Roleplaying Books
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Teriffic ReadReview Date: 2002-02-10
This was the bestReview Date: 2000-05-07
Stuberts CornerReview Date: 2004-11-08
Fans of the older books though will start to notice that this is where the characters start to change drasticaly.
Victor Davion starts entering his 'wimpy' stage and Kai starts to become this ruthless cold killer (which is a total switch on the two characters).
Still, the two of them are not as bad yet as they eventualy become, so it's not too bad.
Buy this book, good stuff.
Stu.
A must haveReview Date: 2003-09-24
Best? No. But great. OkReview Date: 2000-06-24

Used price: $6.99

ratkinReview Date: 2000-01-04
Ratkin, the dirtiest(no pun intended) fighters on Gaia.Review Date: 1999-11-21
A great title from White WolfReview Date: 1999-11-04
Agents of the WyldReview Date: 2000-05-13
A Great Source of "Gimmies," But Logic-ImpairedReview Date: 2000-04-12

Used price: $7.17

SatisfiedReview Date: 2008-09-08
Great TilesReview Date: 2008-08-08
Know what you're paying for...Review Date: 2007-10-18
What you get in this pack are six double-sided pages of thick cardstock with a plasticy finish. No adventures or anything else--just map bits. Some of them are cut into 2x4" or 2-8" strips, with other bits that have groups of boulders or other terrain on them. The idea is to mix and match them Tetris-style to make a variety of maps. Presumably you could also use them with another forest map, but the thick stiff cardstock makes it so they wouldn't blend well--it's really thick. You could still make color copies of them though, cut out the bits you want, and keep the originals pristine for future use.
Another problem is that about half the cards are dominated by pretty exotic stuff that would be less useful for general purposes: an 8x8 circle of druid stones, hunting lodge floorplan, campsite or big round room filled with hay and bones. The campsite is alright, but the others are way too specific for my preference--determining the adventures you can do rather than giving you tools to run the adventure you want. Now there's still plenty of good stuff. Just about everything that is strange or difficult to use has some perfectly normal foresty grassland on the opposite side--and there's enough variety to the cards that you could just lay down the forest tiles, rotate and swap them periodically and you'd be fine. There are a couple of strange ones that would be a little tough to use in a normal game, like a gargoyle statue, a graveyard, a gypsy wagon, a giant's thighbone, scattered adventuring gear, a full giant's skeleton, a wrecked wagon, and...horses?? More of them are perfectly good and useable than that are odd, however.
One big advantage of the cards is that because they're in peices you can move characters along, laying cards down in the direction they move and pulling away ones where they've been. Especially if you buy a few of the same pack of map bits you could fill a full table with forest terrain and flip some cards over and switch them around and the characters could explore forever. It's a novel idea and I like it.
It really is a lot better than I was expecting. Certainly my first review of them was a bit unfair. I actually hadn't turned the tiles over to see that they were printed on both sides. Yeah, that made a difference. Boy, do I feel kinda' dumb.
Great productReview Date: 2008-01-31
save your dry erase pensReview Date: 2007-12-31

Used price: $7.14

Into the Wyrm's CoilsReview Date: 2002-09-14
Black Spiral DAncers 4 LifeReview Date: 1999-06-15
What Book of Wyrm IsReview Date: 2002-08-19
A must have for serious ST'sReview Date: 2001-05-24
I mean, after reading this, one can actually feel SORRY for the Wyrm, and as I looked through the various Urge Wyrms, one begins to realize just WHY the Wyrm is doing what it is doing.
It also includes good information the Cosmology of the Wyrm, information on Malfeas, the Umbral knot created by teh Wyrm's struggles, the Maejin Incarna, a mini-BSD tribe book that shows just WHY they fell and just why they are possibly the greatest threat to Gaia. Information on Fomori, Banes, wyrm-fetishes, mOrtal Cults, and other things ae all included.
My only gripe is the Pentex section, whihc played up the "destroying the world for the sake of it" feel a bit too much for my liking. Though the fiction throughout that part of the book made up for it, as it is very interesting and is more of what I will use Pentex for int eh future.
My favourite parts were the Mortal Cults and Aliens. A non-supernatural group serving the Wyrm is a ncie way to be sadistic to players, and the concept of an Alien made my mind start spinning.
If you plan to run a Werewolf campaign, and want the Wyrm as the main antagonist, get this book. It will help you make a great in-depth, serious, and dark game, exactly what Werewolf is about. To boot, there isn't tha tmuch that doens't need to be changed for Revised rules, just a bit of thinking with Spirits, and some BSD Gifts and Rites, but that's it. So enjoy folks...
A World of Evil....Review Date: 2000-11-27

Used price: $0.52

Other BooksReview Date: 2007-09-04
They were designed so that all you would need was a pencil and a simple randomiser and be able to carry the whole thing around with you, and introduce the game and chance into it.
The shaven headed scourge of Allansia!Review Date: 2001-05-15
In the adventure, you have to journey to Dire's citadel, explore his dastardly maze-like fortress, overcoming traps, hostile fantasy creatures and collecting certain artefacts; which you must find to complete you quest. If you manage to avoid being imprisoned or killed, you can face Balthus Dire in a melodramatic fight to the death.
This FF book is not the best one ever written but, without doubt, is an absolute FF classic. The second book in the series, the first one written by Steve on his own, the Citadel of Chaos has all the fresh enthusiasm of a first work. The traps, monsters and situations are original and exciting; a must for all FF readers.
Another thing that tipped the balance for me was the wonderfully wicked way Dire keeps putting you down when you confront him in his lair. I have vivid recollections of being branded as an 'impudent peasant' by the shaven headed scourge of Allansia. The ending is especially satisfying, if you get that far that is...
An excellent Fighting Fantasy gamebookReview Date: 2002-11-07
Easily one of the best!Review Date: 1999-11-05
The Citadel of ChaosReview Date: 2001-05-15
In the adventure, you have to journey to Dire's citadel, explore his dastardly maze-like fortress, overcoming traps, hostile fantasy creatures and collecting certain artefacts; which you must find to complete you quest. If you manage to avoid being imprisoned or killed, you can face Balthus Dire in a melodramatic fight to the death.
This FF book is not the best one ever written but, without doubt, is an absolute FF classic. The second book in the series, the first one written by Steve on his own, the Citadel of Chaos has all the fresh enthusiasm of a first work. The traps, monsters and situations are original and exciting; a must for all FF readers.
Another thing that tipped the balance for me was the wonderfully wicked way Dire keeps putting you down when you confront him in his lair. I have vivid recollections of being branded as an 'impudent peasant' by the shaven headed scourge of Allansia. The ending is especially satisfying, if you get that far that is...

Used price: $38.00

The Bright Center of Your CampaignReview Date: 2003-06-06
This wonderfully illustrated hardcover book details no less than 29 Core worlds. Coruscant gets the most space at nearly 30 pages, and most of the other worlds, including Alderaan and Corellia, get three to five pages each. In general, each world has brief sections on its description, history, people, and important locations. Changes from the time of the Old Republic up to the New Jedi Order are also discussed.
At the end of each planet's profile there is a "GM-only" section for each world with adventure hooks and a selection of important NPCs. There are also several new species, six new feats, about a dozen items of new equipment, over a dozen new vehicles and starships, four new droids, and more new creatures than you can shake a stick at (my favorite was the fearsome Coromon Headhunter). Sadly, there is only one new Prestige Class, the five-level Seyugi Dervish.
While I really would have preferred to see a greater selection of PrCs, the book's other qualities largely make up for this deficiency. I should emphasize that while each planet receives a generous amount of information, it is by no means a complete description. The focus of the book seems to be on providing GM's and players with ideas for their own campaigns and characters, rather than on being an exhaustive resource.
As a GM I found the plot hooks and NPC sections to be the most useful. And boy, there are a lot of NPCs, over a hundred of them in fact. Even better is the fact that the plot hooks and NPCs are often connected to each other, which makes for easy adventure creation.
My main complaint regarding this otherwise excellent book is that some of the maps are a bit lacking. Specifically, many of them don't have a scale, which makes it difficult to tell if the map of this or that location covers hundreds of meters or dozens of kilometers. The maps are also far too small for tabletop use, but a trip to the copy shop should solve that problem.
As others have pointed out, a GM would probably get the most use out of this book, especially in a Core-based campaign. Of course, a player could still find this book to be a valuable tool for fleshing out the background of a favorite character. Even so, there is so much variety, information, and so many ideas in this book that I'd recommend it to anyone. Overall I'm giving Coruscant and the Core Worlds a very strong 4 out of 5.
And besides, what campaign could possibly be complete without the main characters visiting Coruscant at least once?
A much-needed resourceReview Date: 2003-09-06
The Core Worlds include many of the worlds mentioned in the movies and expanded universe- Corellia, Ralltiir, Duro, Alderaan, Chandrila, Kuat, and other notables. The systems are listed in alphabetical order save for Coruscant, which is first, and each section has the following parts: General stats (general trivia regarding the system), Description (basic description useful for introduction), History (summary of notable events in all SW periods), People (species and how they behave), Locations (some notable spots and cities, with at least one map).
Additionally, there is a 'For the GM' section with adventure hooks, NPC heroes and villains from various eras that can easily be adapted to any of them, and various stat blocks for said NPCs, creatures, and unique vehicles and starships. There is only one new prestige class- the Seyugi Dervish (an unarmed fighter) but this book isn't really meant to detail those in the first place. Several new feats and species are added, most of which are obviously meant for NPC locals (the Brachiation feat, for example, lets you swing through trees at your speed).
Perhaps the best thing about this book are the illustrations, which are numerous, original, and inspiring. Just getting a glimpse of the Core Worlds is often enough to describe them and plan a few nasty surprises for your players, and the sourcebook does a fine job of providing visual cues. The corresponding information is thorough but not long-winded, and ideal for getting your adventure going with minimal fuss. Coruscant and the Core Worlds really sets the standard for ease of use and value. I am looking forward to seeing similar ones that will describe the other parts of the Star Wars galaxy.
Pretty good addition to the lineReview Date: 2007-01-09
A GM's FriendReview Date: 2005-07-22
There's also a map of the core worlds along with key location / site maps on nearly every listed planet(very cool).
Coruscant has a huge 29-page entry to it. It also has the GM character Dexter Jettster, info on the Jedi Temple, and many more spots on this planet. Great for many, many adventures.
Alderaan & Corellia get around 7-pages.
There's also a few new species, many new creatures, and a lot of GM characters to throw at Players.
Some starships are also in here, inlcuding : TIE/Ad Defender prototype & E-Wing.
My only complaint is, there AREN'T more of these Planet books out there for this RPG. WotC could have done a series of Secrets of... books for each system (or something like that.)
Otherwise, there ARE a lot of things in this book that will make players believe that their characters are in STAR WARS.
So, yes, buy the book! Support this space fantasy RPG!
Top Notch bookReview Date: 2004-02-14

Used price: $28.98

not a player, but love this book anywayReview Date: 2003-01-31
Good to boost a lagging campaign, not a necessityReview Date: 2000-07-28
Great sourcebook for discerning CoC Keeper!Review Date: 2004-02-25
Scary---period.Review Date: 2002-06-05
I'm not a role-player, but I am an avid Lovecraft fan.Review Date: 2004-08-14
The book covers just about everything you've read in most of the stories and some nice side-info here and there. I was blown away by the detail found in the "The Greatest Gods of the Mythos". Obviously it covers the 4 main ones, and gives a few bits not found in the stories. I, like others, was baffled at Cthulhu's stats, and I don't even know how to play the game. And reading about the damage he deals in just one round, it's eerily powerful. Though I suppose it's obvious that he'd be one of the top powers, I didn't expect him to be -that- strong. About 94% of the rest of the creatures are pitiful in comparison. Just about everything gets a nice black and white picture, most of which are just as how I pictured them. Though the rat-people from "The Rats in the Walls" aren't as menacing as I expected. But that's the greatness of reading without pictures- your mind does the drawing and details for you.
Included in the middle of the companion are PHENOMINAL color artworks of The Court of Azathoth, Cthulhu, the Haunter of the Dark, and I don't know if this is a mistake in my book but there are also two of the same print of Shub-Niggurath. They're all great and would make for nice posters on your wall or even framed as display pieces/"real" art.
If you play Call of Cthulhu, you'll obviously be wanting this. Even non-Keepers will enjoy just reading the descriptions and looking at the stats. The book is well organized and even have mock-up newspaper articles on the side of the pages to add that extra Lovecraft touch. A great companion to this would be the Lovecraft Tarot Cards which are also available from Amazon. And the artist is an incredibly loyal guy, who like me, is disghusted by the "Cthulhu For President" things. This and those cards are the real deal.
I have an extra copy of this and wouldn't mind it going to a loyal H.P. fan or CoC player. If interested, email me at carnby_juice@hotmail.com. I'd sell it on here but can't at the moment. It's in mint condition, no bent pages or tears and the color prints are still in tact.

Used price: $7.69

D&D miniReview Date: 2008-09-16
A good start to D&D Miniatures WargameReview Date: 2008-08-24
The miniatures are cool, well painted and full of details.
I really recomend for fans of wargames and RPG games
Good fun for allReview Date: 2008-07-02
The New Edition of D&D MinisReview Date: 2008-06-21
A great way of enter in the world of D&D Minis!
A great way for new players to try the game for the first time, and for experienced players to give the new rules a tryReview Date: 2008-08-30
The game is easy to understand and quit fun. There are a variety of interesting character types, special abilities, commander effects, and magic spells just to hit a few of the highlights. The game is also very flexible. For example, there are three alignments (good, neutral, and evil) four different factions (borderlands, civilization, underdark, and the wild), and enough different figures that you can put together virtually any army you can imagine (you can play this game right out of the box, but you'll probably want at least a few boosters for greater flexibility/variety -- at the time this review was written, there were two booster/expansion sets available for the newest rules, and they seem to release two to three new expansion sets each year).
A couple of other things are also worth noting. First, thought there are some similarities between the Star Wars minis rules and the previous D&D minis rules, there are also several important differences to keep the game different and interesting. Second, if you have an older version of the D&D minis rules (such as those released in the Harbinger or Aberrations starters, in the Miniatures Handbook, or in the War Drums starter), you'll find that they've changed the rules quite a bit (I've played all three versions of the game, and while I think the game has improved with each iteration of the rules overall, I have to admit that from time to time I still find that I like some of the older rules better than some of the newer rules). Third, and on a related note, they changed the rules so much that previous figures and stats cards are no longer compatible with the game (and, while I found this to be both disappointing and biggest drawback of the game, I've read that the Wizards of the Coast web page will be providing electronic stats cards for older figures that are compatible with this version of the game to help rectify the problem).
In sum (and at a minimum), I think this is a very good and inexpensive way for new players to try the game for the first time, and for experienced players to give the new rules a try. Of course, if you don't like minis games, this is not the game for you. But if you do like minis games (especially the Star Wars minis game or the previous D&D minis games), I think you'll find this one worth a try.

Used price: $6.99

Perfect 3rd Ed bookReview Date: 2004-03-14
Not to mention the art is pretty nice in there too, a rarity in alot of these poorly illistrated RPG books and WOTC is guilty of the same thing.
Ahh, finaly an Everquest where Shadowknights and Paladins don't happily co-exist. An Everquest where an Iksar could logicly choose to be a rogue for adventuring beyond Kunark.
Fun RPGReview Date: 2002-12-30
Good for fans of both EQ and DnDReview Date: 2002-12-31
For example, there are several damage types added to this game like acid and electricity. This leads to new spells and character development rules to accomodate.
On the other side, taken away are magic-user's craft magic item feats. There is no scribe scroll or any other creation feat.
Fans of DnD can enjoy the new way of looking at classes, from an EQ perspective. However beware of the races, the balancing on racial modifiers, bonuses and penalties are only for the most avid RP'ers. In my opinion the races are far from being balanced.
Probably the best part of the conversion from EQ online to pencil-paper game is the spells. The writers did a fantastic job trying to maintain all of the spells from original to luclin expansion. EQ fans should be pleased to know that they are all useful now also! It's neat to see some life put into some of the really stupid spells from the online game.
Happy adventuring.
Not too bad, but not flawless.Review Date: 2002-09-09
First, it is mostly compatible with 3rd Ed. D&D but a warning to DMs: the EQ classes were figured with a different experience table than reg d20. Instead of needing (current level *1000) more experience points to gain the next level, as in regular d20, you need (current level *2000) to gain the next level, which may result in slower progression of your characters. Plus, EQ RPG does not use challenge ratings, another divergence from standard d20.
My recommendation in using this book is as an extension of TSR's Epic-Character Handbook, as characters above 20th level in EQ keep the same rates in gaining attack bonuses and new spells as they do in lower levels, whereas in TSR's Epic Handbook the rates tend to retard into a slow pace. There are also spells of up to 14th level in EQ RPG, another perk for Epic Characters to use this book instead.
EverQuest RPGReview Date: 2002-08-27
As a player, you are offered a variety of races from the EQ game. You can play races such as the Dark Elves, Erudites, and Vah Shir. Each picks a class to play from the game such as the Enchanter, Beastlord, and Shadow Knight. Characters are then given points to spend on their skills and some character classes can cast spells or songs, as in the computer game.
The game uses the familiar d20 system used by Dungeons and Dragons 3rd Edition with some slight differences. One of them being instead of rolling your attributes, you spend points to buy them. The game even gives you a conversion chart to create your PC character into a roleplaying character.
The book is full color, over 400 plus pages, hardbound, and has great art of scenes from the EQ world, but great writing as well. The price is cheaper than most roleplaying games that large and it is worth every penny. For Dungeons and Dragons fans, the character classes can be easily used in your own games or you can bring D&D characters into the world of EverQuest.
This book is a must buy for all EverQuest fans, fantasy gamer fans, and fantasy fans alike.

Used price: $31.24

Great Lone ProductReview Date: 2008-05-11
It includes the Vampire, Werewolf, and Mage factions in a single book, adding Demon and Awakaned factions. Because of this, and the fact that all these factions have only been around for 1 year, their history and background is not as detailed or profound as you might like.
Unfortunately, it seems this is a stand alone product. I've searched the internet for any supplemental material but nothing surfaces. This leaves feeling stranded in some way. What about more monsters? The upcoming Hunter faction?
Still, it's an interesting game. It's worth a try, a read, and atleast one gaming experience.
D20 blended withReview Date: 2008-05-09
Have a great day people.
Great for those that like d20!Review Date: 2008-02-19
Great Book! A lot of fun to read!Review Date: 2007-12-23
I love the way this game comes across for those who already know d20. For those who don't it is a great game with simple rules.
Ever have one of those doomsday-visions with vampires and demons and werewolves on motorcycles in graveyards with shotguns? It's kind of like that. Accessible and fun.
Monte Cooks World of DarknessReview Date: 2007-11-24
We also discovered that moving a bit the intrusion zone (or just using part of the nightmare wave) we can get excellent places within our world that serve as catalyst for horror and adventure. Anyone want to visit the Catacombs of Paris or the Castles of Romania after I-D (Intrusion Day)? Well if they do, they are for a hell of a trip.
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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