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

Collectible price: $32.00

A Good Value for Anime RPGs :-)Review Date: 2002-02-07
The StartReview Date: 2001-10-03
However, the 2nd Edition Is everything the first one was and more. It is a complete game completely to itself, with no need for any expansion. You have to love a game system where they devote roughly only 40 pages out of the nearly 300 to the rule/combat/skill system. It's just great.!!
Buy this book!Review Date: 2000-03-30
The PERFECT RPG!Review Date: 2000-01-17
The Cheapest, The Easiest, The Simplest, The Greatest!Review Date: 2000-03-08

A Peek at the Inner DragonReview Date: 2008-05-30
AN EXCELLENT READReview Date: 2007-01-11
good bookReview Date: 2006-06-29
I've always enjoyed a story that takes the 'bad guy' point of view and Khisanth is easilly one of my favorite characters in all of Krynn's history; right alongside Heart, Aurora, Kang, and Fizban (to name just a few, in no particular order).
Kirchoff writes an intriguing story that is truly worthy of being part of Weis and Hickman's world.
It's an inspirational piece of work and must read for any Dragonlance fan.
From a different perspective indeed!Review Date: 2001-10-04
As it is, this was still a great book. Once again, the Dragonlance saga proves its ok to like the bad guys.
Patience is a VirtueReview Date: 2003-07-22
The book is very slow moving up until around page 80, after that the pace promptly quickens and holds that speed throughtout the rest of the book. Get through the beginning of Part 1 and don't look back for the rest. This isn't my favorite dragonlance book by any means, but it does provide what all of us crave, destruction, dragons, and love.

Used price: $15.00

Makes interesting a frigtening conceptReview Date: 1999-12-21
Hard to read, harder to stomachReview Date: 2000-07-18
Written primarily in the voice of a stereotypical mafioso Giovanni, the book is worthless as it is vulgar. The only point of value I found in the whole thing was the information on the Endless Night (why the clan is so interested in the afterlife).
Where did the quality go?Review Date: 2000-02-17
An excellent info source...Review Date: 2002-05-06
Insular Necromancers ReviewedReview Date: 2001-08-21
It features much more interesting character templates (not just the generic "necromancer-business men" like before), including a Dunsirn and a Pisanob. The only thing that's missing is any follower from the Path (of Enlightment) of Bones, however. There are however revised rules for using Necromancy in the times of the Maelstrom, as well as new Necromancy Rituals, Pisanob Necromancy Rituals and mechanics, and a new Path for Ghilberti Necromancers. It also features rules for using Wraiths and Spectres without the need for Wraith: The Oblivion, a new Background and really interesting Merits and Flaws. All the rules also described in the MET system.
The previous book was a blast, and this one it much, MUCH better. A must buy, whether you're a Giovanni player or not. It's succesful in its task to provide in-depth and accurate information as well as picture how inhuman, dark and complex the Giovanni are.

Used price: $20.47
Collectible price: $99.95

My 4th RPGReview Date: 2008-07-23
I say almost because there have to be some limits to your character's powers and abilities, otherwise the rest of the players or the game itself isn't fun any longer. But I don't have to worry about going with one of the pre-made supers in the book, or any classes. However one thing I love is there are those pre-made characters or arch-types that you can look to for inspiration or ideas. The system is so free you can take those arch-types apart and redo the stats to fit your idea as well.
For me I started playing D&D in second edition, fell in love even more in 3.0 to 3.5 editions. Been gaming ever since, and the bottom line is I have played many games, many systems, and had lots of fun. But by far this is the best RPG to be a super hero hands down.
Simply the BestReview Date: 2008-07-20
Great RPG!Review Date: 2008-07-13
Mutants and Masterminds, 2nd EdReview Date: 2008-05-10
The "balance" in the system between powers is remarkable, considering the freedom given to character creation, and how insanely powerful some comic book villians can be.
I do have two complaints however.
All the freedom to create your character almost encourages players to make characters that try to abuse the point system, tacking on flaws to reduce power costs, while trying to circumvent the negative effect of the flaw in some way. Though the system is very good at making power flaws exactly that, there are a few small holes that, baring omnipotence on the part of the creator, are bound to crop up in any RPG.
I strongly recommend that any GMs using this system have their players flesh out their character concept BEFORE letting them see the power list or even open the book, as I find this makes for more exciting and "theme based" characters, rather then "functionality-utility-handle-any-situation" characters.
My other complaint is that an average toughness character or villian can easily roll poorly on a "toughness save" (a roll to resist damage) and be knocked out in one hit, as if they had a glass jaw. Since the system uses a d20 as the main (read: only) dice type needed, the roll obviously ranges from 1 to 20, with an equal (5%) chance to roll each number. Since degrees of success/failure on a toughness save are determined in increments of 5, a low toughness character can roll a 20 and laugh off an attack, while a much tougher character can roll a 1 and be severely hurt or knocked out by that same attack. The same holds true for attack and defense, though to a lesser extent. As a house rule, I have been experimenting with rolling 3d6 for attack and toughness rolls, giving a range of 3-18 and making the rolls more consistent (a much higher probability of getting average rolls rather then extremes).
In conclusion, I HIGHLY recommend this book for anyone who enjoys superhero RPGs. In 9 years of GMing I have yet to find a superhero system I like better, and I look foward to a possible future edition.
Interesting mechanicsReview Date: 2008-04-21
I must admit that most of the new things this system offers, are not really new. I believe many concepts have been taken from one of the finest rule systems ever created, FATE, including the Hero Points, the easy damage track, and some details that fit very well in this version of the d20 system.
The way it deals with the powers, a typical problem in super-hero RPGs, is very good, and the book provides a huge array of powers and very well balanced through the "Power Level" of the character.
The last remarkable issue is the Superlink license, which allows anyone to publish easily, and with the authors approval, any kind of material. Great adventures and settings are available really cheap (about $5) in PDF, with a lot of quality.
Overall, a very good book with a lot of fresh ideas. Great system, great design, and great art. Only a tiny complaint, it takes a considerable effort to make the first couple of characters.

Used price: $39.95

Very GoodReview Date: 2007-10-21
D&DReview Date: 2007-05-26
if you don't own it BUY ITReview Date: 2007-03-14
Gaming Necessity with a Good Looking CoverReview Date: 2007-01-17
SWEETReview Date: 2007-01-10

Used price: $10.62
Collectible price: $29.95

FanReview Date: 2008-03-26
The Alternity Game is Very GoodReview Date: 2000-06-27
Alternity is a generic Sci-fi rules system which you can use to run games in the far-future (featuring spaceships, aliens, and whatnot) through to cyber-punk (near future with large corporations running the show and bionic implants enabling charcters to perform the impossible) right down to modern day (conspiracies, alien abductions, ghost, vampires etc...). So whilst the rules work for all these settings some of the specifics dont, for example the spaceship section is a waste of time if you are running a near future setting. Now this information isnt badly presented and I found it very interesting even if it wasnt going to play a part in my campaign. IMO it would have been better to leave these specifics to seperate volumes where they can be dealt with in detail.
So in conclusion, the Alternity system is good and you should play it, its a shame that this book doesnt live up to the systems potential.
A fine effort rom TSRReview Date: 2000-05-03
The rules are explained simply and concisely with all the tables and charts well organized and easy to find. More importantly, unlike much of the game products out there, this book is vividly written with inspiration and flair, bringing alive the technology, citizens, and cultures of the setting. All this is finished off by quality art as well. This terrific book prompted me to add the Alternity game to my gaming cabinet. If I can find any fault at all, it is that some sections like equipment and starships are a little brief - I suppose the publishers wanted to leave room for future supplements (what else is new?). A fine effort, nonetheless.
What's in it is cool; what's NOT in it...Review Date: 1999-06-27
That's not to say that it's bad. (Actually, it's almost as good as the Player's Handbook.) With a random star system generator, starship and vehicle components, artifact rules better than AD&D's, templates for NPCs and aliens, and the FX system, what more could you ask for? The answer is "a lot."
The FX rules are a good example of this. The system is way out of whack; for a chapter predestined to attract attention, the rules on Faith, Arcane Magic and Super Powers need serious revision. The same goes for starships; if you don't like stardrives, you're outta luck. And these are only the start of the list of bugs. The alien creation rules seem designed to spawn supermonsters (check out the Elves in the Appendix), and need a point-based system. The system generation rules also need to be defaulted off of. (According to the list, A5 and R5 environments don't exist in the universe!) No equipment creation rules? No random encounter system? In a game touted for its all-encompassing flexibility, the Alternity Gamemaster Guide is almost a fluke. Don't get me wrong; this is still a crucial book to buy. If you get it, though, get Starships (and maybe the Arms & Equipment Guide, even if you don't use Star*Drive). You'll be glad you did.
An Essential Element For An Exciting New GameReview Date: 2000-10-23
Use of this book assumes ownership and working knowledge of the Alternity Player's Handbook. It covers the basics of running a roleplaying game for novices, Alternity's special quirks for the experienced gamemaster, adventure and campaign design, and fast-play rules for the impatient. Sections deal with details of handling character creation, personal statistics and their effects, hero careers, and non-player characters. Tips are given for designing new hero careers, alien races beyond the five provided in the Player's Handbook, and a variety of vehicles, star systems, individual planets, spacecraft, and alien artifacts. The Guide contains many short tables for effects and characteristics, and for determining species lifespans (as determined by technology level). Brief optional rules are also presented for mutants, psionics, cyborgs, artificial intelligence, and "special effects" (any magic, miracle, or superpower beyond the other rules provided).
For players' displeasure there are statistics for 15 dangerous animals from good old Terra and 20 generic alien creature types to modify for every alien need. TSR fantasy fans will find an appendix of conversion rules for bringing AD&D characters, races, equipment, and spells into an Alternity game.
For ease in using published adventures and accessories, a sample nonplayer character statistics form with explanatory notes is provided. Also included are forms for ship design, ship status, and solar system design/record. There is an index of both this book and the Player's Handbook.
Alternity Gamemaster's Guide is an essential element in what promises to be an exciting new game in the science fiction game genre.
--Sharon Daugherty for Skirmisher Online Gaming Magazine

Used price: $17.99

An Excelent Source for Devilish ExploitsReview Date: 2007-07-12
If you're looking for content you can use all the time, then this isn't the best book for you. Go look at the compendiums or the Complete books. If you want villains and powers to tie together an entire campaign from level 1 into epic, than this is for you.
Included inside is a very nice tale of the creation of hell and the devils that can be easily adapted for your home brew world. Then theres feats, spells, prestige classes, descriptions of the layers and lots of new devils.
Again I must stress that the prestige classes, feats and spells are really geared towards either serving devils or fighting them. This book is a commitment to a devil themed campaign. It does so beautifully.
With the help of this book, my main villain just became a pawn in planar politics. My PCs have lots of options, on how to progress forward. I've got lots of ideas and environments for epic feeling quests before we get to the main devils. I highly reccomend it.
Hell awaits only the most brave or foolishReview Date: 2007-05-29
Useful Add-onReview Date: 2007-05-12
DevilisciousReview Date: 2007-05-06
Awesome BookReview Date: 2007-05-16

The classic Gray Box doesn't disappoint 20 years laterReview Date: 2007-10-14
On the heels of their success with Dragonlance, TSR cast about, looking for a more open-ended, less-scripted, and traditional AD&D-style campaign setting. For years, Ed Greenwood and friends had been playing his campaign world, and early Dragon magazine readers were frequently tantalized with articles such as Pages from the Mages, calendar-building, and magical treasures, all hinting at Greenwood's setting, the Forgotten Realms.
TSR released this set (and also began the excellent FR-series modules) in 1987, the last years of AD&D 1st edition. Packed with 2 books, 4 poster maps, and 2 clear hex overlays, the Gray Box is chock-full of information and adventure hooks. Of course, you'll be wanting more, but there's plenty here to get started.
CAUTION: It's been a long time since this set was in production, and the boxes were often the first to be lost. Read seller descriptions with care, as the first dozen listings for sale are typically missing books, maps and/or box. Do yourself a favor and get a complete set.
Wayne Gralian
Wayne's World of Books
Not Outdated; Not Lacking...Review Date: 2005-07-01
Having said that, this boxed set hit the mark with a vengeance. Not only does it leave a ton of stuff to the imagination by providing a basic fantasy framework; but the framework it does provide is just the type needed that can explode in the imagination to thousands of possibilities. Extra books and more detailed boxed sets simply draw more boundaries - even if it seems there's more material in the box it's just more boundaries and more guidelines...
This set is highly recommended and high quality!
Back to where it all began!Review Date: 2004-07-05
For the FR enthusiast, like myself, I also strongly recommend the next, second FR Campaign Setting (Second Edition AD&D), which by the way is also in boxed set form (it will take a bit of searching, but it's well worth it), as well as the latest (so far) Third Edition D&D Forgotten Realms Campaign Setting, which even though is quite expensive, is still very useful to all FR fans, in providing an update of events. In short, if you don't have it, GET IT! It is highly addictive and so worth it!
Forgotten Realms FOREVER!Review Date: 2004-07-05
This is the second Forgotten Realms Campaign Setting following in the tradition of providing vital information concerning the magical world of Toril. Ranging from background history, to city and social descriptions, to important people and characters, to the respective gods and pantheons, to adventure hooks and encounter tables, to magical items and artifacts, to new spells and monsters, to maps and specialty classes, this accessory has it all and more!
For the FR enthusiast, like myself, I also strongly recommend the previous edition, which by the way is also in boxed set form (it will take a bit of searching, but it's well worth it), as well as the Third Edition Forgotten Realms Campaign Setting, which even though is quite expensive, is still very useful to all FR fans, in providing an update of events. In short, if you don't have it, GET IT! It is so worth it!
In a word, AWESOMEReview Date: 2001-06-02
A TRUE powergamer at heart, this book blew me away because I read it past the character changes and new game material.
This book has all the characters you've read about, and they're no longer munchkins. A fairly complete history (finally!). It has all the geography instead of little bits and pieces. Complete maps. An explanation for most obscure things. Adventure hooks for almost every geographical area. God descriptions, organizations, etc... Some spells, character classes, prestidge classes (the new kits).
It truly feels alive! It's like having all the old boxed sets, the F&A series, and the FR Adventures book all rolled into one!
The best D&D product that I have bought in a loooooong time (12+ years) -- ranks up there with the 3e PHB, but without the typos (and ranger!).
I only wish they would have detailed Karatur, Maztica, and Al-Qadim in enough detail to adventure there once in a while (if they only gave as much as they did to each of the Dalelands to each of those I'd be happy: an NPC or two, a couple cities, and a couple adventure hooks as to why the PCs would go there...)

Wraith.Review Date: 2007-10-28
Introspection at it's finestReview Date: 2005-04-16
Simultaneously, I wholeheartedly agree with previous reviewers in stressing Wraith's role-playing aspects. This game will actively kill hack and slash gaming, not only the characters, but the game style itself. All power, healing, existance and ability rely on you acting out the deepset needs and passions of your character. All that stuff that you make up when you generate a character that usually winds up on the third or fourth page and gets ignored by the other players is now at center stage, guaranteed vital, and everybody cares. The interpersonal interactions are pushed to the limit, crying, raging, and even falling in love are totally believable results of this masterpiece of pole playing.
Pick up your copy before it fades away forever.
White WolfReview Date: 2004-07-18
Every White Wolf game is all about being miserable, even though you're an awesome demon!
Well in Wraith, despite your very cool powers, there is a part of your brain trying to turn you to Shadow, and make you a servant of Oblivion, which expands greater everyday, threatening to destroy the underworld.
it's a very dark game. intense.
Slipping into OblivionReview Date: 2003-08-24
Unlike other games in the WoD series wraith centers around feelings and emotions. Where vampires drink blood to survive Wraiths my tangle with pathos to survive. Where Werewolves truggle against the mighty Wyrm wraiths must fight their own inner demons, less they be swept into oblivion.
Unfortunately, Wraith: The Oblivion is all but gone. The WoD's has pretty much shunned Wraith for it's core games; Vampire, Werewolf, and Mage. However wraith will always be my favorite of the series and I would strong encourage everyone who has played an WoD games to please purchase this title and give it a try.
White wolf needs more games like this all-accessible tragedyReview Date: 2004-02-07

Used price: $8.47
Collectible price: $59.00

For the easy goingReview Date: 2007-09-21
Perhaps a bore for veteran roleplayers but still it is a good way to adventure into middle earth....
You Aren't Missing Anything....Review Date: 2004-04-06
Beautiful but InconstantReview Date: 2007-09-17
The book's strongest points are its description of epic fantasy, Tolkien-style, and the flexibility of the character creation system. I think you could mine a good campaign out of this book, but I have a hard time really investing in a game that is basically broken, when better games and better ME references are out there.
Make your own Quest!Review Date: 2007-05-02
But the background information is too simplistic. There is no way, if you wanted to make a whole story, that you could get enough details from the book. If you planned to make your own epic story you would need to use Tolkien's books for finding the ideas and giving you the knowledge to fill them out.
Also, I think the rules about mass combat, in dealing with the major battles of Middle-Earth, also seem too simplistic. This book is great in the hands of a person who already knows how to design and run a game. But a person new to roleplaying will need more help than found in this book.
'i anvanya ar ammara parma ilyave'Review Date: 2004-04-10
When I first read the Coda rules I thought that the combat would be quite tedious and dull before you memorised the rules, yet no, it flows quickly and furiously, leaving your heart pounding as if it were real! Yes, sometimes you have to look up rules, but it isn't a huge encumbrance to your enjoyment of the game.
However, the most importent attribute to the game's level of fun is the pacing. My group made the mistake of letting our charcters converse and discuss every little thing, and though this was fine at first it soon became quite dull. You've got to find a balence between dialogue and and combat/tests, and once you do the game is amazing. We played for four solid hours and it merely felt like 1 1/2 - 2 hours at the most. I have read the book six times, and this is a must-buy for any Tolkien or game fan.
[Oh, and by the way, my titles in Quenya (High Elven). 'The most beautiful and best book of all']
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
While the second edition of BESM is far more inclusive and detailed (and nearly three times larger than the original edition), the original edition is still a good match for those just beginning with role-playing games. Especially for the novice GM (GameMaster), BESM second edition contains so many rules and details that knowing how to sort through all the information presented and determine which are truly needed for a campaign and which can be set aside can be difficult. Novice GMs and younger gamers can especially benefit from the simplicity of presentation and the significantly fewer rules and details while still maintaining the creative flexibility necessary to present and participate in an original role-playing campaign. Those beginning their anime RPG experience with the original BESM sourcebook will have an easier time adapting to the second-edition sourcebook later on.