Roleplaying Books
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Used price: $13.49

These Are the Droids You're Looking forReview Date: 2008-04-03
Star Wars Mini'sReview Date: 2006-07-27
Good game system/bad collectible formatReview Date: 2006-06-11
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 valueReview Date: 2006-03-15
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!Review Date: 2007-04-22
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!

Used price: $40.96

Great World BuilderReview Date: 2007-08-03
campaign sourcebookReview Date: 2008-01-20
A book for Warhammer that can also be useful for other RPG settingReview Date: 2007-11-08
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 BorderlandsReview Date: 2007-06-29
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 BORDERLANDReview Date: 2007-04-26
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

Used price: $14.90

Great for a Police ChronicleReview Date: 2007-06-17
Those "Lawful" bumps in the nightReview Date: 2007-04-16
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 bookReview Date: 2007-03-08
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 recomendedReview Date: 2007-02-06
ESSENTIAL FOR EVERY CHRONICLEReview Date: 2007-07-25
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.

Another hitReview Date: 2000-09-26
Excellent BookReview Date: 2000-05-30
Wow, one of his best books.Review Date: 1998-09-29
A book for anyone who needs a lttle urge to carry onReview Date: 1998-08-30
read it, it's good.
A war hero fights to save an old friendReview Date: 1997-01-22
Used price: $4.95

I HAD FUNReview Date: 1998-07-19
a good modern RPG set in a world closer to our own.Review Date: 1998-06-02
See past the lies...Review Date: 2000-03-18
Bloody good show!Review Date: 1999-04-12
Look at a tired topic from the other side.Review Date: 1998-09-23
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.

Used price: $5.39

excellent for table top playReview Date: 2007-12-23
I would buy these all over again
Nice work but does not match the rest of the tile setsReview Date: 2008-04-27
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 orderedReview Date: 2008-01-02
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 toolReview Date: 2008-01-09
The best of the Dungeon Tiles yet availableReview Date: 2008-02-04
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.
Used price: $0.04

RPGReview Date: 2007-09-03
Hell-yeahReview Date: 1999-03-18
ExcellentReview Date: 1998-11-04
This Book Kicks Ass!Review Date: 1998-08-22
Comic Book Hero roleplaying at it's finest!Review Date: 1999-08-20

Used price: $35.60

Another great addition to the tile sets.Review Date: 2007-09-26
D&D Dungeon Tiles Are GodsendReview Date: 2007-05-26
Hidden Crypts should have stayed hidden.Review Date: 2007-04-10
Great AccessoryReview Date: 2007-03-19
Excellent and nearly indestructableReview Date: 2007-03-04
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.
Used price: $6.99

The first sabbat city and hopefully not the lastReview Date: 1999-09-03
one of the best city book for vampireReview Date: 1999-05-15
Wondeful and complete bookReview Date: 1998-06-21
Excellent source of ideas and charactersReview Date: 2000-01-19
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....Review Date: 2000-04-30


This book ROCKS!!Review Date: 2000-10-02
A great source of ideas (for stroytellers)Review Date: 2000-11-24
A Chicken In Every Pot, A Ray Gun In Every BagReview Date: 2000-03-28
A great book, for those who love the TechnomancersReview Date: 2000-03-26
Fresh Gear For TechnomancersReview Date: 2003-06-10
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.
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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