter whose revenge it is.
Shadows of Mexico completely took me by surprise. I had expected little from this supplement as it seemed to be so minor in scope but I was proven very wrong. This book is richly detailed and will provide players and Storytellers plenty of great game experience.
Reviewed by Tim Janson

Used price: $16.75

New, interesting, and best of all FUN new wargame.Review Date: 2005-04-03

Used price: $2.49
Collectible price: $17.00

3.0 is STILL better than 3.5Review Date: 2003-11-13
3.0 is truly the right blend of D&D tradition and sound game mechanics. 3.5 is a pile of garbage house-rules for actual D&D crafted by a new batch of "limited" designer minds.
This book is D&D 3rd edition, no other.
3.5 edition has arivedReview Date: 2003-09-24
A lot of good stuff, some (significant) holesReview Date: 2003-07-12
The problem with D&D 3e is that it requires a *lot* of work on the part of the gamemaster. This is not a ready-to-play game by any stretch, unlike WotC's Star Wars d20, say. You have to go to some lengths to create a campaign setting, and realistically you're going to have to throw some of those arbitrary restriction back in. Why? Because D&D 3e has some significant imbalances, and you're likely to be playing with one player who is going to be looking for rules loopholes to create an unbalanced character. A big culprit here is the multi-classing combined with the fact that many classes are front-loaded with a lot of cool abilities at first level, so it's not unusual to find characters with 3 or 4 classes so they can cherry-pick low-level abilities from each. This is not only aestetically displeasing and unbalancing, but makes it impossible to keep a coherent character vision. The prestige classes are a cool and interesting feature, but are for the most part egregiously broken and, in the words of a fellow-player, "pure munchkinism".
Another complaint of mine about the system is that characters are simply too hard to make distinctive; the only real tool you have is this problematic multi-classing, and that is at best a blunt instrument. The Feats are a very cool concept, but not well-balanced with respect to each other so many will simply never show up (and characters who are not Fighters and Wizards acquire them far too slowly to be of much use in distinguishing characters). Characters of some classes (notably Paladins, Monks, Druids, and Barbarians) are going to be essentially indistuinguishable from each other - an 8th level Monk is pretty much an 8th level Monk, and the variance will be quite small. I find the list of which skills can be bought by which classes unduly restrictive and occasionally bordering on the nonsensical. The restrictiveness of the class sytem, and the stereotyped nature of the classes and lack of advancement choices, is to my mind the most significant failing of D&D 3e. Some classes are now almost acceptably flexible: the Fighter has a huge number of choices with all their bonus feats, even if the basic class concept of a heavily armed and armored fighting machine can't be fundamentally altered; Wizards of course have a massive spell list, and can specialise in various schools; Clerics now can pick from a dozen or so dieties, all of which serve to flavor the class; and Rogues have immense numbers of skill points and a wide variety of skills. But if you want somthing a little more specific or flavorful, you're stuck with cookie-cutter classes.
Anyway, from a pure systems standpoint, the d20 system is fundamentally a good one, but from a pure gaming perspective it has been done better by other games. I actually like Wizard's Star Wars game better, as it addresses many of the problems I've mentioned here; but that doesn't help you much if you hanker for heroic fantasy. D&D 3e is cool, better than previous editions (often significantly), and is popular because it is so open-ended. It has rules for everthing, and a bazillion skills, feats, spells, monsters, magic items, etc. - everybody is going to find a cool idea in here somewhere that they're ready to run with. All those options don't always work together, though, and the choices are sometimes odd, so be aware that the gamemaster is going to have to do some work for D&D 3e to be truly robust.
The reasons this is collecting dust in my atticReview Date: 2003-06-28
The ideas behind this haphazard collection of material is sound. The problem is, the rules do not survive under scrutiny. Balance seems to have been thrown out the window in exchange for the 'cool' factor. If you want to make a cartoon charavter out of your imaginary alter ego, this is the game for you I think.
The skill and feat system is broken so badly that you probably can't fix it without rewriting the rules. The skills are restrictive by class - making absolutely no sense at all. Afterall, you're character wasn't born this class or that. Class seemes to have become your defining trait more than your personality. Trying to make a character a certain way is actually tougher in 3E as you have numerous skill restrictions. In short, Fighters get paltry skills and Rogues get the mother load. everyone else gets to fill in in-between.
Rangers are useless, becoming simply lightly armored fighters with a few useless special abilities, little opportunity for growth and a dazzlingly undazzling array of spells.
Sorcerers are similiarly built, with a few extra spells to cast per day than wizards, but FAR fewer to pick from and absolutely no class abilities that the wizard gets to choose from.
The old moronic +1 to this ability -1 to taht rules are still in place for non human characters, with the elf that lives 750 years somehow being more frail than you average human. By the same token, dawrves get a nice constitution bonus but are uncharismatic. Why? Well because they had to pick an ability and charisma looked like a good one......
You get to multiclass more easily according to 3E lovers. You needn't split your XP between classes, you simply take a level of any class any time you earn enough experience points to go up a level. Wanna be a fighter/paladin? GO for it. The only probalem is, it is almost useless to multiclass as a spell caster. With a level limit of 20 (which is fine IMHO) you mayonly have a TOTAL of 20 levels all classes included. That's great, but if you take 15 levels of Wizard and 5 levels of Rogue, you are going to be one disappointed mage when you realize you missed out on the best spells in the game in exchange for some paltry lock picking ability. To be fair, multi classing any of the fighter classes works just fine.
On the topic of levels, you should reach 20th after anout 35-45 game sessions if you follow their experience charts. WAY too much XP is awarded and in addition, all classes use the same experience point table. It seem that someone decided that a 20th level paladin and a 20th level bard were pretty evenly matched. I think we all know better.
Finally, the comabt system - which most gamers agree is the most tedious and time consuming part of any game - has been dragged out with so many extra and optional rules, that it takes forever to resolve the simplist battle. Some may applaud the detail, but the game has taken a step back toward the old CHAINMAIL table top battle rule srather than advancing as a ROLEplaying game.
With a chartr included for every detail in the game, this book has taken all of the imagination out of your hands, and given you a rule to cover it. 3E Roleplaying is actually more ROLLplaying, and after a while, that just gets tedious.
Well aware that the game is a mess, WoTC is releasing 3.5 later this summer to suck a few hundred dollars more out of your wallets.
I beg you consider what you might be getting before flushing your money down this over simplified, over hyped toilet of an RPG. Go play Vampire or Werewolf - at least they don;t charge you $... to insult your intelligence by including a chart for your eye color.
The book that starts and runs the gameReview Date: 2003-08-01
The best art of this book is that not only does it list all the things you need to know, it explains in full detail how all things are related to each other. If read like a book, (front to back not just paging for specifics) It spells out what you need, need to do, and how to. You start with the abilities, go into races, classes, and then skills, and items. Finsihing with spells, and feats.
Over all, i would rae this 5, because of what it offers, and its necesity to the game it serves. i recomend you buy it, even if you dont buy it here.
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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In order to understand the basic concept, try to picture Call of Cthulhu where the good guys actually get to *fight* the horrors! In fact, I can see how several CoC scenarios could fit into the WC tableau with very few changes to the plots themselves.
If you like horror roleplaying, but don't like CoC's tendency to leave your heroes a gibbering pile of insanity or don't really like White Wolf's "angst," then definitely give WitchCraft a try.