Roleplaying Books
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Used price: $3.95

How to End your Campaign WorldReview Date: 2001-11-27
AwesomeReview Date: 2001-11-06
Although I seldom play d&d now, having switched to white wolf systems, I had this book recommended to me with the highest praise, so I bought it. It is one of my most prized posessions now too, and I am only looking for a chance to go back to a new fantasy trip into the end times.
Interesting module but not quite apocalyptic.Review Date: 2002-09-03
I've recently gotten back into AD&D, and picked up this module because of the unique premise. End the world and make your players responsible for it! The problem with the module however is that the players have very little hint of what's coming. Yes, I understand that this is what makes the module such a shock and great RP experience, but as written the reason the apocalypse comes about is unknown to anybody but a select few. To me, this means that the players won't have a sudden realization of a prophecy coming true, or realizing what an old myth really means. Instead, they're tricked into destroying the world and have absolutely no way to realize what happened until the final revelation (yes, they do get hints as to what's happening, but not why until then). I feel it would be much more effective to start a campaign with the idea that the world could be ended with this adventure, and then give hints through mythology or prophecy that slowly lead up to it.
That said, this is one of the better written AD&D adventures I've run across. There's little in the way of dungeon crawls, and a lot in the way of role playing, epic confrontations and last minute attempts at redemption while a world collapses (the final battle kind of reminded me of the beginning of "Superman" when Krypton exploded.. only with an epic fight going on in an attempt to stop it. The encounters are truly fiendish and dark, with hints on how to make them even darker. Again however, this might be too jarring for players who've played a campaign up to this point in a more usual style. Also, some of the challenges the players face have very little way to know what the correct choice is, and if they choose wrong they have no chance to even attempt to save the world.
I find the concept of this adventure quite intriguing, and many of the ideas can be used, but I feel it will work better if this endpoint is considered a possibility in a campaign that's just beginning, rather than saying "Well, nothing left to do with these characters, time to end the world with a bang."
A GREAT adventure!Review Date: 2000-12-21
They were wide-eyed and started freaking out, it was funny. Before they were too impatient to solve a small puzzle with fire, but after we finished this whole adventure, they discovered the importance of puzzles and adventure. The book is a little overpriced, but it would be well worth it if money is no object.
For TSR - not bad...Review Date: 2000-11-30
First what is good about this product: Well, it is different which is a welcome relief after myriad products which have similar themes just different names. There is some thought behind it and that shows.
What is bad about it: This may take a little while. First, it is inconsistent. In the test areas, where it is extremely important to have a uniformity of mind, one of the tests is failed if the characters get distracted from their goal. But a later test requires them to do just that to investigate a problem! Makes no sense. Second, it is linear, as most TSR products are and there is little chance to roleplay. Third, the adventure just makes no sense. The GM will strain credulity to have players who demand a small modicum of reality and rationality in their campaigns buy all of this. A little too much is explained by magic. Oh well.
Still, this is one of the best TSR products I have seen for a very long time. Most of them are trash in my opinion as they appeal to novice gamers or those who powergame and forget it is about roleplaying. This one makes a valiant attempt to try something different.


Not A Bad Book, But Not Really Anything SpecialReview Date: 2003-05-03
It's not that bad but it's kind of simple but it is fun if you like a real straightforward kind of story. It's also got alot of great source information about Antarctica in the back.
It's not a bad buy but it is pretty over priced for what it is. I felt jipped out of what I spent. I'd reccomend this book if you found it for cheap but don't waste money that you could spend on something better.
This monstrously huge module is worth every pennyReview Date: 2004-02-26
Two great books in oneReview Date: 2002-05-01
Oh Boy! Make sure you are prepared before you embark on this adventure. "Beyond the Mountains of Madness" is an incredible investment in time and energy. The book assumes that the keeper has read and is familiar with both "At the Mountains of Madness" as well as Poe's "Narrative of Arthur Gordon Pym of Nantucket." (As far as preparation goes, this is a joy. They are both great books, and should be read anyways.) It took our group about 5 months to complete, and we skipped several optional sections. The adventure takes place in several chapters, including preparing for the trip, the ocean trip to Antarctica, on Antarctica, and then the trip home.
The book is a challenge for both keepers and players. If done well, this will be one of your best adventures ever.
Best Module everReview Date: 2002-11-22
The plot is based on the H P Lovecraft story o fthe sma ename and plunges the players into an Antartoc expedition, and a search for the last vanished expedition. Amply filled with source material, there is enough for a keeper to pick up and run with, or material to fill out. We spent 2 long sessions merely investigating the kidknapping in the second chapter.
The remarkable thing is you can actually read this and be entertained- its that good. If you have one and have played it, for goodness sakes sell it- this is a treasure.
The materials provided are excellent, and really add a depth to play that you will be hard pressed to replicate elsewhere.
Grade: A+++
Even non-gamer Lovecraft fans will like this.Review Date: 2001-07-23

Used price: $21.33

Good (if clunky) System, but Awful Artwork (except cover)Review Date: 2008-05-01
* Blood of Heroes Special Edition is a large softback with a beautiful if generic cover. The artwork throughout ranges from passable to awful. The layout is tolerable, if somewhat counter-intuitive. The sections are not always laid out as i would have, but, oh well.
System-
* As the (latest?) version of the old Mayfair Exponential Roleplaying Game System (MEGS), it is a very comprehensive game, capable of handling more powers and situations than any of the previous versions of MEGS that I have read (1st and 2nd Editions). That said, it is 'Old Skool', and clunky; very time-intensive with its choosing powers and ratings, then looking up the 'level'-costs for each, and because this is a self-contained book, there are no easy reference pages, which means one must either photocopy those charts, or constantly turn back to the pertinent pages. This makes for a frustrating character/villain/gadget experience, and frankly, limits its usefulness to me.
* I'm not going to explain how the MEGS system works, as any Google-search of Mayfair DC Heroes RPG will turn up a number of useful pages that do a much better job than I feel I can fairly do within this review, and which is beyond the scope of this product's domain.
* Does Blood of Heroes Special Edition do a better job than previous editions? Perhaps. From what I gather, it has built upon Mayfair's 3rd Edition, and continued to streamline it, though as noted above, the single book design is not a plus as far as I am concerned.
* I'm not certain that this system is especially germane to the contemporary RPG experience when there are other systems available with a more current mindset regarding sleekness of character and game mechanics design available, but it certainly appears as playable as any of the previous editions once the AP charts are in hand.
Overall Evaluation-
* If one is a MEGS fan, and a completeist for possessing the 'newest' version of a given system/game, then BoH:SE is a must.
* I would rather see a new boxed edition produced by another company, and without the awful artwork based on Pulsar Games' in-house campaign, much of which are very dated in their characterisation (stat and background) beside their awful visual depiction.
* For the price, I would say that unless one is already a fan of MEGS, or must have an all-in-one RPG (travel with concern of flattened boxes, or loss of fiddly bits, etc.), this could easily be forgotten to the dusts of time. HOWEVER, if one has an interest in comparing Powers and Advantages, etc. this is a very straightforward RPG, and reasonably articulately readable set of rules. It is, in my opinion, a better alternative to the WestEnd Games DC Universe D6-based RPG that came out a few years ago, though, if mated with that system, I believe the synthesis (homebrew rules) would be better than either alone.
* If my gaming crew are interested the next time I GM, I may put the idea forward to play this game, but I wouldn't expect them to jump for joy.
System-integrity Rating:
[*][*][*][*][-]
Usefulness:
[*][*][*][-][-]
Presentation:
[*][*][-][-][-]
Overall:
[*][*][*][-][-]
Great rpgReview Date: 2008-01-07
A MasterpieceReview Date: 2007-10-28
It paints in broad strokes, and doesn't bog down in trivia, but the system is deep enough to handle players who want more detailed characters and settings.
I can't recommend it highly enough.
The Supers are Back!Review Date: 2006-07-11
This game is 3rd edition redone I would say 4th edition DC, just without the DC stuff but you can easily add it if you like. Personally I like playing it without the DC universe anyhow, the system is so great, you can create any universe you like with it.
Get it NOW!
Excellent superhero game system...Review Date: 2007-05-07
The setting material is of fair but passable quality, but in this reviewer's opinion the real gem in this book is the updated and expanded rules: the rules system, based on the "MEGS" (Mayfair Expontential Gaming System) system used in the earlier DC Heroes role-playing games, has been expanded and improved upon, with many new powers added, many powers altered to make them more balanced, and features better explanations of most powers that help one better understand the intended use of each power. The game adds several useful new combat maneuvers, a good set of "genre" rules to customize your campaign theme, and related items that enhance the game. Once you get used to the system, combat can be processed very fast; much faster than with, say, the Hero System/Champions rules. The rules do an excellent job of re-creating the 'cinematic' style of the 4-color comics.
The setting, as mentioned above, is of the authors own unique universe. While it has some interesting aspects and may appeal to some players, the universe setting is not of the same quality as the rules, and simply does not compare well against the DC or Marvel universes. Still, the gamemaster and players can make use of parts of this universe, and some of the NPCs listed can be worked into their campaign with minor changes.
I would highly recommend this game to anyone who wants to run or play a superhero genre game.

Used price: $0.01

greatest all the info you need!!!!!!!!!!!!!!!!!!!Review Date: 2002-05-05
I am DragonBallZ's biggest fan!Review Date: 2001-04-03
I love Dragonball!Review Date: 2001-04-02
best dbz book i ever read.Review Date: 2002-04-11
This book is so fun!Review Date: 2001-04-04
Used price: $2.28

RPGReview Date: 2007-09-03
Excellent!Review Date: 1999-07-07
Splendid tool for do it youself rpgsReview Date: 2002-05-02
I haven't had the chance to try the sample game (Fantasy FUDGE) but it looks like a good introduction. It has a couple of flaws for an introductory game. It does not explain what options are in use for the combat system, and the magic system could use more detailed explanations and examples. Given that this is supposed to be an introductory game, it's a concern. But overall, a very good product.
The most flexible RPG system everReview Date: 2000-10-10
Note that you can look up the reviews on amazon.com for the non-expanded version and they apply to this book also. The main criticism you see for the non-expanded book is that it is best for experienced GMs only. The expanded version trys to make the game more friendly by adding a pre-customized fantasy setting with an adventure. I think this goes a long way toward making the game better for those new to RPGs.
A great system.
Roleplay *your* wayReview Date: 2001-05-20
The original edition was occasionally critizied because it did not include a specific setting or sample game. It didn't really need one, because it could quickly be adapted to work in the setting of your choice, but that was an oft heard objection. Fudge Expanded Edition answers that objection by adding a pretty complete fantasy setting with a short introductory game that allows players to jump right in and start playing with no customization needed.
All in all, I think Fudge Expanded Edition is an excellent buy for experienced roleplayers that want to move to a simpler, more rules-light, system. Highly recommended!

Collectible price: $10.00

GOOD Review Date: 2008-05-19
Capablanca "The Chess Machine"Review Date: 2000-07-20
A very good book on a GREAT player!Review Date: 2002-01-12
Positional players will profit from the clarity of the models and the way chess is played in this book. Tactical players will profit from a look at a completely different way of playing chess. (Capa was also an EXCELLENT tactician!) I have recommended this book to dozens of people ... NOT ONE PERSON WHO PLAYED THROUGH MOST OF THE GAMES ... had ANYTHING negative to say about this book! Practically every kind of middle-game position is seen; MANY DIFFERENT openings are played. The notes are VERY clear and insightful. The average player will not feel over-burdened by tons of really unnecessary variations. (The only knock on this book is that it is in descriptive notation.)
The Chess Machine.Review Date: 2002-07-24
Many people do not realize to what extremes bobby pushed himself to be the best.. he had NO contact with the opposite sex, no social life really, all he did was study the game.. Capablanca is referred by fischer himself as the glamour boy of the game.. He Socialized with kings and Queens. He had a small part in one of the first ever black and white films. And generally loved and respected around the world. Which for a chess player is incredible! Capablanca never studied, so his games usually have simple, or safe openings. But like Fischer says. "Capablanca played brilliantly in the middlegame".
The sophistication of his games are not quite appreciated by the beginner. When Capablanca saw, or got an advantage he would just sqeeze it to the very end. Some players do not realize that when you complicate things you can accidentaly give your opponent a way back into the game. As an example just think of GMs going against computers. There is no way they will complicate things because they know they will loose!
Each of his games are a GREAT lesson to anyone who wants to get better. Even his games as a 12 year old phenom going against the Cuban champion are VERY good so donot pass them up!
About the book. Reinfeld doesn't seem to be too fond of Capa. I know he idalized the less perfect play of Alekhine (he was more exciting, and more beatable)
The reason being that he seems to make up excuses for many his opponents. Some being incredibly ridiculous.. My favorite being an excuse he gives alekhine "He got a bad case of capa fright!" ooohhh scarry... O.K Alekhine was going against the "Babe Ruth" of chess. But what kind of man makes up excuses like that in this game? You need Ice in your veins to be succesful (Which I am sure Alekhine being one of the greats had!)
Another thing. He over criticisez his opponents mistakes. I think Lasker once said. "without mistakes we have drawn games". Reinfeld was a solid player in his day, and he should know better! He says little ridiculous stuff like that, and really its not all that bad. Its just stuff thats not necessary! He highlights that dum stuff in some games, and when he reaches some of the greatest games of all time... He doesnt do them any justice whatsoever!!! NONE.
That is why its only 3 stars.
That and the book is not in algebraic, like Irving Chernevs Capa book.
And the other more expensive one that I cannot seem to remember its name.
This book is still worth checking out.
So enjoyable like your favourite meal!!!Review Date: 2001-09-17

Collectible price: $99.95

Truly amazing, fun, original, and nigh unplayable.Review Date: 2005-01-27
The setting is rich, interesting, fun, original, and well-crafted. The book itself is more fun to read than any I own, with the exception of Nobilis. The prose is clear, concise, and even artistic in the story passages. The system is easy enough to grasp that the game can be run as a one-off or a mini-campaign.
However, the rules suffer the same problems as the previous GURPS edition: skills are far too compressed. Every task attempted seems either way too easy or ridiculously hard. GMs will have a very difficult time designing reasonable challenges for any group, and character creation is very vulnerable to min/maxing. Some of the races (particularly Shedites and Kyriotates) are almost impossible to adjudicate without making them either worthless cripples or unstoppably powerful.
I recommend this system very highly, but I suggest that the best way to run it is as a short interlude to a different campaign, or as a one-off, with pre-generated characters. In fact, the most exciting long-term campaign I know of in this system is actually a series of one-offs in which each session new characters that the players met in passing last week are the centerpieces of this week's playing.
A good game but hard to find the right playersReview Date: 2002-07-25
Just greatReview Date: 2000-01-20
A Concept Difficult to GraspReview Date: 2000-09-13
A ground breaking settingReview Date: 2001-04-19
The only problem with the RPG is that the combat mechanics suck! I get the impression that they tried to make it as simple as something like White Wolf or even GURPS and over did it, a lot. It puts too much emphasis on certain traits and totally ignores other (in my opinion) relevant ones for the sake of trying to keep things simple. There is a point of diminishing returns guys, less isnt always more... It is so simplistic that you WILL want to redo it yourself. There are some changes in this addition, but not enough.
Bottom line In Nomine is my favorite game after playing for 19 years... at least after I reworked the system.

Used price: $0.07

Its groovy babyReview Date: 2003-02-19
VERY INFORMATIVE AND MADE THE GAME EASIERReview Date: 1999-08-16
A quick reference for any LARP gamerReview Date: 1999-08-02
Oh so nice with sugar and spiceReview Date: 1999-06-21
A revised version is availableReview Date: 1999-11-10

Used price: $8.95

A Must HaveReview Date: 2003-05-04
A Must HaveReview Date: 2003-05-04
tsr does it againReview Date: 2000-03-30
You can't get many of these spells anywhere elseReview Date: 2002-06-03
The Priest's Spell Compendium (PSC) is the fifth installment in a welcome trend: TSR/WOTC cleaning out their vaults, collating their material, and placing them in sourcebooks. The Wizard's Spell Compendium, now complete, was a valuable addition to any player or Dungeon Master's repertoire of spells. On the other hand, it was just gravy, and it suffered (like other collections) from typos, poor editing, and the general impression that someone cut and pasted the information together haphazardly.
In the case of specialty Priests, the division of spells that occurred as a result of the Second Edition rules caused some serious unbalances in the game. Some specialty Priests have spheres with few spells in them, like the Astral sphere. Because many spells can be "reversed," evil Priests have access to the Healing sphere and good Priests have access to the Necromantic sphere.
Then there's "powers" which are unique abilities bestowed upon Priests by their gods. The distinction between spells and powers is murky, as powers are not subject to the sphere categorizations. It was a convenient loophole for giving Priests spells that didn't fit with their deities profile.
With this confusing situation making a specialty Priest's life difficult, and the powers and spells largely up to the Dungeon Master's discretion, a sourcebook with more Priest spells is a welcome addition.
Content
Having a compilation of spells is useful for Druids and other specialty Priests who suffered from the sparse spheres they had to choose from. The PSC claims on page 3:
"Some description have been updated or combined with similar effects to eliminate duplication; some have been modified for better play, and a very few have been dropped entirely." It's a no-brainer: take all the out-of-print supplements, put them into a database, and hit the print button. Then, just edit the combined content. How hard could that be?
Very hard, unfortunately. The PSC, while better edited than its predecessors (and that's not saying much), is still plagued by what seems an unwillingness on the part of the editors to comb through the book line by line. Nowhere is this more obvious than on page 9:
"In the sword-and-sandal Dark Sun setting, priests are preservers or defilers, depending on whether or not their magic drains the living energy of that world." Priests are not preservers or defilers. That's a title applied to wizards in the Dark Sun setting. However, the above sentence is in the Wizard's Spell Compendium . Somebody replaced the word "Wizard" with "Priest" and pasted the introduction into the book. This did not bode well for the rest of the volume.
Organization
Some of the problems with PSC deal with the manner in which old spells were categorized into the new spheres created for Priests in the Second Edition rules. For example, why is age plant (p. 9) in the Time sphere, but not the Plant sphere? Several other spells are included in multiple spheres. The A section was a bit of a let down: the disturbingly slim Astral sphere only has a handful of spells in it, even with all the spells from other sources.
Icons accompany each spell to indicate, at a glance, what setting the spell fits best. This system is used inconsistently. Bad medicine (p. 52), a Shaman spell, is missing the savage setting icon.
There are several spells that create or summon monsters. The monster statistics are usually reproduced in the volume -- a necessity if the spells are to be of any use. Only some of the monsters' statistics appear, however: Create crypt thing (p. 154) has the created monster's statistics, but create death tyrant (p. 155) does not. If these statistics were removed intentionally to save space, it doesn't explain the large patches of blank space on pages 51 and 175.
Anyone remember the Dragon magazine article with six other Paladin classes, each based on a unique alignment? The Paramander's spells ended up in the Wizard's Spell Compendium, but the priest spells for the other Paladin classes are strangely excluded from this volume.
And then there's the inclusion of the coalstone's statistics without the actual spell to create it (p. 126). Why bother?
Artwork
The artwork consists of serviceable black and white pictures, mostly portraits. One evident change of WOTC's takeover of TSR is their unwillingness to recycle old artwork. This may seem like a minor quibble, but it's a sore point with a lot of TSR products. Yes, I can recognize reused artwork from the Pick A Path/Which Way Adventure books! Thankfully, the artwork always applies to a spell on the same page.
Conclusion
With the Third Edition of Dungeons and Dragons on its way, it's possible that editing this volume wasn't the top priority. Indeed, it may be that instead of providing a quality product, TSR's goal is to recycle all out-of-print material and then release them in electronic format at a much lower price.
The Priest's Spell Compendium selling point is obvious: you can't get many of these spells anywhere else. For players of specialty priests, it's a valuable addition to their library. Unfortunately, TSR just doesn't put enough effort into editing and organizing the spells to justify its high price tag for anyone else.
A Must HaveReview Date: 2000-06-05
Used price: $4.97

Reliving the Civil War: A Reenactor's HandbookReview Date: 2008-01-16
One thing it does not mention is that to DO reenacting you must join a group that does such things or you will not know when they happen or where they happen. You had better have a spare thousand to outfit yourself with too, if you and your spouse wish to do it together. Once that is done though, it is a heck of a lot of fun to do.
I highly recommend both the book and the hobby.
Great BookReview Date: 2006-07-14
A must for the individual interested in Civil War reenactingReview Date: 2007-03-05
From a reenactors pointReview Date: 2006-06-07
Good, if not a bit datedReview Date: 2005-04-26
The price list is WAAAAAAAAAAYYYYY off. Muskets can still be had for around $450 new (Used muskets vary in price, but also in quality), but expect to spend a bit more than is suggested for your first uniform and accoutrements. If I recall the estimate correctly in this manual, the price for an entire kit (uniform, period correct hat, musket, accoutrements, brogans, etc) was around $900. You can still outfit for that, if you are frugal, able to make your own clothing (I used to save a bundle by having women sew for me. Jean-cloth was fairly inexpensive a few years ago!), and have contacts that are willing to cut you big deals.
The rest of the book is a bit basic. On one hand the author talks of being aware of one's outfit and not looking FARBY (that is, goofy). On the other hand he embraces being farby and allowing modern conveniences in the camp, so long as the general public is not aware. This can be confusing to the newbie (it was to me).
The sections on proper drilling and manual of arms are well done and presented in a manner much easier to comprehend than HARDY'S.
I only wish the sections on cost and suttlers would be updated to include some newer vendors.
So, fresh-fish, you can do a lot worse than this book.
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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