Roleplaying Books
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Used price: $4.36

Krynn is greatReview Date: 2006-03-23
Best product yet from MWPReview Date: 2007-05-07
This is a D&D campaign setting, NOT the legends of the twins trilogy.Review Date: 2006-08-10
GreatReview Date: 2006-02-24
Used price: $100.00

A must haveReview Date: 2008-08-01
It is hands down, one of the best games to play with a group mature and skilled enough to bring the story to life. I say mature enough because some of the gameplay topics are definately harder to handle. The common response for most people when they hit that level of uncomfort is to attempt at bringing humor in to help them get past it. If you can work through this point though it will scare you and make you think.
I don't recall what we did that particular night in game, but I rememeber it involved a playground, an a county fair, clowns, and me driving home with the dome light on in my car afterwards.
I'm rather glad this game never made it mainstream it makes it all that more interesting when you pull it out in a group of gamers who've never seen it. One recommendation if you're running a game: Bring a box of random assorted toys for people to play with for about 30-60 minutes before starting and while creating their character. It really helps set the mood and puts people in the right mindset.
I think also, just recently having had a child, that it will really change the way you view the game when you play. It plays both on the childs fear and the parents fear.
A simple system with lots of roleplaying opportunitiesReview Date: 2006-03-16
The game, unfortunately, is out of print and very expensive. However, if you can get your hands on it, it's fantastic. I recommend it. It's one of the best role playing games I've ever seen.
Really, not for kidsReview Date: 2004-02-16
The basic theme of the game is that as we age we forget that the things that scared us as children were actually real. The Bogeyman, monsters in the closet, things under the bed. They were all real and all vicious and murderous. Children dissappear every day and sometimes they go to Closetland, where the monsters are to become slaves of the monsters or worse. You play a child, and you have to fight back against those monsers and what they want to do to you and your friends.
The authors pull no punches. One of the monsters is a pedophile. Another keeps her immortal beauty by bathing in the blood of children. There's definately glimpses of humor and cuteness in the game, but only to play up the depths of horror.
I have to admit I haven't actually played the game, mostly because other people who read the book are too weirded out to try. But from what I've seen of the game mechanics they look pretty viable if simplistic. It's more a game about atmosphere than hack and slash.
Excellent, but not for everyone!Review Date: 2004-05-16
The premise is that all the nightmares of childhood; the Boogeyman, the monster-in-the-closet, monsters from the movies and a host of other villians that children can't even conceive of but their parents have been conditioned by sensationalist media to dread, all live in a parellel world called "Closetland." The monsters of Closetland seek to steal children's innocence and sanity, and whenever possible the children as well. Adults, having grown out of innocence cannot perceive the creatures of Closetland, so the children are on their own to protect themselves from these menaces.
The system uses only six-sided dice. The characters have five primary stats; muscle, feet, smarts, hands and spirit. Game play revolves around using a single die to either roll under a stat for success (i.e. a "quiz") or rolling over an opponent's stat when an action is opposed (i.e. a "test"). The author gives descriptions for some monsters, particularly the "leaders." Details about what the "rank-and-file" monsters are like and what they can do are vague. This allows the GM to create customized creatures that only s/he knows about. Any GM who has been frustrated by "Call of Cthulhu" players who just happen to own a copy of the rulebook will appreciate this, although it does mean a lot of work.
Overlaying the premise of supernatural monsters stalking children, is the very real threat of child abduction. Although it is billed as the game of "childhood terror," the author often blurs the distinction between the fears of children and the fears of their parents. Thus the rules contain references to eating disorders, cannibalism and other scenes of horror that some readers may find difficult to read, and even harder to place in a workable game. Only the most mature of players, for example, should even consider writing a scenerio involving the "king of lust," whom, the rules describe in chilling detail. As a result, even some fans of horror gaming may be tempted to avoid "Little Fears" as being just too much to take.
Again, I thoroughly enjoyed reading and playing "Little Fears." Its unique premise makes it a powerful and compelling break from other games. But even as a devoted fan I cannot play it too often, and do not begrudge those who would not play it at all. "Little Fears" is a five star game, but it is not for everyone.

Used price: $29.98

At long last, our prayers are answered!Review Date: 2005-08-24
Using the popular d20 system (D&D 3rd edition) rules, this book allows players to make characters such as the Kai Lord, Brother of the Crystal Star, and even a Gunner of Bor! The combat system is a "watered-down" version of the normal d20 system, omitting such things as feats and attacks of opportunity, but for those fans of D&D 2nd edition, this may be a welcome event.
The magic system greatly differs from the 3rd ed D&D rules, but is very pertinent to the world of Magnamund and has the flavor of the game books from the 80's & 90's. Similarly, the advent of psychic combat is simple, yet very functional.
The "Gazeteer" section of the book could be considered a treasure trove of Magnamund history, and those who have ever owned the elusive "Magnamund Companion" (out of print) book,you will be especially delighted to see descriptions of ALL of the countries and elaborations of the Magnamund timeline far beyond what that book provided. Also, for those who own the "Companion", you may get a little "giddy" at the mechanics of the Crystal Star mage and how similar the powers and progression of the character type are compared to the mini-adventure at the end of the "Companion".
On the negative side of things, I found the artwork lacking in content. Although not horrible, a trained eye will notice inconsistencies in the physics and shadows. Its good, but not great. Another thing is that not all of the creatures described in the "Gazeteer" section have an illustration, which would have been useful for those of us who may never seen the illustrations found in the game books.
All in all, I found that this book is great for anyone wanting to revisit the elaborate and sprawling world of Magnamund, or is perfect to adapt items within to any existing D&D campaign.
Lone Wolf returnsReview Date: 2006-01-19
The good:
The information. This book is a veritable gold mine of Lone Wolf history and setting. The whole book is worth it just for that.
The ease of combat. Combat is much easier to resolve than it is in D and D, without losing any of the excitement or diversity.
Character creation. Character creation has been simplified, still giving you tons of room to customize, but without making you fliip through hundreds of pages to see what stats a Half Dwarven Bard raised by humans would have.
True to the original world. This feels like Magnamund. Hell, it IS Magnamund. Fans of Lone Wolf must get this or feel forever cheated by Fate. Okay, maybe an exageration, but... I digress.
The bad:
First and foremost, crappy index. For a book with as much information as this book has, it really needs a better way to find stuff quickly.
Clarity. Some rules haven't been clarified well at all, and GMs will find they have a lot of room for interpretation concerning magical combat. At the same time, some of the rules have been overdone, and make it clunky, especially item creation.
Balance. Some characters defenitely seem to have an advantage over others, and some classes are lacking in abilities that would really round them out. Many classes have glaring weaknesses to exploit, and some would have a really hard time in a small group.
Misinformation. Despite August Hahn's attention to detail, there are some things that are in contradiction with the gamebooks. Nothing glaring, mind you, and much of it is fine. Still, the fact that there are any inconsistencies had to be noted.
Lack of supplemental material. While there have been two excellent supplements released, it is unlikely that more will be released any time soon. However, there is a large fan base which occasionally puts out their own material, and thus there is a lot of player support for this product.
All in all, this is a must have for fans. Players of RPGs will also find the system interesting, as it has removed some of the more hated aspects of D and D without adding any complications. Beginner role players will be drawn in by the rich setting, but may be confused by some of the less clarified rules. To them I have this advice: just use what you think works best. One of the nice things about the Lone Wolf system is that it is easily adaptable.
If you are not familiar with Lone Wolf (or even if you are), go to www.projectaon.org, where the original books have been legally reprinted in html format and check them out. It's well worth it.
At last! Its own role-playing game!Review Date: 2004-06-05
There are seven classes available in the core rule book: Brotherhood Mage, Kai Lord, Telchos Warrior (much like an amazon), Shadaki Buckaneer, Dwarven Gunner of Bor, Magician of Dessi, and Sommerlund Knight of the Realm. The seven classes are well thought out and immediately playable, each having a very satisfying progression as they level up. Like one who is familiar with the game books would expect, new abilities are gained every level, whether it be Kai disciplines, Brotherhood spells, Dwarven gun tricks, etc.
Also included in the rulebook are creatures and equipment unique to Magnamund, details on each country in both northern and southern Magnamund, and tips for role-playing in this world.
The combat system is simplified from D&D to allow a quicker resolution of combat. Those who enjoy the level of detail in D&D may miss this, but it holds true to the 'feel' of the game books of the '80s (including using the same 'Lone Wolf' font; people familiar with the original books know what I mean). In addition, psychic combat is a strong factor in the rules, as Magnamund's population has a high percentage of psychic abilities.
About the only negative thing I could think to mention is the lack of art, though it could be argued that more artwork would take space away from the content.
All in all, I find that the 20 year wait was well worth it in the end. If you're as much of a fan as I am, there's no reason to not get a copy.
Great depite a long wait!Review Date: 2004-06-06
The book includes scaled-down and simplified combat (d20, of course), a complete Gazetteer of various nations and regions around Magnamund, a choice Bestiary of some of the more notorious fiends within the realms, and a beautiful full-color map in the back of the book: be warned - the map is attached by glue to the book itself and not easily removed. This feature does prevent loss of the map....
As for the lack of feats, after a close look at the core classes, one can easily see that bonuses similiar to those received from feats are built in and automatic at every level up.
There are few negative things to be said about the book: there is some substandard art, especially compaired to the original gamebooks by Mr. Dever. The core classes are limited to those of heroic stature - there are no rogue-like classes, no clerics, only regional-specifics like the Kai Lords, Magicians of Dessi, etc.
But for pure entertainment, this book has it in droves. It is, in my opinion, a great introduction to both Magnamund and d20 role-playing as well. Enjoy it as a Core d20 game (as it is intended) or as a world setting for your existing campaigns!

Used price: $1.57
Collectible price: $17.95

Luna is a happening place and the ISRA are pretty neatReview Date: 2003-12-08
Luna and Olympus was finally given sufficient coverage. The culture of the various levels are so diverse and varied that many adventures can be had on the Moon, no matter what the taste. Olympus is a very happening place that rivals New York City, Rio De Janeiro, Hong Kong, and any other big city on Earth. The book provides plenty of information on each sector and its associated culture. You'll be surprised to learn about Lunar casinos, amusement parks, and the fate of the first Lunar landing site.
The new psionic powers, subdivisions of the ISRA, gear, and Lunar information should help GMs assemble many fascinating games in Near Space and the ISRA. A good book overall.
impressive conduitReview Date: 1999-09-16
All right book, good for additional infoReview Date: 1999-07-15
A good first supplement.Review Date: 1998-09-27
Used price: $7.49

Good screenReview Date: 2008-08-13
Solid Product, inside and outReview Date: 2007-02-12
The contents are pretty helpful - some of it is reminders for the Storytelling system and some is for Mage in particular.
Tables:
Combat Summary (stages and dice modifiers)
Grappling summary
Melee weapons
Ranged weapons
Armor chart
Extended Actions (how often you roll and the target #successes)
Fire types & Damage
Explosives (for Call of Cthulhu players :)
Sample Objects: durability, size, structure, damage potential
Feats of Strength (dot ratings = lift potential)
Electrocution damage
poisons (toxicity ratings)
Sympathetic Magic penalties
Paradox (rolls and severity)
Effect of Gnosis levels
Spell Factors (dice penalties - very handy)
Experience costs
Gauntlet Strength
Aura signifiers
Wisdom Chart
My big complaint is that there is no list of rotes w/ reminders, like "req. 1 mana", vulgar/covert, and instant/extended casting. Make it tiny print, whatever, it just is very time consuming to look up each rote when it is used if you are inexperienced (and if I were experienced, I wouldn't need the screen!) Anyway, I still highly recommend this screen as a reminder table of almost everything you could need.
Best screen everReview Date: 2006-02-08
And the derth of the information is huge. It has all the magic items on one panel for easy reference, Combat, damage, auras. All info that I now won't have to look up everytime.
A definite must for any ST!
Excellent productReview Date: 2005-10-25
Firstly, the screen itself is made of the same material as the hardcover books you buy from White Wolf. In and of itself, this is a huge leap forward, as the screen is about as sturdy as you can get, at the same time being easily folded up for transportation. It's also a nicely sized screen, covering plenty of area that you want to obscure. And the cover itself is very similar to the designs and patterns on the Mage book.
The screen has plenty of information from the original WoD book (so you don't need to have it open all the time), as well as plenty of material from the Mage book itself. Definitely something that makes it a bit easier on the spines of those hardcover books (which is a shame to damage in the case of the very beautiful looking Mage book). In some respects, it's almost too packed, as there is literally information all over the 4 folding sections of the screen. So, you definitely get what you paid for.
Which is really my only complaint; the screen is almost too full of information. So, it can be hard to find stuff as there's a lot up there. The large type face makes things fairly easy to find, but it still has a lot all over the sections facing the Storyteller. Many might find this a hard complaint, as the more information available at a glance the better... But there's always some little bit of less referenced information that can be left off.
Still, all in all, it's an excellent piece of work. For the $14 or so price, it's worth it.

Used price: $21.00

Perfectly doneReview Date: 2004-11-06
Masque of the Red Death Boxed Set...Review Date: 2002-01-24
Gothic Earth adds spice to "steampunk" adventuresReview Date: 2000-05-17
The boxed set is VERY nice, and the maps and illustrations are unexpectedly beautiful (in a horrifically Gothic way, of course!), far above typical TSR standards, but the presentation and background of "the Red Death" entity (Gothic Earth's answer to the Voices of the Mists of Ravenloft) is rather feeble; most skilled GM's could come up with something better as a house rule. The mini-module, "The Red Death," which is included in the boxed set is, however, a very different matter; based upon Poe's "Masque of the Red Death," I adapted it to a "Falkenstein" game (it would have worked just as well in any other 19th century game) and shocked the heck out of my players; it is so obviously based upon the Poe story, however, that player knowledge can easily become a problem.
By and large, it's worth the price, and far less grim than Ravenloft itself.
Looking for a change in AD&DReview Date: 1998-06-03

Adventuring on an epic scale!Review Date: 2006-01-09
Now, this module is different than most, in that parts of the story require the use of the BATTLESYSTEM rules that allow unit based warfare. However, I must say a clever Dungeon Master will be able to handle the warfare side himself, and guide the characters along using the standard AD&D rules.
As for the rest of the module, well I must say that this is a really great module with lots of action and grand adventure - adventuring on an epic scale! There's lots of danger here, and lots of really high-level monsters. In general, if you have wanted an AD&D adventure that reminds you of the epics of J.R.R. Tolkien and other fantasy authors, then this is the module for you!
Adventuring on an epic scale!Review Date: 2005-11-19
Now, this module is different than most, in that parts of the story require the use of the BATTLESYSTEM rules that allow unit based warfare. However, I must say a clever Dungeon Master will be able to handle the warfare side himself, and guide the characters along using the standard AD&D rules.
As for the rest of the module, well I must say that this is a really great module with lots of action and grand adventure - adventuring on an epic scale! There's lots of danger here, and lots of really high-level monsters. In general, if you have wanted an AD&D adventure that reminds you of the epics of J.R.R. Tolkien and other fantasy authors, then this is the module for you!
Notorious dungeon crawl vs. the wrath of OrcusReview Date: 2000-05-02
Challenging! Against incredible odds, exciting, fullfillingReview Date: 1997-10-23

Used price: $13.99

Pure Genius...Review Date: 2006-08-23
This means the Mastermind's Manual is geared more toward system (crunch) junkies, and setting (fluff) junkies will probably find the book lacking. I am both a system and setting junkie, and bought Freedom City 2nd at the same time as this book to sate both needs ;-).
What you have here is a 160 page tome of pure substance. If you pay for page count the price is terrible, but if you pay for content, the price is peanuts. Nearly every system of M&M2E is given an optional rules and replacement rules treatment, among which are my quest for a bell curved resolution system and hit points/damage system.
But there's so much more. Systems and tweeks that can change M&M2E into a different game. M&M2E at core is designed for closer to Four Color superhero play (like Justice League), but several options presented within the Mastermind's Manual can easily scale it down to gritty Street level play the likes of Punisher, Batman, and Daredevil. Also, some options exist to bring the game into the other direction, scaling the power level up to resemble something like Nobilis (godlings).
Now, I'm not saying you'll use (or even like) all 200 optional rules, because you probably won't. I don't even come close, I only like/use about 10 of them for my version of M&M2E. But having them all there to peruse is a real treat, as it shows exactly what the system can be customized to do, as well as how far the designer will go to help fans houserule the game into their perfect superhero RPG. Every rule seems to have been playtested to iron the kinks out, every question I came up with was clearly answered in the text. While I don't like and won't use many of the rules, it's good to see the breadth presented in an effort to make the book useful to anybody, not just those with a particular taste.
This book also shows how to create Powers from scratch (including breaking down the Powers from the core into their component parts), and handling Powers in different manners than just the core.
The main merit of this book (as in a merit to any group, even those that love core M&M2E with no changes), in my opinion, is the GM tips and tricks. For superpowers that tend to break the plot (you know - invisibility, mind control, esp, incorporeality, mind reading, precognition, etc), utilizing both the "real lives" and the "super lives" of the superhero characters, even different possibilities in the roles of superheroes vs. the society around them.
All this, and I've barely scratched the surface on the Mastermind's Manual, giving you what I would say is a weak selection of the sheer mass of options within. Let me just say that this book turned me around when it came to M&M2E's system. It took me from "blah" to "whoa!" in no time. I can't say as to whether it will do the same to others, but it seems likely to be a good addition to anyone's M&M2E library.
Rules Options GaloreReview Date: 2007-02-23
I liked some of the rules options better than others, but overall most seemed both well thought out and interesting. Some of them, like the rules for extra attacks, could easily have been included with the core rules. Others, like the optional level-based advancement rules or rules for using hit points could make significant changes to how the game is played.
What's missing? I would have really liked a chapter devoted to `plug ins' like a sample bank map, a template for a runaway robot, etc. that I could easily drop into my campaign. Maybe I'm just greedy, but these would be more useful to me than a discussion of tech levels or other general advice.
Supers ToolboxReview Date: 2006-11-03
How do you make the best even better?Review Date: 2006-07-26
You don't. What you do is, you give people the tools so that they can can make things better in their own way.
The Mastermind's Manual was described by lead writer and gaming guru Steve Kenson as "Unearthed Arcana for Mutants and Masterminds". Unearthed Arcana, a Wizards of the Coast supplement for Dungeons and Dragons, was a compilation of dozens of optional rules for that game, so you know from the start that you're going to be getting a book of optional rules. Many of these were options included in the first edition of the game that had to be cut from the second edition's page count; quite a few of them are the status quo of the first edition, offered as options for those who don't like the way the second edition does things. And there are also some rules for gamers who aren't happy with the changes that Mutants and Masterminds introduces to the basic rules set. (Of this last category, the only ones that make me wince are slightly ham-handed attempts to reintroduce hit points and experience levels to the system.)
But there's more. There's a short section explaining how the various powers in the main rulebook are put together, and explaining how one can go about building new ones. There are sections offering advice about simulating natural hazards, and about world-building and different styles of games. It's obvious that the designers have put a lot of thought into their work, with many sidebars on "how and why you might (or might not) want to use this."
What has most contributed to the so-called D20 revolution is less the freedom to use the system offered by its creators to other publishers, then its recognition that most, if not all, gamers don't necessarily just use the game systems we're offered "out of the box". We tinker, we invent house rules. We say, I like this idea that I've come up with better than what the publishers came up with. This has never really been sanctioned before, and I say that it's about time. Kudos to Green Ronin for offering the tools to make their great system even better.

Used price: $22.43

Big and bad!Review Date: 2003-06-12
Old School Dungeon for D&D 3.0Review Date: 2004-01-08
E. Gary Gygax writes in a style that can be justly described as 'unique.' This is a massive opus of Gygax in his purest form, filled with plenty of evidence that Gygax has a tremendous vocabulary. It is also one of the most brutal, well-thought-out dungeon crawls I've ever had the pleasure of reading. The actual Tomb is an epic sequence of nasty traps and horrific encounters that build, one upon another, into a tremendous climax. Reading through it, I thought, "Wow. Do people have gaming groups that enjoy this level of challenge?" As a source of adventure ideas and an example of a truly fiendish dungeon, the supplement is magnificent.
There are a few blemishes, however. Necropolis was not originally published for D&D 3. It's been converted from another game system (Dangerous Journeys, I believe), and there are some traces of the old setting scattered throughout the book. Also, this adventure is very clearly D&D 3.0, not the current D&D 3.5, and some adjustments will need to be made to run it under the 3.5 rules. That said, if you're a GM looking for an exotic campaign ending in an exceptionally grim dungeon, and you have players who will still love you even after the third Total Party Death, I doubt you can do much better than Necropolis.
Finally, a good d20 bookReview Date: 2002-08-30
Good source for undead and Egyptian style adventuring.Review Date: 2002-11-16
Used price: $6.50

The Greatest WOD Table Top BookReview Date: 2000-06-06
The Greatest WOD Table Top BookReview Date: 2000-06-06
A Good BuyReview Date: 2000-06-21
Useful, but not essentialReview Date: 2000-02-06
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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If you like books like this one, might I suggest another I've recently come across. The Unsuspecting Mage by Brian S. Pratt. It's another fantasy adventure sure to please. I highly recommend it.