Roleplaying Books
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Used price: $94.85

the light in the tunnelReview Date: 2005-03-18
Best fighting system ever!Review Date: 2005-03-17
If the bigger companies get wind of this book they're gonna' want some of this action and if they don't hear about it they won't know what hit'em!!!
The first game of improvisationReview Date: 2005-03-16
Awesome SystemReview Date: 2005-03-15
Great Game DesignReview Date: 2005-03-15

Used price: $6.75

Must have for mature STs who whant to use fomori.Review Date: 2008-05-03
Regardless of how you whant to use one in your game this book is a must have for such, there is pages apon pages apon pages of example powers and taints for you to use derectly or as a guide to make your own. There is about as many here as all the werewolf gifts with a wide aray. Rather combative powers, stealthy powers, seductive powers, just about anything you can think of..... and LOTS and LOTS and LOTS of realy SICK ones.
Thats about the only down fall of this book, some people will just down right be groosed out by this book some of the stuff in here is down right horable and wrong.... but this is the wyrms affects on men at it's worce, so what do you exspet.... DEFFENTLY a book for adults only.
One very intresting thing this book opens up is alowing people to have PC fomori rather tring to be good or not, you can let some one play one in your game. Or to make things realy intresting play a game with a buch of humans that start getting fomori taints together... various taints showing up more and more before they sudently found that they got powers along with them. And leave them to deside what to do about it when pentex comes knocking at there door.
Some of the possablites here for bad guys is impresive too, not just the brutish or out right nasty looking fomori there use to dripping with taint... but you can have one that not only feelts taint free with powers, but will feel like there dripping with wyld essence, looking perfectly human... using powers that make them very sugestive, only doing the most terable of horid tricks when they get one of the party members alone.
Overall grate resorce for ANY Word of darkness game, even a game in of it'self, but not for the faint of heart.
WYRM Food......Review Date: 1999-11-08
Corruption and Evil, and you can be that to!Review Date: 1999-05-04
Disgusting, gory, graphic, terrifying... I LOVED IT!!!Review Date: 1999-03-04
Good ST Resource, a tad disgustingReview Date: 2000-05-11
White Wolf seems to not go so much "adult" in terms of pornography as it does on a "lets see how gross we can make it." The entry comic is enough to turn a weak stomach, so definitely keep it out of children's hands -- just as the company suggests. It had a healthy spattering of profanity which wasn't necessary at all times in this reader's opinion, tossing it in possibly to put the "adult" rating on it instead of for emphasis. In today's era, however, that's easily overlooked. Once you get past the general disgusting aspects, or if they don't bother you, the book itself is an excellent resource. It develops the Formori by leaps and bounds over the Book of the Wyrm First or Second Editions. In Freak Legion, you not only learn the in depth history of various Fomori types and breeds, but you also have a full list of how to create and build them with the special powers (and the taints it costs them to be in servitude to the Wyrm.) It was very informative, and excellent fodder for even the Vampire Storyteller who might want to introduce a new element into their game to throw of players who have already "been there, seen that, done that" with V:tM. Pentex certainly doesn't have to be Werewolf specific with a Malkavian antribu on its board of directors, and the company itself is outlined in some ways which are "political" similar to Vampire, although that isn't the focus of the book. All told, I would recommend this book to any serious White Wolf Storyteller. There is a small chapter with ST Guidelines to go from splatter horror, to possible politics, to a good old fashioned "blaze of glory" situation. There's something for almost everyone. A great companion to Book for the Wyrm Second Edition.

Used price: $17.50

Lovecraft-san anyoneReview Date: 2008-01-22
It's very well put together but is a big read if you don't know too much about Japan. It's well worth the price and invaluable resource for any GM.
Thorough and ComplexReview Date: 2005-07-06
All aspects are revisited including character creation, occupations, which include many new ones such as Bushido "The Way of the Warrior" which certainly gives some punch, or kick, to PC's. There's also many new skills, magic, and of course, being in a modern setting, weapons and vehicles to utilize. Dziesinski goes so far as to provide the scope on how PCs find themselves in Japan to begin their investigations, assuming you're not using characters born and raised there. This is an interesting approach as you do become a stranger in a strange land, which certainly adds even more mystery to the game.
There are lengthy sections on religions and cults and other shadowy organizations and how they all interact with the Cthulhu Mythos. It's very well thought out and harkens back to yellow menace pulps of the 30's and 40's. Several new monsters, elder gods, great old ones, etc, are included. In addition, there are new, complete adventures included as well as a couple of dozen adventure hooks and ideas that the Keeper can build on. The depth and scope is quite staggering. That is the book's greatest strength and perhaps its greatest pitfall. There's a LOT to try and absorb and you have to wonder if players are going to want to invest the time to learn this new setting. There are great ideas here and it's certainly possible to run a campaign using just the ideas that fit you and your players, and adding more detail as you go along.
Ultimately it will be up to the Keeper to decide how much to use. There's no shortage of source material, that's for sure.
Reviewed by Tim Janson
Octopus, Squid and Deep Ones are on the menuReview Date: 2007-10-24
Michael Dziesinski has put together a tome. "Secrets of Japan" is a thick book, and the author was sure to pack in as much as possible from his considerable knowledge. The first section, Atmosphere, provides a crash-course in Japan both ancient and modern. Politics, social life, technology...everything you need to give your game the appropriate mood. Other sections detail more specifically game-orientated information, including secret societies and power groups, new skills, magic and characters. The final section contains some very short scenarios, and a collections of scenario ideas. Due to the depth of "Secrets of Japan", it would be great to see a companion volume of scenarios for those who don't really have the time to home-cook their own.
The format of the book also keeps in mind the various way people view Japan. He has a tongue in cheek comic strip running through the book called Cthulhu Sushi which is very funny. A certain giant green famous monster of filmland makes an appearance, although slightly altered. There is even a short section on running Call of Cthulhu anime-style, which made me do a sanity check when I read it.
However, for all of its excellence as a Call of Cthulhu game book, no one should mistake "Secrets of Japan" as anything like an authentic book on Japanese society and folklore. Although Dziesinski deeply mines the rich history of Japanese monster tales, he freely molds them to suit the game, something leaving little resembling the original beast other than the name. He also makes some mistakes in his Japanese translations, specifically in his section titles "Cultural Lexicon", where he attempts to show aspects of Japanese society using the language. This is no terrible error, however, as it doesn't affect game play in any way.
A guide to roleplaying in modern JapanReview Date: 2005-08-08
Fantastic. Review Date: 2005-10-27
I recommend Secrets of Japan to every Keeper out there without hesitation.

Used price: $19.74

Very leery- but pleasantly surprised grognard!Review Date: 2005-09-10
Great buy for this collectorReview Date: 2004-01-21
The guide has a number of flaws. Least annoying first, there are a number of canon errors, which is surprising considering how much trivia the Decipher staff know about Star Trek. It was enough to bother me a little, so some fellow Trek reviewers may be driven crazy by it. As has been mentioned in most reviews (such as on rpg.net) the chapter and section order is really bad. The sections on character mechanics and level advancement should have been consolidated and in front. Character Development should probably have been in front of Professions, since you would use them in that order, and the non-starship elite professions should have followed the basic professions. The worst flaws are outright errors in presenting the mechanics of the game. There are edges listed in training that were renamed or eliminated by the time the Traits chapter was written. There are errors in the examples supposed to clarify how the game works. The level advancement rules are sometimes unclear. The Starship Duty ability is, according to the FAQ on the web, importantly more limited than it reads in the Guide. This needed a much more thorough editing before printing.
These problems are irritating, but they are fortunately simple to resolve. The character generation system and the skill test system are solid and very simple to implement. The guide also explicitly states that the players can create their own skills and edges, and even rules for doing so, and that the Narrator can change the type of skill test as he sees fit, if necessary. Should I ever choose to play, I would be very happy to use this system. As a collector, the insight into the skills and abilities of the character types, especially the elite professions, was worth the price. Also, nearly a third of the guide is given to chapters on equipment, starships, the galaxy and the Federation. Those sections were really interesting and informative. As a player I would give this a four for the errors, but as a collector I give it five stars.
Very high quality...Review Date: 2003-01-17
The best roleplay game I ever hadReview Date: 2004-11-05
Perfect rules, Perfect manuals (that explain deep the ST universe and clear all on the rules for roleplaying and starship battles, spece astrogation or space hazards), perfect universe : what u are looking more? I have only a thing to say: buy it, and play.
Make it So!Review Date: 2005-07-08
Even though this book has weak points, they can be overcome with resources available on the internet. Just be warned, this book only presents the game from the standpoint of the player. While the book claims that the game is playable with only this book, it's very difficult because there are no adventure seeds, or even many races or creatures to play with. If you're planning on running a game, you'll definitely need to pick up the Narrator's Book as well.
Collectible price: $45.00

One of the best RPGs...and it's still available!Review Date: 2008-02-28
The drama deck and "storm knights vs. the Gaunt Man and his minions" theme lent itself to heroic combat and adventure. We found that you could run typical rpg "missions" or "adventures" with limited aims (e.g. let's go find the missing infinity relic) or you could run campaigns that greatly changed the entire possibility wars (e.g. let's uproot that stelae and limit the influence of the Nippon Tech realm). In either case, there were clear cut goals and heroic opportunities.
Likewise, the rules allowed for great flexibility in designing characters of any rpg genre (e.g., superhero, pulp, modern military, fantasy). The rules used a logrithmic scale and was generalizable to all skills and powers, so one system could accommodate any genre. Also, the division of the Earth into many different realms, each occupied by a separate reality, allowed for great flexibility in plotting adventures and campaigns. As a gamemaster, you could essentially use TORG to create any reality that you wanted.
While support for TORG is no longer available, the old sourcebooks can still be found and bought online.
If you are a rpg fanatic and you haven't yet given TORG a try, you should as soon as possible, you'll be delighted that you did.
This is RoleplayingReview Date: 2004-06-30
The best RPG I've ever playedReview Date: 1999-07-26
Wonderfully thought-out game system and universeReview Date: 1998-08-30
The idea of the reality invasion and the execution of it in game rules is a wonder to behold. No serious roleplayer can claim that title without having experienced the Torg system
Awesome, innovative!Review Date: 1998-07-18

Used price: $12.99
Collectible price: $39.95

Best Gamemaster Guide out ThereReview Date: 2003-02-03
A great confidence builder for storytellersReview Date: 2001-11-18
how to be a GMReview Date: 2003-06-11
You know all the times you were playing in someone elses game and thought "I could have done that so much better" here is your chance. BTW Its harder than you ever imagined, but also rewarding when you do a good job. If you just want hack-and-slash vampire campaigns, though, the players handbook has all the info you need. This book is almost too much information but if you want a very complex and detailed story it is highly recommended.
I found it very usefulReview Date: 2000-03-17
IT'S ALL HERE!...mostly...somewhere....Review Date: 2000-07-25
Unfortunately, some material seemed organized in a haphazard way. For example, elder society was in the chapter on vampiric existence but vampiric authority structures and power wielding techniques were over in the storytelling chapter. Things like this made it difficult to get an overall sense of where things were without reference to the index.
In places, it seemed overly long on theory and short on specifics. After reading the section on theme, concept and mood I was thankful that there wasn't going to be a quiz and wondered if this is really something you can learn from a book- especially with only broad suggestions about using music, props and (what'll they think of next!) descriptions. Specific suggetions for darkening a chronicle that seems too "nice" (and the reverse) might also have been more helpful than all the sidebar reminders to keep it cynical.

Used price: $8.21

Great book for Mythos adventuring!Review Date: 2004-02-26
A Great Modern-era Sourcebook for "Call of Cthulhu!"Review Date: 2006-05-31
Chaosium's summary text for this product reads: "What secrets lie within the Devil's Triangle? Why was the Mary Celeste abandoned after it passed through the triangle's waters? What caused the disappearance of an entire flight of Avengers in 1945? Why do electronics fail in the triangle for no apparent reason? Now, the answers can at last be revealed.
"'The Bermuda Triangle' is a 1990s sourcebook centered around the famous mystery of the Devil's Triangle. It acts as a guidebook to the entire Caribbean region, detailing not only Bermuda, Cuba, Jamaica, Haiti, and other nearby islands, but also exposing the mysteries of Rha'thylla, the Sargasso Sea, and more. Guidelines are included for running entire Caribbean campaigns. The book concludes with 'The Privateer's Diary,' a scenario."
Great Supplement!Review Date: 2003-04-06
Devil's LandReview Date: 2000-04-26

Used price: $7.50

Useful infor for a storyteller to potray the Weaver AgentsReview Date: 2003-02-28
Excellent Source for Astrological WolvesReview Date: 1999-10-14
Finally a guide to the Triat's REAL baddie!Review Date: 1999-08-02
This book opens your eyes...Review Date: 1999-07-30

bestbookReview Date: 2000-04-18
This is the greatest book ever!Review Date: 1998-08-09
The Best of the BestReview Date: 1997-12-24
I liked this book a lot!Review Date: 1997-12-21

Used price: $19.79

A great update to a fantastic gameReview Date: 2008-01-14
Great Setting!Review Date: 2007-03-21
Also, the "True" Timeline section can easily launch several campaign ideas.
Overall, a thoroughly well laid-out and thought-out book.
Top Notch Game Setting!Review Date: 2006-12-25
Reasons to buy this book:
1) Fantastic new rules, feats, classes, etc. This book doesn't dissapoint there.
2) Brilliant art. I know, I know, gaming isn't about the art, but this book has art second only to some high end WOD books.
3) It's very true to the original Dark Matter from Alternity. I played D20 modern for years using the old Dark Matter book and transfering evertying to the D20 system. The original book is more thorough, but this one has every major thing you'll need in it, and you won't need to juggle between gaming systmes to do so.
4) The timeline of the "true history of the earth" is really brilliant. All you need to do is pick a date on there, and you've got yourself an adventure. (A few years ago, we ran what we called Dark Matter 1942 and set the entire campaign in WWII at the birth of the OSS and the downfall of the Nazis who really weren't quite human...)
5) The Hoffman Institute (the group your characters are supposed to work for) is well thought out, and it's founder Dr. Nakami ends up being a very interesting character when you put him in the game. Normally, I hate this type of thing and come up with my own hooks, organizations, and NPCs, but this stuff is so well done, I used it all.
6) This is VERY well researched and thorough. If there is a strange place (there's a whole atlass of strange places and their histories in this book--very cool!), and odd event, or a mythological creature anywhere in the world, this book somehow manages to weave it in to it's all encompasing conspiracy. Vampires? Sure. Big foot? No problem. Gray aliens? It's got you covered. Everything to Tesla and Tanguska to the Masons and a moon base are tied in here!
Weaknesses:
1) The only one I can think of is a lack of enemies in a creature section. Having said that, however, most of the key creatures and aliens you'll encouter are already published in other D20 modern creature suppliments, so they're out there! Go buy the menace manual, and you'll be covered.
2) The original was a real no-holds-barred gaming experience. The PCs were never safe, and even minor creatures could kill the most advanced of characters. This led to some real spooky and intense gaming moments as players were genuinely worried about their characters. The D20 translation isn't quite as nice here. Your 15th level tough character is simply NOT going to be threatened by a gun or even a Weren. Even in a fantastic setting, realism lends a lot. I'd suggest playing it in the D20 Cthulu system for some more brutal rules and less powerful characters.
All in all, this is a book like no other. If you like aliens and modern day conspiracies, this book will change your games forever. I've run two full Dark Matter campaigns now, each lasting a few years, and I'm bearing up to do my third. This is, quite simply, as good as gaming gets!
Did you own Alternity Dark Matter?Review Date: 2006-10-31
That said, the Dark Matter setting has always been really nice, and if you never bought the Alternity book, or are looking for a supported conversion, this is the book for you. In the vein of the X-Files, you and your party are working for the mysterious Hoffman Institute, investigating paranormal phenomenon and defending the ignorant humanity from supernatural threat. The "real" history of the Earth is presented, as well as the various cults and conspiracies that thrive today, hidden in the shadows. You can investigate mysteries involving traditional unknown such as Greys (Fraal), the Men in Black and the Sasquatch, or Dark Matter-specific entities such as the Kinori, the Sandmen or the many secret societies.
There are three new starting occupations, rules for four non-human character species, twenty new Feats, two Advanced Classes, three Prestige Classes, a few pages of specialized equipment and...85 pages of setting, twenty or so pages of GM advice and plot hooks, and the Exit 23 adventure. They don't even give any, repeat, ANY stats for creatures, referring you to the d20 Menace Manual.
All in all, it's a GOOD PRODUCT, but be aware of what it is and decide for yourself whether or not you should buy.
P.S. The front and rear covers glow in the dark, and are pretty cool.
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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