Roleplaying Books
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Used price: $5.85

Need little an Enchantment in your life?Review Date: 2000-03-28
Live-action's new stage!Review Date: 1998-09-20
nothing compares to the fun of a changeling larpReview Date: 1998-09-17
I love this book!Review Date: 1998-11-04

Used price: $8.99

Very excellent game sourcebookReview Date: 2002-02-10
Enter the Gates of Yomi...Review Date: 2001-10-15
1000 Hells: Yama Kings GaloreReview Date: 1999-06-16
ST Must for eastern gamesReview Date: 2000-02-16

Used price: $19.95

In a Blaze of GloryReview Date: 2008-01-02
You can tell that the writers really loved thei game line and setting and they wanted to make sure the werewolves got a proper send off and the fans of the game are showered with plot points, helpful suggestions and open ended scenarios that allow you to tinker with and add on your own points.
I heartily recommend this book even as just a good read if you enjoyed the werewolf metaplot or just wanted to see what Apocaplyse was going to be like if you stopped running one of these games long ago. You won't be disappointed. By far this was the best of the Final Judgment books that ended the White Wolf game lines.
Amazing, are you?Review Date: 2005-09-14
The WtA creator's put their souls into this and it shows, it's open ended, yet as structured as you want the Apocolypse to be.. It wasn't souless like the Gehenna book, but made you laugh and cry with your characters in the end times...
Buy this is you ever want to end the world with a bang in your WtA books...
Are you a fan of Werewolf?Review Date: 2004-02-21
This book is the second in a series of World of Darkness apocalypse games. It concludes the Werewolf metaplot storyline and offers many different alternatives to implement into your gaming group.
My first introduction as a storyteller was this game and it is where I learned the mechanics of the storyteller system (it is probably the most action oriented rpg game of the line). As a fan of many WW games it goes without saying that this book deserves a place on my gaming shelf of great games.
AwsomeReview Date: 2004-03-02

Used price: $28.62

i don't really playReview Date: 2003-10-01
Its a great supplement for DMings in the world war 1 era.Review Date: 1999-10-14
Great setting and well writtenReview Date: 1999-06-29
The Great BookReview Date: 2001-03-12
As the afterword states, the 1st World War is usually seen as "just the prelude to World War II; the *good* war". It's a great injustice: World War I saw the first trully global bloodshed of all times, as countries in a decaying Europe fought for supremacy. The aftermath was really depressing, and a perfect theme for Wraith.
It's also worthy of notice the treatment White Wolf gives to this delicate theme. The War isn't presented as "fun". The War was a terrible event in history, and White Wolf gives it the respect it deserves.
Collectible price: $19.99

The original and best oriental adventuresReview Date: 2008-06-30
One of Gygax's last major contributions to TSR, Oriental Adventures details the oriental adaptation of the 1st Edition AD&D rules (post Unearthed Arcana). This is a fantastic game and a fantastic system, although those of us coming to the genre anew might find it intimidating. Essentially this details some of the classic warrior archetypes in Asia (Bushi - soldiers, Kensai - weapon specialists, Samurai - honour-bound warriors) wizard archetype (Wu Jen) etc... Ninja is not an independent class, but a secondary class that some archetypes can have (similar to multi-classing).
There are four races, one which is like an Oriental version of Dwarves, one which are effectively shapechangers, and the three branches of part-human "Spirit folk", and lastly, humans.
Gygax lays out a couple more layers to the normal AD&D experience - honour system and class / caste system, and adds in martial arts for a full Oriental experience. The spell lists from the Player's Handbook are adapted to the Orient, and many stay roughly equivalent.
This book was criticised at the time for mixing different oriental cultures / archetypes into one book. In response to that - this is fantasy. There is enough interesting variants in here to give an Eastern flavor to any campaign. If you are interested in this area you can also pick up fairly cheaply some of the Rokugan books (published by L5R and easily adaptable to this rule set - although written for 3rd ed d20 system, or vice-versa).
However, this is a very good value book now available cheaply second hand. Buy it (and the other 8 or so original titles) because these books are full of imagination. Despite all the years of fixes within second, third, 3.5 and 4th editions, I still prefer these original texts. Buy them while they are still available.
This is how Oriental D&D books should be.Review Date: 2004-12-01
The rules for new races & classes (including ninja and kensai) are much better presented. The martial arts system is a munchkin's dream (It's pathetically easy for anyone to start doing 3d10 punches), but unlike it's 3e successor, its rich in flavor and easy to advance in a far more logical manner. The Wu Jen have never been done as well since this edition, and they have many great spells in the book. As an added bonus, they used a new setting for OA, instead of retrofitting everything to Rokugan, which severely crippled the 3e book.
A must have for any RPG collection.
The Best Forgotten Realms book ever.Review Date: 1999-12-26
One of Gygax's last rulebooksReview Date: 2000-05-02
Used price: $0.10
Collectible price: $19.99

Medievil IIReview Date: 2000-05-21
a great guideReview Date: 2000-05-23
Just Fabulous!Review Date: 2000-06-09
It's all in here.Review Date: 2000-06-20


You can see the streets!Review Date: 2007-04-13
Don't let the price intimidate you...Review Date: 2007-05-15
City by the Spire is an amazing feat of world-building. From the history of the city, to the description of the individual city wards, to the unique personalities that populate it bring the setting to life. Included are personal notes of how Cooke introduced certain aspects into his own City of the Spire game. So it's not just a game designer giving run-of-the-mill tips or adventurer ideas: it's the experience of one gamer to another.
I also like how he incorporates classes from the D&D Basic Set into the setting without the need for special ability revisions or optional rules. The prestige classes are not numerous, but each one is appropriately balanced for gameplay, which is contrary to WOTC's current trend of supplement creation.
These elements, plus the handouts and the CD-ROM with additional gaming material, make City by the Spire a truly worthwhile investment to your gaming experience. It's worth every penny!
In over 30 years of roleplaying, best product ever...Review Date: 2007-05-04
Quite simply, given the constraint of minutely detailing a city rather than a countryside or world, it gives you everything you need. There is a teeming amount of detail, enough to make you feel like you're a Ptolusite. There are enough plot hooks and interesting adventure ideas to fill five campaigns, let alone one. And if you don't want to construct adventures yourself, there are enough actual adventures and detailed encounters to easily take a group of characters to 20th level...in fact, choosing different paths through the premade adventures, enough to take two groups to 20th.
There is also plenty of grist for the mill no matter what urban campaign style you want to run. Want to infiltrate an organization and topple it or control it? It's there. Want to play the game of thrones with the powers that be, discovering their political plots and interconnections while creating some of your own? It's there. Want to delve underground and fight magnificent monsters and take their junk? It's there. Want to save the world? It's there.
The foundational strength of Ptolus, however, lies in Monte Cook's genius. Here, he has constructed a location and backstory for that location that supports all of the wacky, high-powered conceits of the D&D universe. He started with the basic premise "If beings really lived in a D&D like universe, what would there motivations, life, and ambitions be like?" The result is a setting where it makes sense that you strap on a backpack and go spelunking to fight evil monsters, where you can walk down the street with a dire bear next to you and a glowing sword on your back,and where magicians hurl fireballs at each other in an alley. Yet, Cook has also included natural controls that would be developed by such a society so a GM's players don't simply trash the setting (Knights of the Dinner Table, anyone?)
In the final analysis, the best endorsement I can give is this: I've been collecting RPG supplements and systems for over 30 years, and rather than being my typically scattered self, all I read and use is Ptolus. It's that good. It will be the best money you've ever spent on RPGs. I promise.
Ptotally Awesome!Review Date: 2007-03-03
The first chapter of the book is the Player's Guide to Ptolus (also available for free online, but in B&W). It gives an overview of the city, the people, and the world in which the city resides. Next, the book goes on to give more information about the world around Ptolus, Praemal. Monte gives just enough information to get you started here. It's obvious he intends for individual DMs to customize the world of Praemal to fit their own styles and campaigns. Praemal isn't the focus of this book anyway. Next, the book details the major organizations that can be found in the city, from the benign to the malevolent. This is where you start to find really great ideas for adventures and scenarios.
After the first three chapters, the next chapter constitutes the best, and most detailed guide to a city ever detailed for D&D. Every region of the city gets its own section complete with important locations, rumors, adventure hooks, important NPCs, and how it all fits in the history of the city. The maps are well done down to the individual buildings and are supplemented with other maps throughout the book detailing typical houses, stores, apartment buildings, guild halls, government buildings, etc. This section is lovingly written almost like a travelogue. Once you read through it a few times, it will seem almost as though you've been there. And if it doesn't, you'll certainly want to go there.
After the description of the city proper, comes a chapter that talks about running a campaign in Ptolus. It includes hints on how to run urban adventures, notes on special equipment and other items you'll find in the city (firearms!), and especially helpful: a whole section on LIVING in Ptolus, down to how much it costs to rent a flat or home, or buy one and how much money you'll need to earn per month to enjoy a certain standard of living. This type of detail really makes urban campaigns stand out. All too often, a game session ends with characters "making camp" until the next time all the player's meet. Ptolus makes it easy to say the character just go home and deal with their day-to-day life while allowing the players a say in just what that day-to-day life entails.
After the DM Companion section comes a section on what is beneath the city. Since Ptolus was the original playtesting campaign for the 3rd edition of Dungeons & Dragons, it wouldn't be complete without...a dungeon! Of course, the dungeon in this case is an interconnect series of sewers, natural caverns, what was on the land before the city was built over it, mad wizard's labyrinths, an abandoned dwarven city, and much more. You can use all of it, or none of it. It's called "The Dungeon" only to make it easy to reference. How it affects the city, and how the city affects it is meticulously detailed, yet it is left open for DMs to insert anything they want down there. If you wanted to insert the entirety of the "World's Largest Dungeon" beneath Ptolus, you could easily accomplish it. I love how it's integrated, yet modular.
After "Beneath the Streets," come chapters with adventures for the city setting. The first of these is a series of low-level adventures intended to get the players familiar with the setting and set up some recurring nemeses and allies for the characters. Once that particular adventure path is finish, DMs can segue into Ptolus's companion product "The Night of Dissolution," or go off in their own direction because the following chapters detail what is on the spire, by which the city resides: two fortresses of ultimate evil. These are high-level (near epic) areas which spell certain death to anyone ill-equipped to explore them. They are intended as end-game areas in which a campaign can come to a glorious or horrible end. Monte gets very creative with the evil here, and it's easy to imagine your player's screeching in terror as they flee, flee, flee.
Finally, the product includes an index. A USABLE index, a rarity in this industry, it seems. I can find really no fault with this product. The editing, by Sue Weinlein Cook, is superb (of course, it's not perfect, no book is, particularly in its first printing). The layout makes it easy to read and reference, particular the use of sidebars to detail what gather information checks might reveal about individuals or locations, and other fun notes, including Monte's comments on how his campaign dealt with certain NPCs, organizations, or items. The binding is heavy-duty, sturdy, and shows no signs of breaking down after 6+ months of constant usage. The book is heavy, though. Carrying it around all day in a backpack WILL cause pain. But it is an 800+ page book, after all.
If you can find a copy of this, buy it. If you can't, get the PDFs. If you love D&D, you'll love Ptolus.
Used price: $14.45

ExcellentReview Date: 2005-09-06
A Great Book!Review Date: 2001-12-15
Campbell At Last!Review Date: 2001-11-29
A Great Buy!Review Date: 2001-12-18
You can't really go wrong with this package, it's got background resource material for the Goatswood area and a nice bundle of scenarios that look like fun to run (I can't wait to spring some of them on my group! HEH HEH HEH) I don't want to give away any spoilers but there's an S&M club, and the "GUARD" at the club is such a wicked idea not to mention the dude who runs the place. Good to see Ramsey the man himself giving the introduction, read his Silent Children book if you really want to get chills!
The artwork is decent, and lots of it. Plenty of handouts too, which are really important as far as I am concerned. One thing I could do without though is the side illustrations, they take up too much room that could maybe be used for information. But that's a small jibe compared to the value.
Used price: $0.48
Collectible price: $15.00

Great Book!Review Date: 1999-09-27
Much neededReview Date: 2001-11-12
It plugs some holes in the main book very wellReview Date: 2001-10-29
I like how they give further data on the Coalition States military organization and give us info on the Brodkil, Simvan and Splugorth Slavers--those three are some great standy-by villains.
The A.R.C.H.I.E. story and mini-campaign I did not particularly like, but even if you don't the story of a pre-Rifts artificial intelligence creating a small automated city-state (or just find it unconvincing, like I did), there are some cool robots and ideas for GMs to scavenge.
This book is pretty small compared to later Rifts releases, and I gather from the beginning of the book that Siembieda et al. released this one in a bit of a hurry as a sop to Rifts fans. Still, this is a great companion for the original book, and even if you aren't hot on the idea of blowing hundreds on the umpteen supplements Palladium ground out during the past decade, this should be on your shelf next to the main Rifts Book.
Worth buying just for 'botsReview Date: 1998-12-14

Used price: $8.88

Great fantasy game!Review Date: 2002-01-02
At last - Great Adventure and Good Writing!Review Date: 2001-10-25
Who doesn't like dragons?Review Date: 2001-07-18
In addition to the game rules, the manual contains some atmospheric short stories, quotes, and great illustrations to get you in the mood for dragon combat! There are also a bunch of freebies (like "dragon sheets" to keep track of your dragon's vitals) on the official site (www.shalkith.com).
The manual is well done and easy to understand, with plenty of examples to highlight the key points. I'm a big fantasy buff and thus this was right down my ally. It's one of those games that's pretty easy to learn and even seems simplistic at first, but the variety of strategic elements mixes it up and the urge to keep improving your "baby" made me want to keep playing.
If you like strategy games and enjoy dragons (who doesn't!?) then check Shalkith out.
Hey, spread the word!Review Date: 2001-08-30
It's not too often that a really good new game pops up, so I wanna get other people addicted so this one actually sticks around :) Try it out and then tell other people how fun it is!
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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