Roleplaying Books
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Used price: $6.49
Collectible price: $33.00

THIRD COVENANT SOURCEBOOK FOR VAMPIRE: THE REQUIEMReview Date: 2008-01-20
I like this bookReview Date: 2007-01-10
a great vampire supplementReview Date: 2007-04-03
I also love the rules on managing fog of eternity and how vampires live for hundreds and thousands of years to lay out their plans. I also like the rules for vampire dynasties where a group of vampires rules the estate of an elder who is in torpor to lower his blood potency. This rule makes it possible for players to have power early in the game, the potential for great storytelling is excellent.
The book also gives details (foggy at best) regarding the origins of the covenant after the fall of the Camarilla which was the ruling body of vampires during the time of Rome. It also has rules for ghouls who serve this clan and a few bloodlines.
I cannot wait to use this covenant in my games. Next to Ordo Dracul its my favorite. Great supplement!
An expansion of one of the classic vampire organizations.Review Date: 2006-09-14
The best of the covenant booksReview Date: 2006-02-24
However, this book ended up being one of the most pleasant surprises I've ever run across in gaming. Of course, the book mostly focuses on power structure, since that's the nature of the Invictus covenant. Yet there are also enormous details about the Invictus' relations in the World of Darkness, the history of the covenant, why and how one joins, what happens as time goes on, and bloodlines and factions- including the very interesting cyclical dynasties. There are also portions of the book that deal with the treatment of Ghouls, a few Ghoul Families created by the Invictus, and Blood Oaths.
This book is fantastic! I can't recommend it enough. Even if you're not going to have any characters in the Invictus, it can be used for NPC creation, or for storyteller information. Get this book, it's worth it.

Used price: $16.65
Collectible price: $35.00

IT'S GOT WHAT YOU NEEDReview Date: 2008-01-22
ARMORY is a supplement for the core line of White Wolf's World of Darkness. It's critical for mortals to have some kind of arsenal, but mages need kevlar vests as much as anybody and a werewolf might find an antique silver butter knife to be the most effective weapon against her opponent. ARMORY has all that and more.
Also, it seems that every group has a gun nut, or a sword enthusiast, or someone who just plain knows how to brawl (I had an artilleryman, for example). They know a lot more than the ST about the equipment they specialize in and can overwhelm you with their technical knowledge. ARMORY at least keeps you informed about the difference between ACP, LR, and magnum ammo.
I originally thought ARMORY would just be a list of equipment and how it modifies dice rolls. And how much stuff could there possibly be to describe? Well, ARMORY covers improvised weapons, guns of all kinds, heavy weapons and explosives, WMD's (chemical/biological/nuclear), vehicles, and equipment. And it doesn't just list weapons, it tells how to use them. This is really invaluable, and you will learn a lot about how firearms work, how bullets deal damage, what kind of nerve agents are out there, and how a kevlar vest protects you when it is nothing but tightly woven cloth. It is really quite fascinating (and a bit chilling) to read and really understand the myriad ways that human beings have for killing each other.
ARMORY also includes new combat merits, including fighting styles. The "sniping" and "Spetsnaz knife fighting" styles are probably the most impressive.
Overall, ARMORY is an amazing book and so much more than an equipment list. After reading ARMORY, you'll have a much deeper understanding of weapons and defenses, and knowledge is a powerful weapon in the World of Darkness. But a Magnum Research Desert Eagle is even more powerful.
A Great referenceReview Date: 2007-10-10
Not your typical equipment bookReview Date: 2006-09-25
Excellent resource for weapon enthusiastsReview Date: 2007-06-25
Armory delivers new options while keeping the system simple.Review Date: 2006-09-18

Used price: $1.83

InterestingReview Date: 2008-05-06
Better than its rewriteReview Date: 2007-08-22
You wouldn't think...Review Date: 2000-06-17
Ultimate crossover catalystReview Date: 2000-05-02
Fantastic Book, but...Review Date: 2000-04-27

Used price: $17.49

Creative, but too unrealisticReview Date: 2007-09-25
But if your players are not interested in realism of your D&D world - this book will be excellent for you. Game mechanics described in it is very interesting.
For when you want to kill an adventuring partyReview Date: 2007-09-18
An archive of the Grimtooth trap seriesReview Date: 2007-09-15
Great resourceReview Date: 2006-01-20
Absolutely EssentialReview Date: 2006-01-08

Used price: $5.37

A good addition to the base set.Review Date: 2008-04-27
Mapping was never so fun or easy.Review Date: 2007-05-06
A Great Addition to Any Game!Review Date: 2007-09-27
Excellent artworkReview Date: 2007-09-26
ExcellentReview Date: 2007-04-21

Used price: $0.99

Just what i wantedReview Date: 2003-06-12
An excellent collection of SpellsReview Date: 2002-03-06
A superior accessoryReview Date: 2002-03-20
Enter supplemental materials like the Book of Eldritch Might, by Monte Cook. Let's take a look:
VALUE: Under 10 bucks for the printed version, or 5 bucks for the PDF file (available from his website). After shelling out at least 20 for each of the class books, I find this very refreshing.
DESIGN: The art in the printed version is pretty horrible. But, it's nice to have the printed bound version for easy access. However, I went with the PDF and had Kinko's print it out and spiral bind it. It's just as nice, if not nicer.
CONTENT: This is where all of Monte's D&D 3E material shines. The man is brilliant when it comes to fantasy game design. The BoEM contains new feats, spells (primary for Wizard's and Sorcs), new prestige classes, and new magic items. However, these aren't just more of the same things we've seen. Each has a unique flavor and purpose. Examples:
FEATS: Eldritch feats enhance spell-casting abilities in a whole new way outside of metamagic. Most are usable for many of your daily spells, if you meet the prereqs. Rune & tattoo magic -- very cool, great flavor to a campaign.
PRESTIGE CLASSES: For those of you that follow the many PrCs that get published through Dragon mag, Monte's are almost always unique and cool. So too in this book. Embermage: Ultimate fire mage. Graven One: A mage covered in sigils, glyphs, and tattoos, using them to invoke powerful magic. How cool of a NPC would that make? The other PrCs are solid too.
SPELLS: As mentioned, most are for Wizard and Sorc, but there is a mishmash of spells for druids and even the assassin PrC. The spells are all creative, interesting, and remarkably well-balanced.
MAGIC ITEMS: Interesting! Magic vehicles. Magic poisons. Others that vary in power, but never vary in cool factor. Your players will love to get their hands on these, and will loathe NPCs wielding them!
OVERALL: 5 Stars. One of the few accessories that I've opened up in its entirety to my game. Visit Monte Cook's website for errata to this book, and all his other Malhavok Press products...
It's hard to earn 5 starsReview Date: 2002-01-18
Remeber the AD&D2 Dungeon Master's Guide? It was awful. Useless. I left it behind when I went to play. Read the 3rd edition DMG? Great, huh? I think so too. The same author left WOTC to do his own thing and return to freelance writing, and this is the first product under his new imprint: Malhavoc Press. If you're spoiled on the high quality of Wizards' products and have been reticent to try third party d20 products, I don't blame you, but this is the exception if ever there was one. I'm tempted to call this the best D&D product of '01. No question that it is in the top ten. Artwork is what you expect from good RPG products; layout is fine, yada yada. Where this product shines is in content. Unless you bought the PDF file online, you can't beat the price. The feats include some interesting goodies, the spells are fantastic, and the magical items are flat-out inspired. If you're worried at all about mechanics, then rest at ease -- Monte Cook designed the mechanics. He, Jonathon Tweet, and Skip "the Sage" Williams are the only authorities on D&D rules, and Monte Cook is my personal favorite RPG writer. This is a clear example of what d20 products should be.
Buy the PDF, not the SSS edition here.Review Date: 2002-02-27

Used price: $8.22

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!
Good MinisReview Date: 2008-05-15
I suggest to everyone who wants begin to play.
Was more fun that I expected - easy to learnReview Date: 2008-05-01
Firstly, I was surprised at the quality and value of the starter kit. It comes with everything you need, like nicely painted miniatures, nice stat cards describing your miniatures abilities, dice, damage counters, full color rulebook and colorful maps, at such an affordable price. The rulebook was easy to understand and we quickly tried out the quick battle, and then moved on to the standard rules. My first friend I played it with didn't have any D&D experience, but he had no problems learning. The second friend I showed the game, had D&D experience, although from way back from the 2nd edition days, was able to pick up the game rules even quicker.
I found out online that this starter kit is a new version using the updated rulebook, called the Dungeons of Dread rulebook, which is the same name as the booster pack that was released at the same time as this new edition of the starter kit. This new rulebook streamlines the game and makes it faster and easier to learn. This starter kit has new stat cards that are designed with the new rules. As a benefit, these news rules tie the miniature game closer to the upcoming new 4th edition version of D&D role playing game. I don't play the RPG game myself, but having had a lot of fun with the miniature games, I've been thinking of looking into it.
My friends and I got addicted and looking to expand our armies (called warbands), we eventually bought some booster packs from the Dungeons of Dread booster set, which come with the updated stat cards to use with the new rulebook. If you buy any booster packs pre-Dungeons of Dread, you can download updated stat cards at the publishers website, Wizards of the Coast. As of this writing, Desert of Desolation and Night Below boosters have their stat cards are available online, with Unhallowed to be available sometime in May/June 2008. It was announced that all the older expansions will have updated stat cards in the future as well.
If you've been waiting like I have, this is a great time to jump in with the new rules and a nice set of miniatures. You don't need a lot of space to play so and it's easy to carry around. I've also heard of veteran collectors buying multiple copies of this starter pack as the miniatures only are available in this starter pack and not in any booster pack, and since they have some nice abilities, they are very worthy to have multiples of, if creating your own custom-built warband.
The only negative I see is that I could see myself getting tired of this and maybe wanting to move into something more in-depth like something from Games Workshop, like the classic Warhammer 40k series or popular Lord of the Rings miniature game, both which offer deeper rules but also more time commitment. But for right now, this is suiting my friends and I well. This could be also good gateway to the more advanced games I just mentioned, or perhaps into the wonderful D&D RPG game itself.
A major upgrade!Review Date: 2008-04-29
In this edition, commanders are gone. Some may not like this- but for me, it's a godsend. Commanders have been replaced by Champions. Champions are "heroes" you could say. There is no command range or bothersome mechanic to them at all. All they do is add abilities to your warband. The days of calculating and measuring "command range" are gone. Good riddance!
Outside of that change, the rest is similar to previous editions. Factions are now more streamlined. I won't go into detail but it works out for the better, and it fits in with WotC theme for 4th Edition D&D. In my opinion, combat encounters more closely reflect the 'real' D&D experience.
Quality is great. Maybe it's just the pack I got; but I was thoroughly impressed with the paint and modeling. Definitely a step-up from previous starters. And it's nice to know what you're getting beforehand. I've heard the set in general is lower quality than previous sets, but this starter is certainly no indication of that.
The starter comes with two battle-maps. I'm not sure yet if I prefer these fold-out maps to the tiles from before, but they're not bad. I'm used to using fold-outs, anyhow...Axis/Allies miniatures did that.
Overall I am very satisfied. If you're on the fence, get the hell off it and pick it up! Shipping was much faster than expected as well. They gave me a delivery estimate of 2 weeks, and it got here in a few days. I'm not complaining! :)

Used price: $8.99

D20 Modern "Critical Locations"Review Date: 2007-01-14
Bob
Gaming for over 30 years
Excellent resourceReview Date: 2006-11-15
A Solid D20 Modern SupplementReview Date: 2006-07-13
I would give this 4.5 stars if that was an option.
I deduct 1/2 star for:
It's a little pricey given it's only ~60 pages.
I would have rather seen a lab rather than the bowling alley.
The latter is only my preference. Other GMs may have been dreaming for years of having a shootout in a bowling alley. Then again, I'm probably in the majority.
An Excellent Quality ProductReview Date: 2006-07-20
While the maps are all of modern day facilities, it's easily converted to a sci-fi or Apocalypse setting.
Each map contains numbers and a key for locations and are easily readable. They also contain ideas for possible storylines and information about the facility.
Some of the areas include bowling Alley, Arctic Station, Movie Theater, Bank and much more!
For the price Amazon is offering this, it's a must for any Game Master of D20 modern.
It's About TimeReview Date: 2006-06-17

Used price: $10.00

Dragon Magic (Dungeons & DragonsReview Date: 2006-11-10
One Sexy Book...Review Date: 2006-10-10
Dragon MagicReview Date: 2007-04-15
The power of dragons!Review Date: 2006-10-26
Of the three dragon focused books, this and Draconomicon are the better of the set. Draconomicon was more for the DM but it has some neat tidbits for the players as well. Races of the Dragon is the weakest link, I tend to get one of everything and this is one I probably should have ignored. But Dragon Magic did positively impress me with how well it was put together and the wealth of options within.
There are references to other books in this one, those of us that doled out some of our hard earned money for Weapons of Legacy, Magic of Incarnum and Tome of Magic get some extras to play with. Those that didn't get any of the three I mentioned will be missing out but not too much. The material enriches a given campaign but can be done without which.
If you run a campaign with a focus on dragons, you want this book. If you run a campaign that has the occasional dragon hunt, you want this book. If you run a campaign where there are dragons, but they don't do much, this book my be handy. Even if dragons no longer exist but they had an effect on the campaign world, this book will have some nice tidbits. All in all it's worth picking up, for options; for ideas; for some twists to the same old thing.
Almost Too many options!Review Date: 2007-02-22

Used price: $4.99
Collectible price: $20.00

The Wrong Approach, but a Gem in the RoughReview Date: 1999-03-12
The first half of the book should have been part of the reprinted Dungeon Master's guide. While TSR has a tendancy to publish fairly uncreative and "hack-and-slash" style adventures, the suggestions and guidelines here are wonderful, a good review for an experienced DM and a great primer for an amateur DM.
The second half of the book leaves a bit to be desired. I'm not a fan of "high level" campaigns, but the information presented here has some rather obvious flaws. In many ways, the 10th level spells are disappointing in effect. They aren't more ingenious than 9th level spells, nor are they particularly effective. Likewise, the material presented for additional class abilities is too little, too late, in my opinion. These abilities do little to make a more formidable character.
All in all, the book is best thought of as a supplement for the DMG.
I can see this being used.Review Date: 2000-01-04
!! Every DM Should Start With This Book !!Review Date: 1999-08-15
Chapter 2 is about how to plan and organize an adventure. It shows clearly on what a DM has to take a look. (very helpful for every DM)
Chapter 3-5 is about the dangers with magic. It explains how to integrate magic in the right way in an adventure. (very very good!! it's so simple to destroy the game with to much magic)
chapter 7 : learn managing high level characters
This is a very good and usefull book, and I have the impression that good books are becomming rare; to much comerce!!
Great for those annoying God wannabesReview Date: 2000-04-07
Needed for any DMReview Date: 1999-07-17
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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As far as my own opinion, I definitely think that INVICTUS is the best of the line of covenant books:
-First is its value; the Invictus are everywhere, and the PCs will most likely have to interact with them. So there needn't be Invictus PCs in your chronicle to get a lot of use from this book.
-Second is its originality. I thought of the Invictus as filling the "political power" niche while other covenants got the "mystic power" niche. This is not completely true - the Invictus have blood oaths that carry occult force, while a house dynasty can create a mystic bond. I thought that giving the Invictus occult abilities would be cheesy, but it is pulled off well and really fits the flavor of the covenant.
-Finally, it's just well written. I could have easily imagined a book written about "bad guys" or The Man holding people down. Instead of being described from such a simplistic point of view, the Invictus do what they do because it's safe, efficient, and produces results. It's the sort of dictatorship I could imagine lasting millenia.
I think INVICTUS is one of those books that every VAMPIRE: REQUIEM player and storyteller should own.