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: $14.45

Other BooksReview Date: 2007-09-03
Best Game EverReview Date: 2007-01-12
It is a generic game (could you tell from its title) which means that you are responsible for settings and campaign ideas. This can be anything from a fantasy, to sci-fi, to a combination of anything you can imagine.
Character generation is strait forward and easy to understand when you get the hang of it, and your characters actually feel like true story characters with their own strengths and weaknesses built in to the mechanics of the game.
It is fun.
Good, versatile systemReview Date: 2004-05-17
There are a few drawbacks to GURPS, however. The biggest, in my view, is that it doesn't cope very well with high-powered campaigns. Combat runs fairly smoothly at normal levels, but when people start getting active defense ratings of 14+, the battles degenerate into turn after turn of waiting for someone to roll a critical success on the attack, because otherwise everything gets dodged/blocked/parried. Combat involving large numbers of opponents is apt to drag on endlessly. Magic, while extremely versatile and useful, offers few options for spectacle and drama; all magic is on a "skirmish" level. You'll never see a GURPS mage laying waste to armies or blotting out the light of the sun.
The other problem I've found with GURPS is that it's generic and therefore rather bland; it's up to the GM and the players to provide the "personality" of a campaign. This is particularly evident in the sourcebooks, which offer plenty of tools for world-building, but not much in the way of actual worlds.
If you prefer a lower-powered game with lots of subtleties, and are willing to put in the work to design the game world yourself (or to convert it from another system), I don't think you can do better than GURPS. If you want heroic high fantasy, stick with D&D or similar systems. I usually use D&D when running fantasy and GURPS for modern or futuristic settings.
Bogged down in number crunchingReview Date: 2004-09-02
The 4th Edition is coming !Review Date: 2004-03-18
But I disgress. I wanted to inform you that Steve Jacson Games is finally releasing the fourth edition of GURPS, debuting with a two volumes Basic Set. Here's an excerpt from Steve Jackson Games :
"Volume 1 combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 320-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.
GURPS Basic Set, Volume 2 combines information from the Third Edition GURPS Basic Set and GURPS Compendium II -- plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting -- there isn't some game-altering metaplot -- but it's there if you want it.) This 256-page, full-color hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign."
So all GURPS fans, rejoice now !


Do not let this represent the series!!!!Review Date: 2007-10-14
Gotrek- I hate trees
Felix- I hate myself for coming with you
Bad guys show themselves/ first encounter
Builds up to giant monster
People die
Felix and Gotrek kill monster
Run away
fade to black
Repeat
This series of vignettes does have an overall storyline but because it was originally meant to be published separately you'll be reading about how Gotrek hates only Elves more than he hates trees a lot.
I recommend buying the Omnibus, because after you read this one, you'll be longing for more. If you don't like the concept, don't read this series. If you're a bit shaky on the execution, but you think its a good concept, get through this one and start reading skavenslayer.
Hack and Slash Review Date: 2006-02-10
Some time afterwords after reading the GILEAD'S BLOOD I try it again.. this time I didn't stop.
Some of the previews before say it all.
I like a lot of the dwarf with his bound-code of honor. It's nice to see a character not following some human characteritcs.
I mean... I've read some books with dwarves and elves and some of them put human carachterics in it or the other way around. They follow and never leave the general caractheritcs of a race.
In general I like it a lot.
Something didn't feel right althought.
Gotrek it's almost invencible. I don't like that in a character. But besides that everything fits alright.
Before each battle the Trollslayer passes his finger in his axe making it bleed. I bet his fingers are full of scars lol.
An Orgy of Blood and Carnage...Review Date: 2006-12-25
Trollslayer does this brilliantly, it is a highly addictive book (almost as addictive as an RA Salvatore book). And you become familiar with the characters like you would if you read the Drizzt books. I can't help but laugh everytime Gotrek makes a joke at the expense of an elf!
This book is composed of short stories, but they all connect.
But the beauty of it is: This book shows what Warhammer is all about. It is completely bloody. Fans of WH or gothic fantasy or adventure for that matter, should pick this one up.
Seven adventures of Gotrek and Felix in one book.Review Date: 2008-05-19
Geheimnisnacht: Daemon cultists are making sacrifices and summoning dark powers.
Wolf Riders: The pair are en route to Karak Eight Peaks, beyond the Empire's southernmost borders, to hunt for treasure guarded by a large troll. They meet up with a caravan and get hired as mercenaries. But the people seem to be having a long run of ill luck.
The Dark Beneath the World: The pair reach Karak Eight Peaks and enter the mines in search of the gold and to kill the troll guarding it. While there, the pair set out to free spirits of dwarfish ancestors.
The Mark of Slaanesh: Gotrek gets a head wound and has amnesia. Felix is on his own as he sets out to find an ingredient an alchemist needs to create a cure. Of course, the ingredient needed will not be easy to obtain.
Blood & Darkness: The pair go after a sorcerer of Chaos, his mutants, and female Chaos Warrior bent on killing a little girl.
Mutant Master: Felix is reunited with a student he knew during his time in Altdorf. The man is now nothing as he once was.
Ulric's Children: Sorcerer Voorman is using forbidden magic to transform (transmute) himself into something wicked.
**** Gotrek and Felix deal with zombie-like creatures, mutants, cultists, orcs, magicians, trolls, goblins, ogre, and much more during these adventures. Readers follow only the two main characters; there are no secondary characters. As always, author William King keeps a small bit of ironic humor in each adventure. This reads much like an anthology, except each tale starts off where the one before it ends. Very interesting reading, to say the least. ****
Reviewed by Detra Fitch of Huntress Reviews.
Great Sword & Sorcery! Finally!Review Date: 2005-11-11

Used price: $39.97
Collectible price: $150.00

?Review Date: 2007-10-05
not badReview Date: 2005-10-13
It also doesn't really work that well for roleplayers, insofar that there are characters in the game which can 'channel' and shouldn't be able to.
(...)
I hate 3rd edition, but love this!Review Date: 2005-09-14
They list all the hero's but what about the Forsaken? How do you make those terangreal's? (prob. spelled that wrong)
Despite these little problems, I HATED 3rd edition, and this book has converted me. I am a 3rd edition Mormon...now! So, if this book can change how I feel, you 3rd freaks and WOT freaks will love this!
Now that is prestigeReview Date: 2003-08-19
The two best ideas in the book are charater creation and presitge classes.
The Prestige classes are not just a collection of powers, they form sociteies which dominate the world. This is what these classes should be. That said some are unnessarly difficult to get into (4 ranks in balance ???) but they are essential to society and most characters will aim to join these elite groups.
The character creation process is lovely, requiring the human's free starting feat to be dependant on the area of the world where they grew up. Additionally each reason has favored skills that are treated as class skills. These add real impact to a charaters personality.
The game uses new classes well designed to fit with the setting, nobles who have bard like inspiration and favors to call in.
Both trained and wild channlers and wanderers instead of thieves.
The world itself lends to low magic campaigns, with any magic item (i.e. ter'angreal & angreal) being very rare and monsters so rare they are considered imaginary. The book lists the main charaters stats of course, which make intresting reading. The city and country descriptions are well detailed and full of flavor. The channeling magic system is complex and limited at the same time, and while it works well with the books I am uncertain how it would play. My primary irritation with the book is the amount of reprinted material from the core rule books, such as feats, skills and combat rules.
While low magic is stressed the PC's could become movers and shakers of the world's politics. If I was to run a campaign it would avoid the dragon reborn, mabey by 300 years, and the book gives a few guidelines for playing in other times.
The channeling magic system is complex and limited at the same time, and while it works well with the flavor of the books I am uncertain how it would play. A comprensive list of each weaves would have been nice. There are 52 total, 15 are lost (only known by forsaken or dragon reborn)
Overall The Wheel of Time is a good source book for ideas and methods, but has the flaws of any game based on a book.
I love the game...onlyReview Date: 2002-12-10
Used price: $7.15

Warhammer...a fun,evil RPGReview Date: 2002-01-31
somethings wierdReview Date: 2001-12-06
Enjoyed by newbie and Veteran Alike!Review Date: 2001-05-16
Best Grim Fantasy RPGReview Date: 2002-09-30
The setting is of course based upon the world of Warhammer Fantasy Battles. It is a grim world. Chaos Beasts will tear out your throat, secret cults infest the cities, Skaven armies hide in plain sight. Magic is rare, and those who use it are often hunted by witch hunters and burned at the steak. There is a definite Lovecraftian influence on the setting (hence I like it).
In WFRP the characters progress through a number of careers. In order to do so, they must earn enough experience points, learn the correct skills and obtain the needed Trappings (equipment). Characters start weak, but can eventually become powerful after taking the advances from two or more Advance Schemes. The only thing you need to think about in preparation for character creation is race: human, dwarf, elf, halfling or gnome. There is very little possible min/maxing. Class (a generalization of several careers) will be chosen based upon how well you roll for characteristics. Your Starting Career is rolled randomly upon the appropriate Class table (Rogue, Warrior, Ranger and Academic).
The rules are based upon percentile skill checks which in turn are based upon the characteristics of the character. That's about all that is needed to be known.
Players often learn a hard lesson about combat. Too often, they jump in all gung-ho from too many years of DnD. There characters end up missing limbs, insane and eventually dead. Combat is VERY nasty in WFRP. The smart player will use combat as a last resort. For those characters that don't die, there are insanity points. Collect too many and you go nuts.
My only gripe with the game is the magic system. Mages will find advancement slow and agonizing. In my humble opinion, that is not all bad, what is bad are the spells are little more than rough cut conversions from the paternal wargame. Realms of Fantazy, does little to fix this. But that is another review.
Excellent GameReview Date: 2000-06-27
The system of career advancements, skills and the *one* tome of rules (not 5 different books that you need to collect) makes for an excellent game.
Buy this book, you won't regret it!

Used price: $1.00
Collectible price: $19.95

More than hack and slashReview Date: 2008-03-28
The skills and details on specialization between the covers of this book make a warrior worth playing again.
The abilities and specialty classes will provide you with infinite role play opportunities.
Skippy the elf fights for his lifeReview Date: 2006-07-05
What nobody is mentioning... unless you play AD&D 2eReview Date: 2005-12-16
USEFUL BOOK, BUT NOT THE BESTReview Date: 2002-03-22
However, the combat rules and most of the other stuff in the book is pretty [undesirable].
Good kits & combat tipsReview Date: 2001-01-10

Used price: $1.45
Collectible price: $18.95

Horrible, stupid, pathetic book!Review Date: 2006-02-25
bad illustrator and authorReview Date: 2001-08-11
Good source of informationReview Date: 2001-06-29
Guns! Guns! Guns! Oh, and some other stuff, too!Review Date: 2001-05-29
The book is also well detailed with lots of art, both three-dimensional sketches and line drawings, accompany the text that describes each object. Often, in the case of unique items, Magwit's Mystifying Hoop, explain who used it and why. Unfortunately, if teleportation is so common that performers can use it in their stage acts, why isn't proliferated every where else in Star Wars? Mostly, the art is quite good, though I found a few of the personal weapons to be gimicky and/or poorly conceived of and drawn. Other than this is a great reference for Star Wars fans who might be tired of being buried under meaningless Treknobabble.
Star Wars fan? THIS IS FOR YOU!Review Date: 2003-10-13
PROS:
-If you're a fan of the Star Wars films, and you're interested in reading about the the weaponry characters use to destroy one another, you're going to love this book! From the lightsaber to Han Solo's trusty blaster pistol, all the weapons you've come to know and love are in here.
-The book covers the expanded universe! This means the weapons from Shadows Of The Empire appear here, as does weaponry that shows up in later novels, comic books, video games, etc. Even if you're just a fan of the films, the information on the expanded universe will fascinate you.
-This book is readily available in most major bookstores (B. Dalton, Barnes And Noble, Borders, etc.) You shouldn't have any trouble finding it.
-The price for this book is very good, considering all the information it has to offer. This is a worthwhile purchase if you're a Star Wars fan.
CONS:
-The major problem with this book is that it was released circa 1997. This means it came out before 1999, and accordingly the tools of destruction exclusive to the prequel films, Episode I and Episode II, don't appear in here. That's a shame, because I would have loved to read up on Darth Maul's double-bladed Lightsaber.
-The only pictures in the book are black-and-white sketches. I would have liked to see some more detailed pictures, preferably in color.
OVERALL:
If you're a Star Wars fan, I guarantee this book will fascinate you. If you're not a fan of the Star Wars series but know somebody who is, this makes a great gift. HIGHLY RECOMMENDED.

Used price: $0.54

Must Have For Any Star Wars FanReview Date: 2001-08-18
a good source of history in star wars worldReview Date: 2002-05-17
A brief but thorough chronologyReview Date: 2002-05-17
1) browse through the entire comments written about SW books
or
2) get a chronology
This chronology is well written and updated (2001) and leaves the necessary gap for the upcoming next two movies (Episodes 2 & 3).
After reading it I've decided to buy 4 books related to some parts of the history I was interested (what happened between the first 3 movies)
I strongly reccommend it
a coloring book???Review Date: 2002-04-03
The absolute best Essential Guide!!!!!Review Date: 2002-07-02
There is a lot more in the Guide, but you will just have to read it.

Used price: $13.00

A Guide for ClericsReview Date: 2007-07-16
It will inform you of what each type of undead can do and therefore ensure you will be properly prepared when facing them. If you're more inclined to seek controlling such creatures, Libris Mortis will also help you in deciding which kind would be best suited to your needs.
Happy Undead Hunting.
A great book for players and DM's!Review Date: 2007-02-22
First, it includes a section on the various "ecologies" of the undead. This is an outstanding tool for designing new undead, designing campaigns and plot hooks for players. Several techniques are described for how undead feed and their effect on the undead psychology.
Second, the book provides for a way to rapidly return a player to the game. Nothing is worse than having a character die early in the session and having to wait for your character to be raised or to make a new character to continue play - with this manual, you can rapidly join back in the game AND have a quest to complete at the same time - either the destruction of your sire, or the raising of your corpse. Much in the spirit of Ghostwalk, this manual allows for the game to go on even when your characters' pulse didn't.
The book also contains a selection of new items and feats geared toward undead. Whether your character hunts undead or is one himself, there is something in here for them. In addition, it is useful for DM's in the same fashion to "bulk up" one of the villians with these additional feats and powers and thus suprise the players.
All in all, another outstanding product from WOTC.
Dead on!Review Date: 2006-06-19
Lovely little book of UndeathReview Date: 2007-01-22
Firstly, let's talk about... oh, I don't know... say, the monsters. There's fluff and there's crunch, first of all, or if you don't know what that means, things that are overall useless and things that have you saying, 'bout time. Brain In A Jar? Who needs that? Grave-Dirt Golem? I know what you're thinking, 'Oh, No! Not another Construct!' but bear with me, while it's not necessarily necessary, it is fun to have a Golem made of dirt, with bones of people who perished and were unlucky enough to have their graves used for the Golem. Besides, it fits a Necromancer, or any class, really, who builds Constructs for whatever reason who likes to hang around graveyards. So yeah, like I said, fluff and crunch. Also, there's fluffy, crunchy creatures including the Slaughter Wight, the Wheep, and the Spectral Lyrist. I'll leave it to you to decide what's fluff and crunch among those, and every other new monster in the book.
Secondly, let's talk about the prestige classes, there's classes like the Death's Chosen, the True Necromancer, and the Pale Master. Now, those aren't the only classes in this book, there's also the Dirge Singer and the Master of Radiance. I'll talk about those. The Dirge Singer, as you've probably guessed, is a prestige class for the Bard who specializes in songs that fill their enemies with sorrow and dread and, by my gathering, I haven't read in detail yet, can control some undead. The Master of Radiance is a prestige class for a druid, but you also have to have some levels as a cleric, at any rate, the Master of Radiance can use spells that channel sunlight and destroy undead who are destroyed by sunlight (blasted vampires). And on the subject of Clerics, I know, they're lame, let's not kid around here, about all they can do is heal and turn undead. But in this book, they can also summon undead. Yes, Clerics of Nerull, rejoice. You can summon undead to do your dirty work, while you use your Inflict spells to keep them at full strength (Instead of doing damage, Inflict Grievous Wounds recovers a lot of damage for that Huge Skeleton you summoned).
Thirdly, and the last I'm going to write about, is the nuts and bolts of campaign planning included in this book. The people who made this book were generous in giving several sample undead to use as minor villains, or use as the big baddie for your newbie players if your a DM. They also included a few scenarios to use if you're running an undead-centered campaign, including World of Shadows in which undead and the living coincide in day to day life, and Undying Rulers where powerful undead like a lich or a vampire rules the land. Needless to say, if you're the DM, you can change things about these and the other campaign over-views presented as you see fit. Do the undead and the living live in harmony and work together in World of Shadows? Did that lich just recently come into power after a very long line of undead in Undying Rulers? It's up to you. Of course, they're not stand alone. You can use these campaing overviews in conjunction with others described not only in this book, but others, as well, but you'd have to be pretty crafty to interweave a whole bunch of them.
It's ultimately up to you whether you want this book or not, I'm just trying to point you in the right direction if you want an undead-centric campaign or at least to incorporate undead into your campaign. Also, it's a pretty good read as is.
OverratedReview Date: 2006-03-29
A lot of the rules laid out are bland or silly-do we really need rules codifying the eating habits of the undead? Further, the majority of the new undead are absurd and the feats have struck me as... lacking.
More time could have been spent on fluff material instead of trying to cram in as much weird new crunch as possible.
That said, some of the prestige classes are fun to use for antagonists. There are undead varients and premade liches that can provide quick adventure material. I wouldn't say I'm sorry I bought this (I got it cheap), but a good half of the book is useless to me unless I want to make use of the gross-out factor mosters.

Used price: $18.00
Collectible price: $35.00

Typos Ain't So BadReview Date: 2008-07-16
If you're like me, and like to get a basic understanding of the whole book before you attempt to run or play, be warned: it's long, and it's heavy; armchair reading it ain't. Knowing that it was part of limited run series, I understand White Wolf had to cram a lot of information into only a few books.
Although I understand why role playing books do it, I don't like seeing things I already understood re-explained ad infinitum. The largest problem with this book is that certain words are missing from sentences, and in one case, the whole first part of a paragraph is missing. Sure, I can tell what is intended, but it's more distracting than simple typos.
Overall, a good buy, maybe they just need a better editor?
Grim Fairy TalesReview Date: 2008-07-07
Whereas in it's predecessor, of sorts, 'Changeling: the Dreaming' you took on the role of a human with a fairy soul, Changeling: the Lost goes back to the original folklore. This time around, you take on the role of a human who was kidnapped and abused by the Lords of the Fae, warped by the very nature of Arcadia, yet somehow, through sheer force of will, escaped and made your way back through the Hedge to find your old life gone. Changeling is a very intense game, but thats part of what makes it so appealing. If thats not up your alley, though, you might want to consider looking for a different game. I've found that theres not necessarily any correlation between fans of Changeling: the Lost and Changeling: the Dreaming. Some fans of C:tD absolutely LOVE Changeling: the Lost, others hate it with a passion. For that matter, some people who hated the old C:tD love the new C:tL. Go figure.
This book is the core of the gameline. Although it contains everything you need to run a Changeling, you still need the 'World of Darkness' corebook in order to play the game (for the basic rules). This book expands upon the life and society of the Changelings - it gives full details on the different Seemings and Kiths, the four Seasonal Courts of the Changelings, the basic Contracts (Changeling's 'magic'), rules for Oneiromancy, information on the Fae, Hobgoblins, Arcadia and the Hedge, sample Tokens and Pledges, systems for Wyrd and Clarity and even a number of sample Entitlements for more advanced characters. Of all the gamelines in the new World of Darknes, Changeling is perhaps the most rich, evocative and inspired. Almost every part of the book will give both Storytellers and Players new ideas. In addition to giving all the details necessary to run a Changeling game, it also includes the sample Freehold of Miami (Changeling's signature city) and several NPCs. This is great for ST's planning on running a game set in or around Miami.
If you are a fan of White Wolf's World of Darkness, then you have to check out this gameline. Its a perfect fit for anyone who wants to incorporate the darker side of fairy tales into their games, or just add trolls, bogeymen, goblins and other creatures from folklore and nightmares. And the book has several supplements available as well: Autumn Nightmares (which expands on the True Fae), Winter Masques (a book for customizing Seeming and Kith to fit your favorite myths), Rites of Spring (all about Changeling magic) and Lords of Summer (covering the politics of Freehold, Court and Entitlements), all of which are brilliant, as well as the forthcoming Equinox Road. However, you can run Changeling with just this and the corebook. Either way, you'll definitely want to pick this book up.
Amazing.Review Date: 2008-07-03
so, when this limited run line was released for the new WoD line, it took alot of self convincing for me to actually purchase. and every time i open the book, i realize it was worth every penny. when the nWoD first came out, i jumped head first into VtR, and although fun, certain elements of the core book were simply underwhelming. that is simply not the case with changeling the lost. character creation allows so much creative freedom its almost hard to decide on a clear direction. almost. there is just so much detail in this book, i pick up something new every time i open it. and as though it weren't enough by itself, it seems somewhat easier to shoehorn into a crossover game than most other lines, due to the diversity of characters and things they have in common with the other supernaturals in the nwod. and to top it all off, C:tL seems to have become extremely popular when even compared to the non-limited run games in the nwod. if you're on the fence about this game and are a fan of any nwod games, or any Gothic or horror rpgs that allow for loads of creativity, give it a try, even without playing, it's a good read.
ONLY THE STRONG FIND THEIR WAY HOMEReview Date: 2008-04-16
New World of Darkness TOO dark for my tastesReview Date: 2008-03-11
Onto the review. I'm a long time fan of this book's predecessor, Changeling: The Dreaming. (Henceforth "C:tD") I collected all the books and I greatly enjoyed the theme, setting and style of the books. I never read any of the other lines (Vampire, Mage, etc.) but I did really enjoy what was created with C:tD. There was a brightness to C:tD; a sense of hope and promise. That despite things being bleak, Spring would always still return. Set in a darker version of our real, modern world, it was ultimately a game about hope, promise and Beauty. I appreciated that since far too often we only celebrate ugliness in our society.
So when White Wolf ended the original World of Darkness for their New World of Darkness ("nWod"), I wasn't originally terribly interested. As I said, I never read any of the other lines so it didn't matter to me that they'd relaunched them in different forms. Until, that is, when I heard there was going to be a new Changeling edition.
When I finally got it and started to read, I realized it was VASTLY different from the old C:tD. Gone was the sense of lightness, whimsy and beauty and in it's place was something MUCH darker, ugly and sinister. Changeling: The Lost ("C:tL") isn't so much a revised version of C:tD as it is an entirely different concept all together. Which is perhaps part of why I disliked it so much. I expected more of the same C:tD. What I found wasn't the same at all.
In C:tL you play a human who was abused by the True Fae that has now escaped back into the mortal world. The book makes it VERY clear that every single person was tortured, abused, raped, hurt, beaten and/or any other combination of unimaginably cruel events. That the True Fae are utterly without hearts, morals or understanding and that they put your character through Hell - physically, emotionally, mentally, sexually and more. That you had to fight to get back, tearing yourself further into shreds only to find that when you returned, you were changed. You're now more like they are. Worse, your human life is utterly unreachable to you. You fought through all of it to find either you're now believed dead, too much time has past, or you've been replaced by an impostor who now IS you. All that and there's nothing waiting for you upon your return. Your family is lost to you. Your life is lost to you. Your spouse/partner is lost to you. Your job/career is lost to you. Everything you were before is gone.
Pretty bleak, hu?
Changeling: The Dreaming was, at it's core, about hope. That though things now weren't great, they were going to get better. Changeling: The Lost has no hope. All hope was ripped away from you prior to the game's beginning. You're now left broken utterly to fend for yourself. Oh yeah, and to live life looking over your shoulder to ensure you're not recaptured by the True Fae you escaped from who may or may not be actively hunting for you.
This just isn't my cup of tea. You're forced to play a victim. And, you're constantly reminded how awful things were and how terrible your past was. I feel that the world is already too dark and too bleak and I rather not spend my free time encouraging MORE of that attitude.
Now, I want to be clear that if you like it, more power to you. I make NO judgment calls on anyone who plays the game in ANY way. I'm just saying it's not for me. And I think for many people who may have been the victim of abuse, it may not be for you either. I can greatly see this book and this concept being triggering to people.
So in summary...
If you do not like horror situations, or dark settings, or concepts of abuse, kidnapping, torture and related are troubling to you, do yourself a favor and avoid this line. C:tL is NOT like C:tD at all. If you're expecting something airy and light like the original, you'll be sorely disappointed. When they say it has mature themes, they mean it for these reasons.
Used price: $9.00

This is bloody brilliant!Review Date: 2000-06-04
sweet god almighty...Review Date: 2000-05-29
The end of days has come...prepare for the ApocolypseReview Date: 1999-12-11
Scary...In a Bad Way.Review Date: 2000-04-18
Very Nice indeed....Review Date: 1999-12-22
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
A lot faster and easier to use than something like the HERO system, so points for that, and there are a huge number of decent and interesting supplements if you want to delve in depth into any one setting.