Roleplaying Books
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

Good Book for studyReview Date: 2007-04-17
Be prepared to learn something about yourself!Review Date: 2000-03-21
Short summary: New Age pap illustrated by surreal cliches.Review Date: 2002-01-16
Each illustration has an explanation on the back, but I don't think it would make much difference which words went with which picture. The Zen Garden with Floating Earth, the Buddha with Orchid and Flying Eagle, Stonehenge in Space, the Boat and Heron with Floating Globes: these could be combined with Magic, Truth, Essence, Virtue, Innocence, or any one of the 45 descriptions.
The wisdom of the cards is the standard New Age stuff. "Know that the powers of the universe are within you." "Your being is like a spirit lodge." "We are all in need of world harmony." "Awaken the power of your will, and find your joy and your laughter."
I was disappointed in this deck.
experienced card readerReview Date: 2005-06-05
Wonderful source for self discoveryReview Date: 2001-05-12
Used price: $3.75
Vampires-Rifts StyleReview Date: 2001-11-11
A good source book for vampires.Review Date: 1999-03-25
I feel this was one of Kevins most in depth books to date.Review Date: 1999-02-23
A better buy would be the South America duo and/or Atlantis.Review Date: 1998-11-01
The book fleshed out cities more than ENTIRE KINGDOMS in other books! I also think Mr. Siembieda made the vampires WAY to hard to kill by a "normal human"- you have to be a dragon or something! I hope all the G.M.'s out their feel free to modify the Vamps stats, (esp. the wooden stake thru the heart not killing it!)
Like the summary states the South America books+Atlantis have PLENTY of nasty things to throw at your P.C.'s!
All in all the book wasn't great but wasn't bad.
Over the top at times, but really well laid-outReview Date: 2001-10-28
Now, if you had a nation of vampires that are as strong as say, the vampires in Ravenloft or AD&D in general, humanity is going to die. So what Palladium did was weaken vampires considerably from what you would see in other gaming systems (they are basically the same as vampires in Beyond the Supernatural). Therefore, PCs will have a fighting chance. I personally think they may vampires less fearsome, and while I make vampires much less numerous and organized, I make them more personalized and stronger (I yoinked ideas from Ravenloft for this).
Despite my gripes, I really like most of this worldbook. Ciudad Juarez is described in great detail, with loads of information on the gangs, government (often indistinguishable from the latter item), and people of the city. I wish that Rifts Atlantis had a similar eye for detail--Splynn could have been fleshed out better. The technowizard anti-vampire weapons are a particularly good concept.
Now what I really dislike is the often graphic nature of the worldbook. Yes, vampires are gross--never get an undead supplement expecting cheeriness!--but some of the Vampire Kingdoms often have an Auschwitz twist to them (these are one of the aspects of the vampires that I delete for campaigns). Likewise, many of the Reid's Rangers have become hardened and depraved by continued exposure to the undead, which can become a little unsettling. But by making those dark elements in the Rangers, Palladium gives PCs a chance to be heroes who can redeem a noble idea, so perhaps I'm being too pessimistic.
A book is only an outline for a GM--if you are willing to exercise discretion and are not particularly put-off by the book (I wasn't, and I hope I didn't make the few bad points too magnified), this is one of Palladium's best pieces of work.

Used price: $0.98

Supplement on SharnReview Date: 2007-02-11
I do enjoy this book and the content of it is useful, it's just hard to figure out. Also the CD that comes with this book is a nice soundtrack for gameplay.
All roads lead to SharnReview Date: 2006-03-19
Also take note that the CD is poor at best.
Love of SharnReview Date: 2006-03-02
Great Book - Index availableReview Date: 2005-02-04
You can download it for free here:
http://www.bossythecow.com/sharnindex.htm
The NPC, Locations, Services, and Organizations sections have been put together with the rest, I believe, coming soon.
Sharn: City of Adventure!Review Date: 2006-03-05
This setting book is focused almost exclusively on the city of Sharn itself, with only a brief discussion of the rest of Eberron and how it relates to Sharn politically and economically. Those who are looking for additional crunch - rules and Prestige Class - will be disappointed, though what is here is very well integrated with the city.
The bulk of the book breaks the city down into Districts and presents extensive information on these smaller sections of the city. Prominent businesses, guilds, NPCs, and other such information is presented. Politics, law and order, and life in Sharn each receive their own detailed chapter.
Eberron fans can't pass this one up. While the information is only focused on the city of Sharn, the feel of the book is entirely Eberron.

Used price: $7.97

Good, but not ShatteringReview Date: 2008-07-08
Some of the things that issue was found with were the lack of treasure rewards for the challenges faced and the near need for railroading players along some lines if their character concepts did not fit at all with how some futhering of the plot was planned (had some particular problems getting the group to warm up to the introduction of the Luminary Knights). The later was as much an issue with my running of it as anything, but the first issue raised was a pretty big one.
By the DMG, there should be a certain level of wealth for a character at a certain level. Not necessarily cash, but including things like items, armor, etc. In 3.5, this was one of the main ways of pumping your character up enough to handle the coming challenges. If a character has a severe deficit in wealth, they might not have the resources to handle the challenges thrown at them as written. And many modules are notorious for being stingy to some degree with treasure... even when they have guidelines in place to help determine how much treasure should be in place in a particular adventure.
The first section of the module was by far the best. Low level PCs, really strange and creepy environment, some difficult foes but with some restraints on them to keep them from being over-powering, and some unusual encounters. The second section was the weakest as while there were many possibilities with it (the whole political ramifications of such a major family siding with the forces of evil), it more or less bypassed all that. There was also practially no connection between part two and part three, unless the party goes to work with the Knights Luminary. The third part was a moderately decent wrap up of the campaign, though in ways it threw in foes of a higher challenge than the characters were ready to handle (in part due to that earlier issue of low treasure). This became especially bad when the tactics used began to group foes from different encounters together (while understandable, the grouping of say the gnoll archers and the hill giant made for a very deadly encounter. One definite PC death and a near party wipe).
Good points: artwork, first section, layout, tactics, premise of the campaign
Bad points: second section, low treasure to challenge ratio, at times excessively high challenges to party level.
Great ModuleReview Date: 2007-05-07
I ran this adventure for a group of 5 players, and it was excellent.
The encounter format is typically 2 pages, with room and encounter description going together, along with monster tactics, in some cases, broken down round by round, explaining when monsters flee, etc.
I'm very satisfied with this product.
Good but not 5 stars goodReview Date: 2008-05-23
Now comes my main complaint. The Adventure itself is a standard boring dungeon crawl and while it's true that a lot of information about the surrounding area is provided and fleshed out as to make it a mini campaign the overall story is lacking.
I don't like standard dungeoncrawls and my players hate them. So after seeing a few reviews on here i thought i would post mine. I normally don't post a review until i have ran or played an adventure but unfortunately i will probably not be running this one any time soon. I will have to take the campaign info and make an interesting story from it and there are just too many other great campaigns out there like ...red hand of doom and expedition to castle ravenloft which are both mini campaigns with a lot more story than "The Shattered Gates of Slaughtergarde." I will probably eventually run it but with 4.0 on the rise it will probably get pushed back behind some of the newer campaigns before i find time to convert it.
For all of the negatives ive stated i still like the packaging and the adventure idea as well as the areas that are mentioned rather than the dungeon itself. I actually think the surrounding areas are more interesting. So that being said i wish they would have just went all out and made it a boxed set and doubled the size of the guides, i would gladly pay 50-60 bucks for a nice box set full of info, maps, and key items. Wizards will never produce box sets and i think this will be just about as close to those classics as we ever get. (Note: the new 4.0 quest seems to be packaged the same way but i'm not sure if it contains more than a standard quest and quick rules)
In closing, Shattered Gates was a great step in the right direction for wizards in layout. I would rank it #4 in mini campaigns from wizards of the coast behind redhand of doom, expedition to castle ravenloft, and expedition to the ruins of Greyhawk. As an overall quest i would rank it farther back behind some of the other greats. It is a good adventure even if it is a standard dungeoncrawl and it can be fleshed out. I just don't think its worth my time to flesh it out right now and may come back to it down the road but if your looking for a big dungeon (all 3 parts can be connected)or a mini campaign with 1st edition flavor then this one is for you.
Novices LuckReview Date: 2007-05-12
Great Product, the standard for all modules to useReview Date: 2007-07-17
All modules should use this as their standard.

Used price: $16.49

good stuffReview Date: 2007-12-23
Perfect tool for GMReview Date: 2007-08-13
As a GM I use it as often as "Warhammer Fantasy Roleplay: A Grim World of Perilous Adventure" or PH (Player's Handbook). ))
You have lots of useful information on history, politics, society etc of the Empire.
Very InformativeReview Date: 2007-08-03
A Great SourcebookReview Date: 2007-05-14
A great resourceReview Date: 2006-04-21
Used price: $9.00
Collectible price: $25.00

Sinister Secret Of SaltmarshReview Date: 2006-02-07
That said, the adventure is actually somewhat lacking in many ways. Yes, it lays out a plot with a twist or two, but the secret is not really very sinister, or even that well concealed. The "dungeon" portion of the adventure, including encounter descriptions, maps, and NPCs are uninspired and the designers really left far too much up to the DM. What you get are reminders that the DM will have to develop so-and-so NPCs and encounters or come up with this-or-that villain strategy just when you're hoping that they'll give you something meaty to dig your creativity into. It seems to be a lot to lay on a person who spent $6.50 of their hard-earned paper route money to play this adventure back in 1982; especially considering that at least 4 pages of this module were wasted on full page illustrations and useless visual aids. Still, if the DM is willing and able to flesh this thing out, it should lead to one of the better D&D experiences from that era.
Dungeons & Dragons: fun and excitementReview Date: 2001-10-16
Sinister Secret not so goodReview Date: 2000-07-07
My all time favoriteReview Date: 1999-09-08
Unforgettable Greyhawk adventureReview Date: 2000-05-02

Used price: $9.74

A great "alternative" to other settings.Review Date: 2007-02-15
The technology is different from the standard "ray-gun" and starfighter mix, and the social concepts offer a unique flavor. Never once did I find myself thinking "Oh, that's a Star Wars / Battlestar Galactica knock-off idea.", or "Sound like Star Trek / Babylon 5." The feeling was of a setting that was unlike anything cooked up before, charged with overt and covert motives and the several layers of depth that make for good plot-building.
The thing you'll probably have the most trouble with if you Game-master a S*D campaign, is introducing your player's characters to the setting's complexity and rich detail without burying your story in it. It will be worth it, for the immersive qualities of the storylines you can generate.
Great Game, Great BooksReview Date: 1999-12-15
Excellent Possibilities for the Alternity GameReview Date: 2000-12-15
This 256-page book describes a 26th century world of faster-than-light speed travel, frontier exploration, alien-human commerce, war, and interstellar nations. The comparison with Star Trek is obvious but not an over-riding factor; Star*Drive has its own flavor and plenty of room for your own additions, whatever your TV, movie, or literary favorites might be.
Mutants, psionics, and cybertech-enhanced beings (all optional in the basic rules) are included in this campaign. Also given are statistics and descriptions for 26th century technology (ships, military, medicine, robots, and much more), the 13 stellar nations of Old Space, and 18 solar systems of the Verge (the edge of Star*Drive's frontier). Brief histories of campaign technology, alien contact, and wars are also covered. The five alien player character species will be familiar from the Alternity Player's Handbook (Fraal, Mechalus, Sesheyan, T'sa, and Weren), as are the five basic professions; however, Star*Drive offers several subcategories under each profession (49 total) as models for your character.
Accessories for the Star*Drive campaign include Alien Compendium: Creatures of the Verge, Planet of Darkness, Outbound: An Explorer's Guidebook, Arms & Equipment Guide, and Threats from Beyond.
Star*Drive offers excellent possibilities for your Alternity game.
--Sharon Daugherty for Skirmisher Online Gaming Magazine
Wow! What a background!Review Date: 2000-02-06
One of the best of TSR's current booksReview Date: 1999-05-02
Unlike much of the game products out there, this book is vividly written with inspiration and flair, bringing alive the technology, citizens, and cultures of the setting. All this is finished off by quality art as well. This terrific book prompted me to add the Alternity game to my gaming cabinet.

Used price: $20.56

It's ok...Review Date: 2008-12-11
The Classic Returns...Review Date: 2008-10-21
Which I did not do, by the way. But I have carried that little black box from move to move, it's corners getting fuzzy with love...
Much credit is due to Mongoose Publications for doing such an excellent job of taking us back to those halcyon days of free traders and d6 fun. My only complaint (and it's small but pertinent) is the change on the character sheet from hexidecimal values... it made things simpler, not harder, when your basic traits were a simple line of six figures. (It looks way cooler, too.) Still, the decision to maintain the appeal of the iconic black cover with the red stripe makes this old gamer feel all warm and fuzzy inside. Buy it. Buy it. Buy it.
A grognard's viewReview Date: 2008-09-14
Happily, I was wrong. Mongoose Traveller is an excellent repackaging of the feel of the Traveller early days with updated rule concepts that bring everything into the 21st century. Character generation is smooth, the dice mechanics are simple to remember and use, and the rules in general are easily grasped.
My only complaints are with the artwork. Traveller has a feel, one developed over the last 31 years, and the artwork in this book had more of a WH40K look to it. Also, the equipment selection was very limited.
This is a good buy for fans of Traveller from the old days, or anyone looking for a simple SF-RPG.
Nice!Review Date: 2008-07-25
As exemplified by its cover, and true to Traveller tradition, the book isn't flashy. It has simple, retro, grayscale illustrations, in addition to straightforward deckplans and an example sector map (I actually prefer the illustrative simplicity, although I've heard others complain). The focus is really on the rules, on their clarity and playability. A comprehensive index to the book gives it an on-the-fly advantage over "Thousand Suns" and "Serenity" (or at least over the version of "Serenity" that I have).
The randomness of character creation in Traveller has always been both a blessing and a curse. Players want to be able to create and play compelling characters, and the Traveller rules aren't always so friendly; a player may find his bright-eyed naval pilot wannabe, after failing to pass the Navy's entrance exams, quickly degrades to an aged drifter plagued with multiple enemies and a limited skill set. The new rules seem to be tackling the sense of uncontrollability in character generation, and the changes to the generation process are very compelling. Each term spent in a career will yield--in addition to somewhat random skills or characteristic improvements--events which are interesting but loosely defined, allowing the player to fashion the background and "feel" of the character, even if he or she can't control the nature of the events. Furthermore, a Connections Rule has been added which encourages (through the reward of precious skill points) PCs to know each other through the events in their backstories. And for added insurance, each character in a Traveller campaign gets to select a number of skills from a skill set related to the campaign's general theme, thus ensuring that a pilot or medic will be available despite a lack of such skills in their backstories, or, at worst, some redundancy of skills among the characters. The rules also accomodate a couple point based character generation systems, but they're not as fun.
The book's list price is somewhat expensive, but I was able to get it for about $25 after taking discounts and memberships into account at my local bookstore.
True to the classic, but much improved.Review Date: 2008-07-16
Character creation allows for a broader range of backgrounds than CT and optional rules are also given for point based creation, instead of traveller career based creation. At first parse, all the original elements of the game are included in this book - including much material (eg. deckplans) that used to be in supplementary material.
The text is well layed out and the black and white artwork is first class. I can remember when GURPS traveller came out, I was generally pretty disappointed because it was basically just a conversion tool to bring your Traveller campaign over to GURPS Space rules, and the artwork let it down. However I still have the GURPS stuff because the library data (background fluff) by Loren K. Wiseman was excellent. Mongoose have left the Imperial fluff stuff to a minimum much like the original traveller book. To address this they have released a separate book for the Spinward Marches sector (the default traveller setting).
If you liked the classic hardcover Traveller Book, then you'll LOVE this because it is magnitudes better. As a generic SF rpg, I think its much better than GURPS Space, as well. It certainly got me thinking about starting up a 'hard-SF' campaign.

Used price: $16.80
Collectible price: $33.00

THIRD COVENANT SOURCEBOOK FOR VAMPIRE: THE REQUIEMReview Date: 2008-01-20
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.
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!
I like this bookReview Date: 2007-01-10
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: $15.40
Collectible price: $30.00

A Great referenceReview Date: 2007-10-10
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.
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
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
learn from and so I do recommend
it to anyone interested in learning
and growing spiritually.