Roleplaying Books
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Used price: $1.41

Other BooksReview Date: 2007-09-03
Fighting Fantasy No 6; Deathtrap DungeonReview Date: 1998-04-06
excellent, with one exceptionReview Date: 1999-08-24
That other guy has got it wrongReview Date: 2004-03-03

Used price: $0.92
Collectible price: $14.95

Comes with a Wonderful Map of EberronReview Date: 2007-09-11
The only screen you'll ever needReview Date: 2005-08-21
Still, there are areas in which the screen could be improved. There are three emblems (the same as the O in the Eberron logo) on the DM's side of it in which another table could be placed. Also, when viewed from a high angle the text doesn't contrast very well with the table background... and since my group generally plays around a coffee table, my players can easilly tell when I'm looking something up when I have to lower my eyes almost to the level of the screen. It's something to look over before the game while players are building characters (or before they arrive) or during the occasional in-session break, but otherwise to be reserved for really sticky deal-with-the-rules-lawyer situations.
Warning about the Eberron DM ScreenReview Date: 2005-08-22
The landscape format is fantastic, you can see over the screen when you need to see what's going on, yet it still provides the DM some privacy.
The artwork is great (even if it is a reprint of artwork from "The Order of the Emerald Claw" adventure cover, it is expanded).
The details and tables on the screen, in general are excellent.
And the map that is included is an awesome play aid.
BUT.....
HOUSE JORASCO IS MISSING FROM THE LIST OF DRAGON MARKED HOUSES!!!!
I mean it's just a basic cut and paste from previously printed lists of Dragon Marked Houses OR any basic editing should have caught this oversight.
UNFORGIVABLE, especially when, of the 3 Eberron specific tables included on the Deluxe Eberron Dungeon Master's Screen, the main one is incomplete!
This poor quality is becoming more and more common from Wizards D&D releases of late. Very, very disappointing. As you may be able to tell, I am still furious about this oversight, so I just wanted to warn people of the incompleteness of the product, when compared to its description on the back of the product.
Enough said...
The Only DM's Screen You Will Ever NeedReview Date: 2006-09-03
Definately a recommended purchase - especially for the low price.

Used price: $8.75

Learn mysteris and horrors of Dragons.Review Date: 2000-04-07
This book is interesting to read and have many usefull information for DM, who like to terrorize players by dragons.
Learn mysteris and horrors of Dragons.Review Date: 2000-04-07
This book is interesting to read and have many usefull information for DM, who like to terrorize players by dragons.
It's called Dungeons and DRAGONS!!!Review Date: 2004-07-07
This is the first Forgotten Realms Draconomicon accessory; the one that began the tradition of providing vital and in depth information concerning the powerful, magical creatures. Ranging from background history, to important dragon characters (NPC's), to the respective gods and pantheons, to instructions on how to preserve, cook and eat dragon meat, to which parts of a dragon can be used as spell components, and cross breading between the different types of dragons, to adventure hooks and actual adventures-like the GREAT adventure in Unther involving an ancient Blue Wyrm-which is included, this accessory has it all and more!
For the FR enthusiast, like myself, I also recommend the second, and latest (so far) FR Draconomicon accessory.
Moreover, for other FR references/adventures, I STRONGLY recommend: the Old Empires accessory on Chessenta, Mulhorand, and Unther, the Moonsea accessory, the Dreams of Red Wizards accessory on Thay, the Ruins of Myth Drannor Box Set, and the Ruins of Zhentil Keep Box Set (they are Second Edition AD&D, out of print and it will take a bit of searching, but it's well worth it). For updated editions of events see, the Third Edition Forgotten Realms Campaign Setting, which even though is quite expensive, is still very useful to all FR fans!
In short, if you don't have the original Draconomicon, GET IT! It might take a bit of searching to locate a copy, but it's well worth it!
The ultimate guide to D&D dragons!Review Date: 2000-06-09
Used price: $8.21

! OMG !Review Date: 2008-06-30
I just got this to day and it is a great tool for new Storyteller's lake me get if your new to Exalted.
Could have been perfectReview Date: 2007-07-24
Yet this guys somehow dont really know what HAS to go in a Storytellers Screen and what is USELESS to have there. As with ALL storyteller screens so far that I have from White Wolf this is the SAME = USELESS.
Ok. Art is so cool and the idea to put the Map of Creation is cool, really. Also it is thicker and resistant to all hazards. Thats why I give this product a 3.
YET... I am a designer and I feel that many tables should be taken away and more important info should be added instead. Like Healing Tables, Diseases, Poisons, Essence recovery reference page, short combat rules, less extended weapon and armor stats, experience reference page, actions and DVs, dont know would make it easier and somehow indispensable. So many space and wasted with things that one really never uses or needs. :(
Storyteller's OpinionReview Date: 2006-11-08
Solid and serviceableReview Date: 2007-01-16

Used price: $17.50

HK Fans, Rejoice!Review Date: 2006-12-15
Up until "The Matrix" came out, Hong Kong action films remained the interest of only a few hardcore Western film fans. In these films, reality takes a backseat, if not thrown completely out of the car. Stories and action scenes are performed with virtually no restraint whatsoever, resulting in some truly eye-popping action sequences. But the action is not the only one to receve this shot of adrenaline. Stories receive the same treatment. Granted, the logical aspect has been thrown out the window, but the discuss very basic themes, like crime, family, honor, and loyalty, very basic issues that can appeal to everyone.
This game honors that ideal. Against a backdrop of a time-hopping "Secret War", players take on the roles of stereotypical roles found in Hong kong action films: the gold-hearted assassin, the cynical veteran cop, the grumpy old martial arts master, just to name a few.
Attributes are kept to a minimum, and there isn't one that determines how good you look. Skills encompass a large range of skills, so a character skilled in martial arts is also familiar with melee weapons, knows about martial arts styles, and has contacts in the martial arts world. Tired of trying to convert those copper pieces to gold? Here, you don't bother. You are either rich, a working stiff, or poor, able to afford what a person of your financial background could. Using up too much paper with all the information on your weapons, like length, weight, and range? Here, all you need to know is how much damage it is, its overall size, and how much ammo it can hold.
But the real meat of this game is its emphasis of style over action. Instead of saying, "I shoot my gun, let me roll the dice", players are encouraged to describe their actions as if they were seeing it on the screen, and if it is cool enough, the GM may award a bonus to your roll. Allow me to demonstrate: "Clutching my signature pearl-handled .45s in each hand, I make a slow-motion dive towards the bar. Just as I fall behind it, my .45s spit flame and the bullets leap towards the mook, hitting him in both his eyes, and he falls back into the giant aquarium, causing it to tip and spill its contents." See what I mean?
This is a game in which the session can be only as good as the players' contributions to it. Now some of the pressure is relieved on the GM from being the one trying to do everything.
If you are a gamer and a fan of Hong Kong action films, stop reading and pick this book up RIGHT NOW.
Feng Shui: "Fists of Fury" meets "The Matrix"Review Date: 2000-04-02
Combat is made to be quick and furious, with almost everyone having the same basic attributes. Other than Bruisers, everyone has the same amount of damage that can be absorbed. An attack will have the character go into detail as to what he wants to do to the villain, then rolls. Success means that whatever he said just happened. Thus, where most games would say "I shoot the guy with the sword", Feng Shui would prefer "The hero brandishes his gleeming pistol and vaults over a counter while he fills the air with his hot vengeance." Again, an emphasis on style.
Feng Shui is a perfect game for the action of martial arts-movie lover. Instead of just watching your favorite hero fight evil, you can assume the role of title character and plunge headlong into the adventure that you always wanted, from the grimy streets of ChinaTown, to the forbidding Himilayas, to different places in time. Anything is possible, limited only by your imagination.
All Butt Must Be KickedReview Date: 2001-08-07
Fun stuff! Especially good for newcomers.Review Date: 2005-10-05
Perhaps the most telling rule in Feng Shui is the one about Named and Unnamed Characters. Any NPC (aka GMC) who has a name is an important character with a full complement of stats. Any NPC without a name is a dime-a-dozen goon who, in most cases, will be knocked out with just ONE punch (or kick, shot, whatever). So in a typical combat, the PC party will mow through waves of Unnamed enemies, until an NPC with a Name enters, which is when the PCs go, "Ah, finally a worthy opponent. I'm all warmed up now. Let's fight!" Fun stuff.
Dice rolling is kept to a minimum, and emphasis is on imaginative, stylish storytelling (or fight choreographing), on both GM and players' parts. My only gripe is that I wish the book had some guidelines on creating a new character type, but there are plenty of character types included already, so a GM can either modify an existing one, or have a pretty good idea on how to create one from scratch without throwing the game balance off too much.
If you like realism in your games, then Feng Shui is not for you. But even so, I think a lot of gamers will find much to learn from Feng Shui's lighthearted approach to roleplaying.
Highly recommended.

Used price: $6.30

Fireborn RocksReview Date: 2006-08-22
B+ for mechanics, D- for settingReview Date: 2005-07-19
The creators of fireborn seem to have poured a lot of creativity into their game mechanics. They seem original and should definitely give a new sort of play experience. Very nice in the d20 dominated gaming market. However, it seems that creativity in mechanics was obtained by sacrificing the setting. The idea is neat, but they haven't fleshed it out, in this book at least. The modern setting really isn't described at all, what is said seems to be an abbreviation of the World Of Darkness setting, and not a very good one at that. The mythic age is even less well developed. My guess is that the makers of Fireborn are leaving it to the GM to make up the look and feel of the world, because I can't find more than a few paragraphs on it. I think they have also shot themselves in the foot by making the dragon characters unable to advance or change. It makes them plot devices more than PCs.
The Misunderstood Fireborn Player's HandbookReview Date: 2005-08-21
I only mention this because people have been giving it poor reviews in the setting department, likely because they hadn't read the Gamemaster's Handbook as well. The game itself is about uncovering a vast and intriguing mystery that has been developing from the mythic age and will come to a climax as the scion PC's unravel it.
The irony is that the setting has been lauded by reviewers in the RPG industry, and the game itself was nominated for Gencon & EN World's "Best RPG" of 2005. Don't dismiss Fireborn because of a few bad reviews here... and if you intend to play as a PC rather than as Gamemaster, do yourself a favor and don't read the Gamemaster's Handbook!
The cons are that you'll need a fair amount of errata from Fantasy Flight Games' website to get going. It's easily accessible as a single pdf download. It is a little irksome, but well worth it. The game mechanics are designed so that they sit somewhere in the background during narrative scenes, and become cinematic during action scenes without changing the mechanics in between time. I'd liken the system to a more fluid version of Shadowrun's d6 system, with the feel of Feng Shui during combat. The net result is nothing like either system, but both have an influence in the feel of play.
Overall, this is the game I've been looking for... a good blend of interesting setting and dynamic action.
A really cool idea and some interesting game mechanicsReview Date: 2004-10-11
Also, I give four stars rather then five because I've only read it, I haven't tried to play a campaign yet, so I can't give it five stars yet.
The basis of this game is that the players, called "scions," form a "brood" of souls that have been reborn down through time. They are the souls of great and powerful dragons that have forgotten what they once were. And, over the course of a campaign, they begin to remember little bits and pieces of their pasts as well as begin to regain some of their powers. At the same time, other fantasy-type things like this are also slowly beginning to re-emerge and be remembered in the rest of the world.
In the past, sometime before the last Ice Age, occured what's called the "Mythic Age". This is a traditional-type fantasy age, with great heros and villians and such. It's, quite frankly, pretty standard Fantasy-type fare. However, this also leads into what I think is the most original aspect of the game: Playing in the mythic age through the game mechanic of "Flashbacks."
In these flashbacks, and this is another game mechanic that I really like, you're playing your fully-realized dragon. You've got all the powers you've chosen, all your abilites and magic, and access to your hoard of treasure that you've gathered throughout your time there. I should note that, as your modern age character advances, you begin to regain some of your powers as you remember more of what you were.
You play these flashbacks normally, your characters have free will and all that, but the idea is that your character is remembering what happened to him long ago. The idea behind this is, for example, your modern character is hunting some cult or something that's trying to summon a creature of some kind. In the process of hunting this cult, your character has a flashback of fighting this creature in the mythic age, and knowing how powerful and devastating it would be if it's unleashed again.
As for actual mechanics, characters have four aspects: Earth, Air, Fire, and Water. These aspects, in general, define your character and you get once D6 in each aspect for each point. A Fire score of 4 lets you roll 4 dice on Fire tests. The dice are used to generate individual successes, a lot like Shadowrun, rather then totalling the rolls for a single result. The harder something is to do, the more successes it requires.
Earth is the strength of your mind, Fire is fighting and conflict, Water is defense, and Air is reasoning and mental things. Now, these aren't as clearly divided as D20 or GURPS, Fire isn't just combat, Earth isn't just defense, they're treated more broadly then that. Skills act to allow you to move dice between your aspects. For example, having a Fighting skill of 2 allows you to move 2 dice from your other aspects into Fire. This can leave those other aspects lacking if you need to test those before your aspects refresh to normal.
I know I didn't explain that all that clearly, it's explained quite well in the book, though.
The default setting is in London, much like Shadowrun and Seattle, but you can easily adapt a campaign to another location. Any campain I'd run I'd set here in southwest Montana because I know that area.
As I say, I haven't bought the GM's guide yet, because it hasn't been released. I do look forward to buying it, though.
If you're looking for a new, interesting system, give Fireborn a look. It's got a lot of potential to be a pretty good time.

Used price: $45.76

PricelessReview Date: 2007-11-11
GMsReview Date: 2007-01-19
A valuable resource for the GMReview Date: 2003-09-14
Chapter 1: The Campaign Foundation is really the meat of the book. A full description of its contents would take some time, but needless to say this wide and varied chapter discusses everything from how to capture the feel of Star Wars to how to bring the PCs together to how to deal with party splits. Chapter 2: Settings describes a wide variety of urban locations that can easily be plugged in to any campaign, and it provides a few location-specific rules for each. Chapter 3: The Environment discusses props and hazards, among other things. Chapter 4: The People discusses some great supporting characters and also provides extensive name generators for the main character races. Finally, Chapter 5: The Heroic Journey devotes its entirety to this central concept of Star Wars mythology and provides a rare and in-depth look at how to truly make a campaign "epic."
The GCG is also filled with the standard high-quality level of full color artwork in and out.
On paper, much of what this book talks about might seem fairly obvious, for example, how to set the mood of an encounter. In practice, however, some GM's simply don't know how to do this effectively, and even experienced GM's might unintentionally gloss over such an aspect. What this book has done is gather, combine, and explain much of what it takes to be a "good" GM into one single reference.
What the book doesn't talk about in great detail, unfortunately, is how to tailor the campaign based on the levels of the characters. After all, would a level 1 character and a level 16 character both be saving the galaxy in the same way? Probably not, but the GCG doesn't discuss this. Nor does the book talk about player characters who attain great wealth, recognition, or power and influence. I realize that the authors had to stay within a certain page limit, and such omissions aren't unforgiveable, but they do prevent a good book from becoming a great one.
Aside from these minor faults, the Galactic Campaign Guide succeeds admirably in covering most of the important aspects of running a campaign. GMs of low to moderate experience will probably find this book to be their best friend. An experienced GM will also appreciate it for its ability to take much of the grunt work and guesswork out of running a campaign. I strongly recommend it.
Good Content, Disappointing ArtReview Date: 2005-08-06
The downside of this book is the art. A lot of the artwork is done in a cartoony style in which the Star Wars world is mixed with the modern world. You end up with ridiculous art like a Star Wars alien wearing a T-shirt, jeans, and sneakers. They could have done a much better job with the art.
If you're a beginning gamemaster, be sure to pick this up. If you're an experienced gamemaster, you could probably skip this one.

Used price: $7.81

Compendium 2Review Date: 2007-01-11
An excellent book for people considering a return to GURPS.Review Date: 1998-03-24
My favorite GURPS supplementReview Date: 2000-10-23
If you are one of those people who buys GURPS books to read for entertainment, you might not want to bother, but this book is very helpful (almost a must have)if you are actually playing the game.
Best update of an RPG in quite a whileReview Date: 1998-06-11
The drawback to this is new material tends to duplicate and even contradict older material unless the game maker keeps a tight reign over it.
GURPS generally has had such supervision but even so you have rules in one book that are useful in another but not found there.
In ten years of existence, a good list of new rules, character skills, advantages and disadvantages have cropped up. GURPS line Editor Sean Punch took ahold of this and compiled the newer rules into one book, making it far easier for players and game masters to generate characters.
Reconciling some contradictory material took some effort but not too much and Punch does invite his readers to note similar advantages, such as Universal digestion and Cast Iron stomach.
The first lets you eat anything non-poisonous, the second makes you resistant to an upset stomach and fights off poisons.
Overall a must for any serious GURPS player.

Used price: $10.25

Lots of Information, Silly ArtReview Date: 2005-08-16
A) The artwork on the front of the thing is ridiculous and silly looking (almost Disneyish).
B) The screen doesn't function extremely well as a screen. It has a little trouble staying standing up and is not quite large enough to hide all of my stuff behind. But it is functional at least.
Ruined by artworkReview Date: 2004-12-17
Useful!Review Date: 2006-04-12
Good reference, poor artReview Date: 2005-07-08

Used price: $9.95

Interesting take on magicReview Date: 2000-11-24
Magic in combat is kind of weird; it's slow, which is a dangerous combination with the large distance penatlies to skill (-1 per yard), because it means for many spells you have to stand close to your target and hope they don't whack you when your concentrating. In practice, I find that magic is most useful for setting up defense and augmenting offense before battle, but once battle is joined it is less useful. Some of the spells are awesomely powerful. Some of them cost so much fatigue that it is difficult to see how you would ever use them.
Overall, I would say that the system works though. It is kind of fun learning to work the system to be able to do what you want. Despite the limitations mentioned above, magic in this system is a valuable and powerful force.
A vital part of the GURPS LibraryReview Date: 2002-09-15
More than meets the eye!Review Date: 2000-03-15
Useful, flexible, but GenericReview Date: 2000-08-08
If the system has any problems, it is that it literally is to generic. While it can be used "as is", it requires a lot of work on the part of the players and game master if they want a system that closely models "historical" or fictional magic systems. If you want a game that portrays the setting of the Arabian Knights, for instance, it is not simply a matter of deleting those spells that don't fit the genre since more advanced spells that do fit might require those spells as learning prerequisites.
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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They were designed so that all you would need was a pencil and a simple randomiser and be able to carry the whole thing around with you, and introduce the game and chance into it.
A Dungeon bash, of course.