Roleplaying Books


Books-Under-Review-->Games-->Roleplaying-->66
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
Roleplaying Books sorted by Average customer review: high to low .

Roleplaying
Star Wars Rebel Storm Booster Pack (7 Random Miniatures)
Published in Misc. Supplies by Wizards of the Coast (2004-09-14)
Author: Wizards of the Coast
List price: $12.99
New price: $10.95
Used price: $13.49

Average review score:

These Are the Droids You're Looking for
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-03
This is my favorite set in the Star Wars miniature series because it contains only figures from the original trilogy. You don't have to worry about getting expanded universe fluff. You'll know every one of the characters you'll pull out of this box. If you'd like to play a Star Wars miniatures game with characters you'll actually recognize, this is the set to invest in.

Star Wars Mini's
Helpful Votes: 0 out of 0 total.
Review Date: 2006-07-27
A really fun game. Short of like playing Dungeons and Dragons, but with pre-made Star Wars Characters with special abilities. The more you collect, the more you can combine them into special teams for special operations. "Rebel Storm" is just one of the many expansion modules available. You have other that are still in print like, "Champions of the Force", "Endor", and "Universe" Others that are out of print "Revenge of the Sith", and "Clone Strike". Soon to be released in September 2006 is "Bounty Hunters". Have fun!

Good game system/bad collectible format
Helpful Votes: 0 out of 1 total.
Review Date: 2006-06-11
Star Wars is a great setting for a miniatures game, and this miniatures game system from Wizards does a pretty good job of exploiting that possibility. Now you can fight out some of those skirmishes from the movies and catch all that action with Luke, Leia, Han, Vader with some decently sculpted and painted plastic miniatures. The game system is good - solid and easy enough that you can get playing fairly quickly - if a tad simplistic.

Now available again, these boosters will let you flesh out your Rebellion Era armies. You'll need several (along with the starter set) in order to play, and many more in order to play more interesting games. In each booster you will get seven figures: one rare/very rare, two uncommons and four commons. Unfortunately, you won't know what figures you'll be getting, making it harder to build those stormtrooper squads or get the named characters you are most interested in having. That's the real problem with the Star Wars miniatures line - the collectible format for purchasing the figures. It a word, it stinks. It's certainly no help that all of the unique, named characters from the movies, the figures you would most want to play with, are all rare or very rare, and thus acquired slowly and randomly, one per booster. It doesn't help that with the Rebel Storm set, Wizards divided the 60 figure set equally between the Imperial, Rebel and Fringe factions. The latter really has only a few figures of interest, so your booster may well include a mini or two that you won't recognize from the movies.

These boosters are not a standalone game - you'll need a Rebel Storm starter for the rules and a map in order to play. The "Rebel Storm Ultimate Missions" book helps, too, by providing scenarios from the movies and a double-sided map.

Great game, good pieces, nice value
Helpful Votes: 0 out of 0 total.
Review Date: 2006-03-15
Tough rugged pre-painted pieces that mimic the Star wars characters from the original movie.

Easy to learn, fast to play, great for 9 year olds on up. Easy to mod and make your own scenarios.

Great game

Great game! Lots of fun for the Star Wars Fan!
Helpful Votes: 1 out of 1 total.
Review Date: 2007-04-22
Star Wars "Rebel Storm" is the very first set for the Star Wars miniatures game. There are 60 different pre-painted figures in the set, and each booster includes seven random figures (including one rare OR very rare figure). The best thing about this set is that it the figures are based almost exclusively on the original trilogy. Thus, you will have seen all but a couple of them in those movies.

The game itself very fun (definitely one of my favorites). It is similar to the D&D minis game in many ways, so if you like that game, you are sure to also like this game as well. But there are also enough differences to the two games to keep it interesting. Further, there are enough different figures in this set (each with its own stats, special abilities, commander effects, and/or force points) that you will never have to play the same game twice. Several expansion sets have also been released to add even more variety to the game. Finally, the minis can also be used with the Star Wars RPG (though Unlike the D&D minis game, the stats cards for the Star Wars minis game do not include info for the RPG version of the game -- but many of these stats are available elsewhere).

In sum, I love this game, and if you love Star Wars and/or gaming, I think it's definitely worth a try. Hope this helps!

ADDENDUM: (Please note that I include this addendum at the end of all my Star Wars minis reviews, so if you've read it before, there is no need to read it again.) If you want to play the Star Wars minis game as it was designed to be played, it is best to have at least one starter (each starter comes with game instructions, a map, a D20, terrain tiles that are very helpful and add great variety to the game, and more). I like the Rebel Storm Starter the best because it's from the classic era/trilogy, but the Clone Strike and Revenge of the Sith starters from the newer movies will also work. If you don't want to invest in a starter, you can also get one of the three "Ultimate Missions" books, as each comes with a double sided map and a few smaller terrain tiles (again, I like the Rebel Strom Ultimate Missions book the best because it is also from the classic era/trilogy). Or, you can buy the "Attack on Endor" scenario pack, which comes with TWO double sided maps (in addition to a scaled AT-ST that is fully usable in play). The main point here is that you'll need some type of map/grid. If you don't want to buy a Star Wars one, generic ones are also available at most gaming stores (you can use your imagination to set the scene, or draw terrain with an erasable marker right on the grid). Of course, the minis are also useful for the roleplaying game (RPG) -- in which case you may not need a starter or map, but will likely need the "Core Rulebook" instead (for those interested in the Star Wars RPG Core Rulebook, please see my review of the recently released "Saga Edition"). Finally, the minis are just fun to collect for those who like all things Star Wars!

Roleplaying
Warhammer RPG: Renegade Crowns (Warhammer Fantasy Roleplay: Renegade Crowns)
Published in Hardcover by Fantasy Flight Games (2008-07-10)
Author: David Chart
List price: $29.95
New price: $29.95
Used price: $40.96

Average review score:

Great World Builder
Helpful Votes: 0 out of 0 total.
Review Date: 2007-08-03
With a wealth of helpful charts and ideas, and extensive background for running a Border Princes game, this supplement is a must for anyone who wants to create their own Warhammer experience. New careers, insights, and game aids make this book very excellent.

campaign sourcebook
Helpful Votes: 1 out of 1 total.
Review Date: 2008-01-20
This book is well written and full of great ideas for running a campaign in a difficult and politically unstable area. It's not like the other regional sourcebooks because it really only gives you the nuts and bolts to create your own region. If you're looking for a setting to run a campaign in without too much work look elsewhere, if you're looking to make a region your own and create pretty much the setting you want to play then pick it up. Would have been nice to have a slightly bigger map showing this area in relation to Brettonia and the Empire etc. but that's a small point really.

A book for Warhammer that can also be useful for other RPG setting
Helpful Votes: 1 out of 1 total.
Review Date: 2007-11-08
Unlike the other books of Warhammer Fantasy rpg, this one is set more like a tool book that allow you to create randomly a whole region. To achieve this, this book contain a system to generate randomly the geography of your region. Then it provide numerous random tables to determine ancient ruins, types of menaces, regional history, individual Princes, the personality of those Princes, their relations, the communities set in the region and the hazards that can be found on your random map.

Because this book is not oriented on the definition of a Warhammer specific background, in other words, because it takes the form of a tool book offering a system to create and populate randomly a whole region with geography, history, encounters and politics this book have also for advantage to be useful for other RPG setting such as D&D. The conversion needed to do so is minimal to none.

Stake Out Your Own Corner of the Borderlands
Helpful Votes: 2 out of 2 total.
Review Date: 2007-06-29
The Renegade Crows: A Guide to the Border Princes hardbound supplement for Warhammer Fantasy Roleplay is one of the better supplements available for the roleplaying system - and has a great deal of information useful for any campaign or fantasy setting.

That said, this is not your typical game supplement. While it does focus on a specific region - the Borderlands to the southeast of the Empire - from the begining the book sets the scene that this is a fractious, uncontrolled region, comprised of myriad smaller regions vying for power or looking to secure their niche. As such, the topography, geography and borders are largely irrelevant.

Other than some cursory information about a few standards in the Border Pinces, the bulk of the book focuses on how to create your own region within the tapestry of the Border Princes overall -- using an incredibly robust, detailed step-by-step process to breath life into your very own corder of the Borderlands.

The region creation system helps an enterprising GM create their own vibrant area -- geographical features, towns, villages, riverways, and scores of interesting oddities... an abandoned shrine, a mystic temple, a ruined city from a long lost age. There are rules to further elaborate on and detail each of these features... How was this region ruined? What monsters or threat lurk in the area? Who rules the area?

There is an excellent walkthrough of the creation process, and a fully-developed region ready for use, but it's quite fun to grab some dice and a sheet of graph paper and start plotting your own map. As the region takes shape, ideas for adventures spring to mind. The charts and tables for creating intrigue, rulers, conflicts and the other details are incredibly useful and easily applied to other regions in the Warhammer setting.

My only disappointment is that it is a relatively short book - for the price point, I would have welcomed another 10-16 pages of content detailing existing material I could immediately access rather than generate on my own. Still, a relatively minor quibble given the excellent resources contained inside this tome.

SETTING UP YOUR OWN BORDERLAND
Helpful Votes: 6 out of 6 total.
Review Date: 2007-04-26
The game designers of Warhammer Fantasy Roleplay continue to amaze me with their lush detail and beautifully produced supplement books. Renegade Crowns is another gorgeous book featuring outstanding artwork. Renegade Crowns is a campaign supplement that covers the Border Princes or Borderlands as it is also referred to, giving players a richly detailed, yet open-ended region to set-up their own campaigns and adventures. Note that it is not a guide to the Border Lands themselves, but rather a way for the GM to carve out their own region. Within the first few chapters, the GM will find all the information to quickly create their own unique region in the Borderlands through the use of various random tables.

These tables include things such as geography and landscapes, types of border princes, inhabitants and communities of the region, characters, encounters, and more. These allow the GM to get their campaign set-up very quickly yet there's so many options and choices provided that you never get the feeling that it comes off as bland and cookie-cutter. You could set-up a campaign a hundred times and never duplicate the exact region because the tables are so diverse. There are also tables for generating all types of random Border princes from Knights to bandits, to priests and merchants, all with their own unique characteristics.

Chapter six covers the hazards of the Borderlands including numerous different types of monster encounter tables and notes on designing monster lairs. A fantastic example of a region called Masserschloss is included and takes the GM on a step-by-step tutorial on creating a region. I highly recommend that every GM read this tutorial as it is extremely well-written and fully explains the entire process from start to finish. This really may be the most important section in the entire book.

The final few chapters deal with becoming a border prince, first by seizing power and then by holding it. This covers everything from internal court intrigue to protecting your region from external attack from rival lands. There are many adventure hooks provided throughout Renegade Crowns to get the campaign off and running.

If your desire is for power, then becoming a border Prince is a great way to go!

Reviewed by Tim Janson

Roleplaying
WoD Tales from the 13th Precinct (World of Darkness (White Wolf Hardcover))
Published in Hardcover by White Wolf Publishing (2006-07-12)
Author: WORLD OF DARKNESS
List price: $26.99
New price: $14.80
Used price: $14.90

Average review score:

Great for a Police Chronicle
Helpful Votes: 1 out of 1 total.
Review Date: 2007-06-17
This book provides all the facts you need. Although it does get a bit bogged down in the fine details it is perfect for any Police related character or story you might need expert advice on.

Those "Lawful" bumps in the night
Helpful Votes: 1 out of 1 total.
Review Date: 2007-04-16
This overall was a pretty good book and like most World of Darkness material put out by White Wolf it was packed with Information and Ideas.What I liked most about this book is the "Sample" Precinct that takes up about 1/3 if not more of this book. They have put a lot into the NPC characters, which are ready for use upon opening the book.
The book itself is not essential to have for a WOD game, but is filled with a lot of practical real life applications of Law Enforcement, which DM's and Players either abuse or fail to put in. Anyone whom has played WOD has either been or had someone in their party that practices reckless abandon and can kill whomever they want, even police. Now one thing which I think needs to be said, and lets give our "boys in blue" some credit. If you kill a Cop you become a "Cop Killer" in the eyes of all other Law Enforcement and you have just signed your name up for a Lawful Version of a Lynch Mob, this book addresses this beautifully.
I would recommend this book if you want your players to remember that they still are vulnerable even with all there supernatural powers, and to give a much more Real feel to Law Enforcement in your game.
I also enjoyed the Merits; especially one, which specifically is meant for those, characters who want to be cops and the Status/Connections that go with it.

Nice book
Helpful Votes: 1 out of 1 total.
Review Date: 2007-03-08
This book is nice and inspiring if you want to run a campaign with police in USA. I'm not from US so it gave me a lot of information. It covered police training, the different departments of law enforcement, had system and rules for CSI things, some police equipment.

It has a ready to use police station with npc's and such. The NPC's are ok, but not great. The story ideas in the books are not worth anything. I give it 4 because the NPC's deserve a 4, and the story ideas deserves a 1, the rest of the book deserves a 5

Absolutely recomended
Helpful Votes: 2 out of 2 total.
Review Date: 2007-02-06
Great stuff. No supernaturals overwhelming the precinct. Most of them are just humans, but many of them have glimpses of the supernatural. Excellent material about how the police works, blending everything with the supernatural in a consistent way. The mood is great also.

ESSENTIAL FOR EVERY CHRONICLE
Helpful Votes: 3 out of 3 total.
Review Date: 2007-07-25
There aren't many products that I would recommend as essential for every game, but TALES FROM THE 13TH PRECINCT is one of them. Vampires, werewolves, mages, and (especially) mortals break a lot of laws in the course of a game. Sometimes it's breaking and entering, sometimes assault and battery, sometimes even murder (and almost always some gun law violations). The World of Darkness is a world of shadows, and a realistic police presence is necessary to keep PCs operating in the shadows. Absent men with guns keeping order, supernatural games can devolve into superpower games, with no check and balance on player actions.

Besides serving as a restraint on the excess of supernatural games, the police force is an excellent way to introduce mortals to the World of Darkness. It is in the job description for law enforcement to stick their noses into dark corners and investigate strange noises, with enough backup and equipment to have a chance of surviving, but not so much that you're not afraid of what you might find.

The content of 13TH PRECINCT is presented in the context of an individual police precinct, set in a non-descript midsize city. Chapter 1 covers the building itself, how it is organized, and details that a visitor might notice. Chapter 2 covers the law enforcement officers themselves; how they train, what jobs they do, the proper protocol for responding to calls and the paperwork afterwards, as well as detective work, evidence handling, and questioing suspects. This chapter is essential for presenting a competent front when a storyteller has the police riding the PCs; otherwise, it looks arbitrary and unfair to when you insist later that the policemen read the PCs their Miranda rights afterall when it comes up in court.

Chapter 3 is a biography of many of the important NPCs in the 13th precinct. One is a werewolf, one is a psychopath, and one is undead. The rest have their own secrets too. What these characters lack in universality they make up in portability; just drop a ready-made NPC when you need a cop, detective, or janitor cultist. The fourth chapter contains story seeds; I thought it original to include two perspectives, one from the PCs as police or an alternative if the PCs are on the same side as the perpetrators.

A mini-chronicle is included, where the PCs have to investigate a series of occult crimes leading to a spirit possession, while remaining on the right side of the law. Nothing too original.

Overall, a very useful book to have when your players' characters break the law, or need its help. It also is a great setting for mortal characters to be introduced to the World of Darkness.

Roleplaying
assumption of risk
Published in Paperback by ROC (1993)
Author: stackpole
List price:
Used price: $4.89

Average review score:

Another hit
Helpful Votes: 2 out of 3 total.
Review Date: 2000-09-26
Stackpole wrote another good one as expected. This was not necessarly full of combat except for Solaris. The only thing that stopped it from getting 5 starts was there was a bit too much Tormano Liao in it for me. Just something about that guy I don't like.

Excellent Book
Helpful Votes: 2 out of 2 total.
Review Date: 2000-05-30
This is an excellent book, expanding on some of the best characters in the Battletech Universe. Kai, Victor, and Gallen are all excellent. This book, however, is not for those who want Mech battles, with the only fighting on Solaris VII in arenas.

Wow, one of his best books.
Helpful Votes: 2 out of 2 total.
Review Date: 1998-09-29
From the moment I opened this book I could not stop until I finished it. Kai, Victor, Peter, Katherine and Deidre, all having their struggle. But at the end, after years of seperration, Love and Trust are the winners of this novel.

A book for anyone who needs a lttle urge to carry on
Helpful Votes: 2 out of 7 total.
Review Date: 1998-08-30
I read this book, and got plenty laughs out of it, along with a few tears. this book, and the oters like it, helped me to chnge my life ...

read it, it's good.

A war hero fights to save an old friend
Helpful Votes: 3 out of 3 total.
Review Date: 1997-01-22
Four years after the war that almost shattered the known universe, Kai Allard-Liao, one of the heroes of the war, takes his famous father's place as the Champion of the Solaris VII games, but he risks it all to stop a spreading conflict and to rescue an friend from the war. He gains some help from some unlikely sources to rescue a woman, however, that may either love him, or want him dead

Roleplaying
Conspiracy X
Published in Paperback by Eden Studios (1996-03-01)
Authors: Various, Robert Taylor, Chris Pallace, Heather McKinney, Francis Hogan, Vasilakos, M. Alexander Jurkat, and George
List price: $28.00
New price: $9.98
Used price: $4.95

Average review score:

I HAD FUN
Helpful Votes: 0 out of 0 total.
Review Date: 1998-07-19
This is a fine game for those that don't really like the "gothic" genre, yet still enjoy the modern day concept. Truth be told, I am not the biggest fan of psychics, which does not matter because I substituted my own form of magic. In any case it is an interesting read and should please role players.

a good modern RPG set in a world closer to our own.
Helpful Votes: 0 out of 0 total.
Review Date: 1998-06-02
This is one of the better RPGS I've seen dealing with the modern world. It's very much like teh X-files, except, rather than playing agents trying to uncover the truth, you play agents trying to cover the truth up. There *are* things out there. and if the public found out, there'd be hell to pay. it's got a wonderful history of research into some of hte more beleivable supernatural phemonenom: psychic powers & alien existence. You play someone more like Cancer man & AD Skinner than Mouldy and Skuller. I was a little confused with the resource listings, and I'd like to see more in the way of character generation, but all in all, this doesn't look like a bad game at alll. It's fairly well written--some rough spots--and well illustrated.

See past the lies...
Helpful Votes: 1 out of 1 total.
Review Date: 2000-03-18
Yes, it's been said, this game is like the X-Files, only it's not. This is much, much cooler. Character generation is easy enough, and there's a lot to work with. The rules, too, are fast and easy (with the possible exception of combat, which can crawl a bit). There is enough information here to keep a creative GM busy for an eternity, and if you add some of the sourcebooks (all exCellent, mind you), things just get better. Even if you're not a gamer, get this just to read about a very, very chilling world not unlike our own at all...

Bloody good show!
Helpful Votes: 1 out of 1 total.
Review Date: 1999-04-12
Imagine the X-Files crossed with big guns and you're just about there. This is a superb RPG with a very detailed and beleivable background. Characted generation is a little complex but you end up with exactly the character you were looking for. This main rule book has a wealth of information about weapons, technologies, alien races, supernatural, psychics and with regular source book releases there is plenty for a GM to work with. Combat is swift and deadly just as in real lifa and your characters will have to do some good thinking if they want to come out of adventures unscathed. This elimenates all the dungeon hack and shoot em up scenarios which plague most RPG's. You will love this game, I know I do.

Look at a tired topic from the other side.
Helpful Votes: 1 out of 1 total.
Review Date: 1998-09-23
I'll admit I was suspicious when my wife suggested this game: I mean, I like the X-files, but this had been done to death hadn't it? Coupled with cliched artwork... I sat back and almost challenged it: "Make me like this" And I loved it. The background is great, the world believable, but above all, it's all so very very easy. No huge rule lists, no super list of weapons, just pick and play. Character generation was a snap, and we were off into the world of AEGIS: Saving the world from threats it didn't need to know existed.

My only gripe was that the cell generation system seemed ridiculously complex... but that said, everyone else assured me it was prefectly sensible when you get yo know it. And I will do.

Roleplaying
Dire Tombs: Dungeon Tiles (Dungeons & Dragons)
Published in Hardcover by Wizards of the Coast (2007-12-18)
Author: James Wyatt
List price: $9.95
New price: $5.59
Used price: $5.39

Average review score:

excellent for table top play
Helpful Votes: 1 out of 3 total.
Review Date: 2007-12-23
I have purchased many if these products, and plan to get the ones not released yet. The give you the ability to create vibrant and realistic looking dungeon for use with the figures. The 5'(1") squares are clearly marked for combat and movement.

I would buy these all over again

Nice work but does not match the rest of the tile sets
Helpful Votes: 2 out of 2 total.
Review Date: 2008-04-27
This could very well be my favorate of all the dungeon Tiles sets released to date. However it does suffer from the fact that it is a different color then most of the rest of the sets (DT1, 2, 3 and 7)
Depending on what you are looking for this could be a good thing if you want to give the impression that this area is a slight change of pace from the regular look of your dungeons.

Just what the DM ordered
Helpful Votes: 2 out of 2 total.
Review Date: 2008-01-02
Dire Tombs is a great addition to a DM's arsenal of props and tools for the tabletop D&D game. If you liked the other tiles in this series you will enjoy and make great use of these.

Of particular note: This set is a different color than all the previous grey stone colored tiles. These are a desert tan kind of color offering an exploring the pyramid kind of feel.

Another great DMing tool
Helpful Votes: 3 out of 3 total.
Review Date: 2008-01-09
This is the third set of Dungeon Tiles I've gotten and this is my favorite one so far. While the other tile sets I've seen are fairly generic in terms of dungeon dressing, this one throws in things like skeletons, mummies and coffins. Good for a quick dungeon crawl you throw together.

The best of the Dungeon Tiles yet available
Helpful Votes: 5 out of 5 total.
Review Date: 2008-02-04
I've purchased all of the dungeon tile sets and this is my favorite one so far. Unlike the underdark set, this set contains a lot of nice big rooms - something I really need for a good encounter. It also contains far fewer small pieces - pieces I rarely use.

Because the color of these tiles are unique, you may want to purchase more than one set. They won't work too well with the other sets so you'll want plenty of pieces to build whatever dungeon you want.

The best way I have found to use these tiles is with a large poster board and some poster sticky putty. Sit down at a nice big table, lay out your dungeon on the poster board, and when you have it where you like it, use the putty to stick it to the board. Change it around whenever you wish and be sure it won't shift on you while you're actually playing.

Within a day I had a nice dungeon built and an entire scenario written around an ancient tomb cracked open by a vile snake cult. I can't wait to play it out.

After figuring out my poster board trick, I'm now a lot happier with dungeon tiles than I was previously. I recommend the purchase.

Roleplaying
Heroes Unlimited
Published in Paperback by Palladium Books Inc (1994-08)
Author: Kevin Siembieda
List price: $24.95
New price: $15.79
Used price: $0.04

Average review score:

RPG
Helpful Votes: 0 out of 0 total.
Review Date: 2007-09-03
Superhero role playing game using the Palladium system, allows random and created design with various types of superbeings. An interesting read just for the detail put into that section, it should keep superfans happy allowing them the flexibility to play whatever sort of character they like, in general, or even just make one quickly.

Hell-yeah
Helpful Votes: 0 out of 2 total.
Review Date: 1999-03-18
If you are at all interested in role playig you absolutely must get this book.

Excellent
Helpful Votes: 0 out of 0 total.
Review Date: 1998-11-04
"Heroes Unlimited" is another shining example of Palladium at it's finest.

This Book Kicks Ass!
Helpful Votes: 0 out of 0 total.
Review Date: 1998-08-22
I am a huge role playing fan and this is my favorite book out of all role playinp books. Also Heroes Unlimited is my favorite role playing game out of all the games including Rifts!

Comic Book Hero roleplaying at it's finest!
Helpful Votes: 1 out of 1 total.
Review Date: 1999-08-20
This is one of the most enjoyable and comprehensive Comic Book Hero based role playing games out there. The only thing missing is "symbiants". The Palladim game system is far more advanced and enjoyable than any other on the market, including Dungeons and Dragons. If you enjoyed it, you'll love Palladium Fantasy RPG.

Roleplaying
Hidden Crypts Dungeon Tiles, Set 3 (Dungeons & Dragons Accessory)
Published in Paperback by Wizards of the Coast (2007-02-13)
Author: Wizards Team
List price: $9.95
New price: $35.44
Used price: $35.60

Average review score:

Another great addition to the tile sets.
Helpful Votes: 0 out of 0 total.
Review Date: 2007-09-26
I have bought all 5 sets and they compliment each other. A must buy for any DM. They provide a good visual of any room and make it easier for combat encounters. Much better than a bland grid board or hand drawn map.

D&D Dungeon Tiles Are Godsend
Helpful Votes: 0 out of 0 total.
Review Date: 2007-05-26
I was shocked when I recieved my dungeon tiles in the mail. These are a great addition to any game of D&D. Considering I was using cardboard cutouts from cereal boxes with 1" squares drawn all over them for my older adventures, these are an improvement. If you want more detail and realism added to your game don't hesitate to get yourself some of these tiles.

Hidden Crypts should have stayed hidden.
Helpful Votes: 4 out of 4 total.
Review Date: 2007-04-10
Although an improvement over the "Arcane Hallways" set, I was still unimpressed. There are too many little pieces (once again) that take too long to set up. Some of the larger pieces are useful though. I wish they would just release sets of building floor plans, in order to create quick towns, instead of one building per set.

Great Accessory
Helpful Votes: 4 out of 4 total.
Review Date: 2007-03-19
This and the other Dungeon Tiles are a great visual accessory for any D&D game. Whether you use the prepainted miniatures or counters, sometimes it is difficult to describe a dungeon accurately. These tiles eliminate that problem. A great purchase

Excellent and nearly indestructable
Helpful Votes: 5 out of 5 total.
Review Date: 2007-03-04
I've been able to purchase all three sets so far, and can attest to their use and durability.

I had some fall out of my gaming kit and into the snow, I collected them all, except two I missed. The first I found the next day, the second a week later, sopping wet.

Despite the elements and the time passed, they dried out, and even the one a week later was only slightly warped. Pressing between two books fixed it just fine.

Roleplaying
Montreal by Night (Vampire: the Masquerade)
Published in Paperback by White Wolf Publishing (1996-11-01)
Authors: Philippe Boulle, Ken Cliffe, and Adam Tinworth
List price: $15.00
New price: $23.53
Used price: $6.99

Average review score:

The first sabbat city and hopefully not the last
Helpful Votes: 0 out of 0 total.
Review Date: 1999-09-03
This book has all the hall marks of a black dog book. Nightmareish pictures and well laid out storyline of the city gives this a scary look at the sabbat. Well worth the money.

one of the best city book for vampire
Helpful Votes: 0 out of 2 total.
Review Date: 1999-05-15
Real good, a lot of stuff like characters, places, plots, intrigues

Wondeful and complete book
Helpful Votes: 0 out of 0 total.
Review Date: 1998-06-21
It's complete book and wonderful, because it have all you need, like complete maps, people names, all all all the things it diserve 5 stars really!

Excellent source of ideas and characters
Helpful Votes: 1 out of 1 total.
Review Date: 2000-01-19
Montreal by Night has terrific characters, intrigues, and story ideas. After reading it, you will want to run a Montreal campaign.

What evil lurks under the mountain? A few folks know, and avoid it to the best of their abilities. Not even the Nosferatu dare visit the sewers in Montreal.

This is a very graphic book, well-deserving of the Black Dog category. The Sabbat do some very nasty stuff, but it's often all in fun. Ever wonder how they play football? How they play bobbing for apples? Here's a hint: Montreal entertainment often focuses on a most wonderful quadripalegic Samedi midget....

Ah pardon...must run to confession now....
Helpful Votes: 2 out of 2 total.
Review Date: 2000-04-30
No, it is not for the nervous or the easily offended. And yes it has possibly the grossest, most degenerate illustration in it that I would never want my mother to see. HOWEVER, this is still the very best book that I have seen in the "By Night" series. Yes, many of these vampires are sick, sick puppies even by White Wolf standards but guess what: THERE ARE WORSE THINGS OUT THERE THAN THEM! Mysterious, mysterious and very, very dark things. And there are mysterious, mysterious and very, very dark vampires here to whom it falls to combat them. Some of the packs- the Shepards, the Librarians and even the (relatively wholesome) Navigators- sound like worlds unto themselves. The Shepards even have their own twistedly mystical Path of Enlightenment, unique to this supplement. There is a very original vampiric society in this book that gives the Sabbat a whole new dimension. Even if you can't imagine your campaign ever getting to Montreal, this supplement is a must have if you want ideas for a truly Gothic atmosphere (as long as you are over 18, of course!) One drawback: the book uses the old virtues for Sabbat characters- but a creative GM can adapt. (Used to it by now, right?) Utterly fascinating! And here I thought I was a good person....

Roleplaying
*OP Technomancers Toybox (For Mage, the Ascension)
Published in Paperback by White Wolf Publishing (1998-01)
Authors: Angel McCoy, Bill Bridges, and Brian Campbell
List price: $15.00
Used price: $7.49

Average review score:

This book ROCKS!!
Helpful Votes: 0 out of 1 total.
Review Date: 2000-10-02
This book has one of the most comprehensive list of Devices that White Wolf has ever made! Not only that, but It is written in the view piont of a Virtual Adept who rocks!

A great source of ideas (for stroytellers)
Helpful Votes: 1 out of 1 total.
Review Date: 2000-11-24
This book is a great addition for the storyteller in general. Players may even use it, but you, the master of the world is the one to really explore it. In a few words, this book, and specially the rare artifacts in it, gave me great plot ideas, and not only for a technocratic based chronicle, but all kinds of ways. The weird item section is a great source for dealing with marauders, nephandi and some disconnected mages. Another good thing in the book is that, with it, you can control the "overpowered" kind of player, you know, the one that spends every xp he got on ways of busting .... Put a X-14 A Thunderhead on his face and see what happens... good to shut some mouths... In short, it's a great source book, note the best of them all, but a good one. But be wise to what you give to your players. And a recomendation: never ever let a player got the technocratic exo-skeleton. Believe me, you'll regret it.

A Chicken In Every Pot, A Ray Gun In Every Bag
Helpful Votes: 1 out of 2 total.
Review Date: 2000-03-28
This book is perfect for the storyteller who wants to run a heavy technomancy chronicle. It contains great in-depth descriptions of sundry items of mass delerium and minor destruction. Hail the Void!

A great book, for those who love the Technomancers
Helpful Votes: 1 out of 1 total.
Review Date: 2000-03-26
This book gave me new faith in the enginuity of the Mage: The Ascension rpg. It helped me put my chronical back on track. It added the Villans that every one looks for in a chronical and did a good job at it. If you love the technomancers then this is the book for you. If you just starting Mage this is a must buy

Fresh Gear For Technomancers
Helpful Votes: 3 out of 3 total.
Review Date: 2003-06-10
The Sons of Ether and the Virtual Adepts are two very interesting Traditions, but the material provided before this book barely touched on the gear they used to battle their former colleagues in the Technocracy. The first edition Technocracy books had a lot of neat gadgets included in them, which really gave players and storytellers a feel for what they do. One can learn a lot about a society by studying their tools. Though the Tradition books written for the Sons of Ether and the Virtual Adepts were entertaining to read, there was little mention of specific gear, thus there was a large hole in their cultural development. The Technomancer's Toybox remedied this problem. This is a no nonsense book about the devices (talismans) of the Virtual Adepts, Sons of Ether, Technocracy, and other technically inclined cliques (mostly Cult of Ecstasy). Split into their own sections and narrated from the viewpoint of a Virtual Adept, level 1 to 5 and unique devices for the groups were presented.

The whole hacker-mage angle of the Virtual Adepts was played up in their section. Most of their devices were centered on computer technology and compact gadgets. There was also an emphasis on being elite, which was expected. Overall, the Virtual Adepts have some nifty gear that would make any reality hacker proud.

The Sons of Ether section was very entertaining. The outlandish gear of the Etherites ranged from silly to deadly. They have many weird gadgets such as rollerblades that can go faster than most cars, death rays, soul-bonding suits, pulp hero lightning guns, and more. This is fantastic and enjoyable chapter.

The Technocracy chapter was unlike the Virtual Adepts or the Sons of Ether. The masters of Reality have gadgets that are often coincidental to the public. Most of the gear presented here were from the New World Order, Iteration X, and the Progenitors. There was a focus on equipment used by field agents on Earth rather than in alternate dimensions. The Void Engineers had a few gadgets detailed in the chapter but the Syndicate normally doesn't make high-tech gear so there was little mention of their devices. The equipment in this chapter was very interesting and further pushes the big conspiracy image of the Union. There were lots of spy equipment, weapons, vehicles, stuff Fox Mulder fears, and others. The gear featured here are very useful. There was an emphasis on usefulness over style.

The chapter that dealt with the other technomancers had gear used by other Traditions, Naphandi, and Marauders. There were some disturbing devices shown here. Even Dreamspeakers use devices and the one presented in this chapter deviated from their norms.

The Technomancer's Toybox is a very good book. Not only does it flesh out two Traditions and three Conventions of the Technocracy beyond their source books, it was also entertaining.


Books-Under-Review-->Games-->Roleplaying-->66
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