Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Forever Charmed The Complete Episode Guide Review

Forever Charmed The Complete Episode Guide
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Forever Charmed The Complete Episode Guide ReviewThis book is copied straight from Wikipedia. If you want to read this book, just go to Wikipedia and read about Charmed for free. If you have bought this book, go to Wikipedia and find out for yourself it's just copied, without credit to Wikipedia.Forever Charmed The Complete Episode Guide OverviewCharmed ran for eight seasons. Produced by Aaron Spelling, it told the story ofthree sisters who were the world's most powerful good witches, known throughout the supernatural community as "The Charmed Ones. Each sister possessed unique magical powers that grew and evolved over the course of their lives. The Charmed Ones used their supernatural abilities to battle the warlocks, demons and other evil forces that populated San Francisco, California.The show was the longest lasting of its generation of supernatural-themed shows such as Buffy the Vampire Slayer, Angel and Roswell. It is also noted for its mixture of multiple genres (from horror and fantasy to comedy and even soap). This book offers:The Only Complete Eight Year Episode GuideComplete Biographies Of Characters And Cast MembersAn Introduction To The World Of WiccaInstructions For Making Your Own Book Of ShadowsInstructions For Writing Your Own SpellsA Complete Wicca DictionaryAnd Much More...

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To Go (Unknown Armies) Review

To Go (Unknown Armies)
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To Go (Unknown Armies) ReviewIt's rare that I come across a role-playing game that expands my mind like Unknown Armies has. It's even more rare to find a prepackaged adventure or campaign for any RPG that can blow your mind as much as the RPG itself does. To Go is a full campaign for Unknown Armies that sticks the dynamite right in at the base of your brain and twists the detonator.
What's it about? Here's the back cover blurb:
"For a decade, the occult conspiracy known as Mak Attax has been infusing America with magickal power, one super-size fast-food meal at a time. Now the symbolic batteries of the nation are charged up and crackling. The seven chakras of the American body politic have come alive, and the great kundalini serpent is winding its way across the landscape. The lords of the occult underground are riding its tail, fighting for a prize so big nobody even knows what it is. And this is no mere street saga. All the heavy hitters are stepping up to the plate, while the ascended archetypes of the Invisible Clergy choose sides and dispatch their avatars to the front lines. The stakes have never been higher and when the dust settles, your cabal of mystic high-rollers will cast the dice."
Basically, To Go is a road movie and all that it entails. The PCs go chasing after the kundalini spirit from coast to coast, with episodes in seven cities along the way. Each city symbolizes (as a chakra point) some element of America so the events that take place in those cities tend to be metaphors. This is sometimes subtle (in the episode dealing with justice) or gaudy (in the episode dealing with luck and fortune). The thematic connections between the events and the locations they take place in is a really nice touch.
The overall feel of To Go reminded me a lot of Neil Gaiman's American Gods in theme and tone. There are also a good deal of gonzo Hunter S. Thompson moments as well. I like the kitschy feel the campaign lends itself to. I can easily imagine the PCs in road trip mode, driving across the Nevada desert in a beat up old sky-blue Chevy, listening to some static-y easy listening station on the radio. The spaces between the main episodes in the cities a GM can fill with his own ideas, and once you start grooving on the riffs the campaign itself is laying down, you can come up with some really whack scenarios to lay on your PCs. Driving across the U.S. can be a very surreal experience!
The opportunities for role-playing in the campaign are numerous and sometimes quite involved. There is plenty for good group of players to chew on. All the major NPCs are well developed with real motivations and goals. Even the minor NPCs provide good characterizations. One thing I like about the characters in Unknown Armies scenarios is, when they're crazy, they're really crazy. Some of the characters in To Go are pretty funny (despite being dangerous lunatics). This fits well with the sort of black comedy you often seem to find in Unknown Armies scenarios.
There are a couple of set piece action scenes, but this isn't Feng Shui and I wouldn't try to play it that way. If your players are taking the Unknown Armies approach to violence seriously (that is, try to avoid a fight) they'll probably come through unscathed (though a couple of times, you just gotta do what you gotta do). But really, this campaign is all about the role-playing and the bulk of the episodes give the PCs plenty of tough choices and interesting moral questions.
Another thing I like about this book is the art. There isn't a lot, only one full-page piece per chapter. But each picture is a snapshot of events in the chapter. The done in a clean, comic book style, that is both detailed and efficient. What I like about it is the pictures follow four "PCs" through the campaign - a big bald tough guy, a sort of skateboard chick, a guy in a suit, and an old granny. As the campaign develops, so do these characters (in the pictures). By the last picture, a couple of them are bandaged from injuries taken earlier in the campaign. The diversity of the characters suggests the comedy inherent in the kind of cabal of characters likely to get involved in an Unknown Armies campaign. Very effective artwork if you ask me.
I can't find too much wrong with this campaign. Maybe I'm biased. Having written something like this myself, I know how hard it is to write a full campaign for publication. Perhaps the only fault could be the railroading necessary to all prepackaged campaigns. In To Go, the plot rails aren't so rigid anyway, and Stolze gets away with it mostly by simply setting scenes and goals for the characters and letting everyone go to it, then figuring out the results afterwards. This is not a campaign for beginning GMs. Given the kind of leeway the PCs have in resolving events in this campaign, the GM had better be able to deal with the unexpected.
The other sticking point might be the power level. To Go is written for the "cosmic" level of play, and assumes the PCs (and thus the players) are familiar with the way things work in the Unknown Armies world. Actually I don't think this is such a problem for a crew of smart players who are into UA, but it could present a bit of a learning curve to newbies (though zooming around that curve could be fun!)
I hate Greg Stolze because he's so damned good! I want to write like him! He catches the essence of the UA game world and puts it all into this campaign. To Go is a real gem and I'm looking forward to running it.To Go (Unknown Armies) OverviewFor a decade, the occult conspiracy known as Mak Attax has been infusing America with magickal power, one super-size fast-food meal at a time. Now the symbolic batteries of the nation are charged up and crackling. The seven chakras of the American body politic have come alive, and the great kundalini serpent is winding its way across the landscape. The lords of the occult underground are riding its tail, fighting for a prize so big nobody even knows what it is. And this is no mere street saga. All the heavy hitters are stepping up to the plate, while the ascended archetypes of the Invisible Clergy choose sides and dispatch their avatars to the front lines. The stakes have never been higher and when the dust settles, your cabal of mystic high-rollers will cast the dice.This massive campaign packs more action, adventure, horror, and mystic intrigue into one book than anything Unknown Armies has done before. It's an epic that takes you through the spiritual power centers of America and beyond, to a final confrontation in a reality like nothing on this globe of earth. What will you risk to change the world?

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The Word for World is Forest Review

The Word for World is Forest
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The Word for World is Forest ReviewOn the planet Athshe, there is no word for war, there is no concept of murder, there is no language of hate. The world is one vast, green, gentle forest full of people who live between the world-time and the dream-time, who resolve their conflicts by means of ceremonial singing. Then the Terran League discovers Athshe's existence and a pattern of "colonization"-very similar to the exploitation of "primitive" cultures on Earth-begins to destroy the planet and its people; and, eventually, one young Athshean named Selver learns how to hate. On reading the back cover of "The Word for World is Forest" the novel struck me as being somewhat simplistic: good aliens live in tune with nature, evil destructive humans rape their planet, revenge ensues with tidy moral at the end. I was pleasantly surprised. The contrast between humans and Athsheans is much more than good-bad or nature-machine; the story is about more than the forced loss of innocence. Over the course of the novel Selver, whose wife was raped and killed by one of the human officers, becomes a god: he is the means by which new concepts are brought into the culture, and the concept which he learns and then teaches is war. The book is as much about the irreversible exchange of truly alien ideas as it is about anything.
Despite its seemingly formulaic premise, "The Word for World is Forest" is a thought-provoking and somewhat disturbing short novel written in Le Guin's usual poetic prose. It begins with the beautiful trick of transplanting the reader into the mind of the aggressor-Captain Davidson, the rapist and murderer of Selver's wife-and letting the reader absorb first his attitudes about the planet and its natives, then presenting the action from Selver's point of view, so that the reader finds all Davidson's stereotypes about the Athsheans suddenly shattered: a very effective switch, especially since it is obvious that Davidson is an unpleasant fellow, but so far there has been nothing to contradict his assumptions. The rest of the book will continue to change viewpoints in similar fashion, presenting different aspects of the action until finally, at the end, some resolution and understanding is discovered. The last line is both heartbreaking and irrefutable; it closes the book with the same strength with which it opens, and leaves the reader thinking. The book may not be as well-known as other stories set in Le Guin's Hainish universe, but it's a strong read whose points are subtle enough to keep the story from hitting the reader over the head with the moral but clear enough to raise questions. Also, like everything else Ursula Le Guin has ever written, it's done in language that reads like a dreamscape; which, considering the Athshean lifestyle, is most appropriate. "It doesn't take an old man or a great Dreamer to recognize a god! Where you go, fire burns; only the blind canot see it...I dreamed of you before we met here."The Word for World is Forest OverviewThe award-winning masterpiece by one of today's most honored writers!

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Sacred Ground II (Penumbra D20) Review

Sacred Ground II (Penumbra D20)
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Sacred Ground II (Penumbra D20) ReviewThis is a good book not as great as the first one but a great buy for the money.Sacred Ground II (Penumbra D20) OverviewUnearth the divine secrets of the deities in these four sacredsanctuaries. Sacred Ground 2 presents 112 more pages of holysites to use as PC home bases, as settings for your next adventure, oras lairs for your characters' most powerful enemies. Each entryprovides location maps and fortifications, NPC stats and backgrounds,and plot ideas to bring the site to life. This plug-and-playsourcebook includes: Hai Shen Gong: Avibrantly colorful Middle Kingdom temple sits atop a wind-blastedcliff overlooking the crashing waves of the dark sea below. Thehead priestess personally attends to the fiery beacon that warnsships away from the dangerous shoals. CrecheHospice: A small country estate houses an unfinished templecomplex and the headquarters of the Creche Knights. The hospice ispilgrimage site, hospital, garrison, and inn all at once, but alsoa prison for an entity called the Blasphemer, which prophesies thatother creatures like itself will soon rise to plunge the religionsof the world into chaos. The Oracle: Thisancient mountain tower is kept by mystics dedicated to the Lady ofFate, and is home to the goddess's oracle. At the request ofsupplicants, this young girl can plumb the depths of history andunravel the threads of destiny. EarthbloodGrove: On the edges of civilization is an old-growth stand ofhardwood trees with the reputation of being haunted and filled withstrange fey creatures. Those concerned with such things know thesecret of the forest: it is a druidic grove with a powerful naturalrelic hidden in its heart.

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Break Today (Unknown Armies) Review

Break Today (Unknown Armies)
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Break Today (Unknown Armies) ReviewThis is one of the most fun reads I've had in while. The book describes what is in essence an occult conspiracy run by fry cooks of Mickey D's. The background and characters would not be out of place in a mage, or feng shui campaign.Break Today (Unknown Armies) OverviewHey, foodtube -- have some fries with your universal transcendance! The bizarre occult conspiracy known as Mak Attax wants to upsize your soul, one fast-food burger at a time, until we all go dancing out the doorways of the luminous clown's thousands of mystically aligned restaurants and into a bold new future of magickal enlightenment. The men and women of Mak Attax are dreamers, cranks, agitators, crackpots, idealists, saboteurs, poseurs, fanatics, and everything in between. The rest of the Occult Underground thinks they're either complete losers or the most dangerous threat the world has ever faced. But no matter what the Maks hang tough, wash their hands regularly, and serve up a value meal of mojo their way.Contents include: The Mak Attax Story - Major GMCs - Assorted Crews - New Artifacts - New Rituals - New Archetypes - Four New Magick Schools: Anagram Gematria, Plutophagy, Herpemancy, and Geomancy - Rules for Familiars - Scenario Hooks - And 100% Pure Canola Oil.

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Kushiel's Chosen (Kushiel's Legacy) Review

Kushiel's Chosen (Kushiel's Legacy)
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Kushiel's Chosen (Kushiel's Legacy) ReviewIn Kushiel's Chosen, Jacqueline Carey has written a phenomenal successor to Kushiel's Dart. The novel picks up where Kushiel's Dart ends and takes the beautiful, bull-headed, intelligent, vain, patriotic and conflicted heroine, Phèdre nó Delaunay de Montrève, on further adventures to distant, fascinating lands. It begins with a well-executed mystery (where is the captivating Melisande hiding?) and progresses through a wild series of misadventures into a thoughtful story about the consequences of one's actions and the act of redemption. In between, we find ourselves caught up once again in the tumultuous relationship between Phèdre and Joscelin. Stubborn courage and their love for each other are the only things they have in common. Can such opposites remain together? Once again, Carey's characters are complex and deal with issues that we can reflect on in ourselves. Another strength of both books is the artful way that Carey has of creating complex, believable religions. Kushiel's Chosen is a fitting sequel to Carey's first brilliant novel.Kushiel's Chosen (Kushiel's Legacy) Overview

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Dalamar the Dark (Dragonlance Classics, Vol. 2) Review

Dalamar the Dark (Dragonlance Classics, Vol. 2)
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Dalamar the Dark (Dragonlance Classics, Vol. 2) ReviewThis Dragonlance Classics book tells the story of Dalamar's youth in Silvanesti and his eventual calling to the dark arts. He is cast out of his Elven home and left on his own to pursue his fate. He goes to the Tower to be tested, and is willingly used by the leadership of the Tower to complete a task that would allow more than one person the revenge they seek. Berberick's telling is good although her characterization of Dalamar falls slightly short of his personality from what we know of him from other stories. Her perspective of the fall of Silvanost and Lorac's Nightmare is insightful and well written, and ties well into the Chronicles storyline. This is a good book for someone who has already read the core books of the Dragonlance series.Dalamar the Dark (Dragonlance Classics, Vol. 2) OverviewA talent for magic runs like fire through the blood of Dalamar Argent. Yet he is only a servant in the house of an elvish lord, not worthy of the High Art of Sorcery and denied all but the most grudging teaching.As war simmers on the borders of Silvanesti, Dalamar will find a way to learn his art. His quest will take him along dark paths toward an awesome destiny.

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Starfinder: Book One of the Skylords Review

Starfinder: Book One of the Skylords
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Starfinder: Book One of the Skylords ReviewAs a teenager, I used to read a lot of fantasy, but as an adult I spend most of my time on memoirs and biographies. Reading Starfinder reminded me of how much I really enjoy the fantasy genre. I was so captivated by Marco's book, I read it in a few days while I was supposed to be working. The plot moves along briskly, and always keeps you eager to find out what happens next. The protagonists, two lonely children named Moth and Fiona, are very believable and sympathetic, while even the villains (i.e. Rendor and Alisaundra) have their redeeming qualities, making it impossible to truly dislike anyone in the story. Although this novel is targeted at young adults and has some important lessons for youngsters about believing in oneself, I think adults will find Starfinder equally enchanting because of the world it creates and its exploration of the themes like free will and faith. The conclusion of the story is left open-ended, all but guaranteeing that there will be a sequel, which is something I'm greatly looking forward to.Starfinder: Book One of the Skylords OverviewA new fantasy series from the author of The Sword of Angels. Steam trains and electricity are rapidly changing the world. Moth of Calio is obsessed with the airships developed by his friend Fiona's grandfather Rendor, and dreams of taking to the air one day like his heroes, the Skyknights. But not everyone is happy to see humans reach the skies. For thousands of years, the mysterious and powerful race known as the Skylords have jealously guarded their heavenly domain. But Moth and Fiona are about to breach the magical boundary between the world of humans and the world of the Skylords.

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Demihuman Deities (Advanced Dungeons & Dragons/Forgotten Realms) Review

Demihuman Deities (Advanced Dungeons and Dragons/Forgotten Realms)
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Demihuman Deities (Advanced Dungeons & Dragons/Forgotten Realms) ReviewThis is the third book dealing with deities in the Forgotten Realms. This is the only book dealing with only demi-humans. If you are running a drow campaign or need information on drow gods it is here. There is also elves, halflings, gnomes, and dwarven gods presented. If there is any demi-humans in your campaign this is a must so that either the DM or PC can have a better understanding of the religions on the Realms as a whole. One problem is that is some instances they refer to the other two books (Faiths and Avatars, Powers and Pantheons) in the series. But neither is truly needed if you are running a demi-human only campaign.Demihuman Deities (Advanced Dungeons & Dragons/Forgotten Realms) Overview

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Faiths and Pantheons (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) Review

Faiths and Pantheons (Dungeons and Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)
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Faiths and Pantheons (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) ReviewIt's gotten to the point that now when I see a new product for Forgotten Realms, my reaction is summed up in one word:
Gimme.
The Forgotten Realms products are the most consistently well-done supplements third edition D&D has to offer. Gorgeous artwork and ever-expanding detail have made a believer out of me.
That said, this product is a product with a very narrow focus - and if Faiths and Pantheon's focus falls outside of your gaming style, you should save your money for other supplements.
The real core of this product is the full descriptions and stats for the major deities of the Forgotten Realms setting. The descriptions are in the standard format outlined in the Deities and Demigods supplement. The artwork is inspired (with the possible exception of the non-human pantheon artwork), and the overall feel of the Realms is maintained throughout. The pantheons are described in detail and the stat blocks for any of the divine powers will make 20th level characters look downright milquetoasty.
It's worth stressing one thing about the deities: These folks are dangerous. This is why this book is not for every campaign. One harsh encounter with the divine can destroy all your players and/or their respect for the Dungeon Master. Many DMs will find their Forgotten Realms pantheon to be little more than trophy-NPCs that are kept on the bookshelf. That being the case, I'd make sure you want to use these NPCs before you buy this book.
The extras in this book are nice as well: Twenty prestige classes that are tied to the various religions. Some of these classes have additional minions that are described complete with stat blocks.
Three sample temples are mapped out and described with NPCs, and there are numerous sidebars placed in the book offering extra detail on the surrounding material.
To be fair, many of the sidebars are material found in other books, but the FR crew can be forgiven for duplicating them in the name of easy reference.
My biggest quibble with this product is that while the thirty main deities of the realms are given full stat blocks and avatar descriptions (and stats, where necessary) - the lesser deities of Faerûn are not.
Sure, full stats for all the many deities of Faerûn would take up a lot of space, but so does reprinting summaries of deities already described in Deities and Demigods (Like Tiamat or Loth, for example: Each gets a "Realms-specific" write up in Faiths and Pantheons - but the stats for each are only in Deities and Demigods). DMs looking for stats for Realms-only deities like Lovitar will NOT find them in this book (Lovitar's entry, like all the entries under "Other Deities," contains her Bio, History/Relationships, and Dogma.)
All in all, however - this book provides what it sets out to: provide a detailed and working pantheon to add to a Realms campaign. The descriptions are rich, the artwork is inspiring and the continuity of the setting is maintained while being enhanced. This is not a book for you if you don't use divine NPCs in your worlds, but if you do - this book will be essential.Faiths and Pantheons (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting) OverviewReligion in the RealmsWhether cleric or commoner, wizard or warrior, nearly everyone in Faerûn pays homage to at least one patron deity. Some of those divine powers inspire respect, while others elicit fear. Good or evil, all of them coexist within these pages. Complete information for key gods, along with the powers and abilities granted to their most dedicated followers, and descriptions of supporting deities combine to provide this look at all the gods of the Forgotten Realms campaign setting.Over 115 gods 20 specialty priest prestige classes Maps of four temples This collection details the thirty most important gods in the Forgotten Realms setting and expands upon the profiles of the rest of the deities.To use this accessory, a Dungeon Master also needs the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.

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A Beginner's Guide to Second Life version 1.1 Review

A Beginner's Guide to Second Life version 1.1
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A Beginner's Guide to Second Life version 1.1 ReviewWhen I first tried Second Life, I was a little overwhelmed by the complexity of it. Sure, there are help files and forums and such, but I really needed a step by step guide to help keep me from running around naked with a box on my head. This book was just what I was looking for. I highly recommend it. I think I'm going to buy an island today.A Beginner's Guide to Second Life version 1.1 OverviewMillions and millions of people from all over the world have discovered the new virtual universe of Second Life. There you can meet new people, make friends, conduct business, build empires, whatever your imagination can conjure.This easy to use Beginner's Guide takes you step-by-step through the process of going from embarrassingly unprepared "Newbie" to a seasoned resident in no time.Learn how to design an Avatar for your new appearance. You can look like anyone or anything you desire. Buy land, build a house, a fortress, or even an entire city. Buy and island. Create new products and services and sell them to other residents for Linden Dollars, which can be converted to real US dollars. This book shows you how, with step by step exercises, examples, loads of illustrations, everything you need to get started and having fun.

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Ritual of Proof Review

Ritual of Proof
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Ritual of Proof ReviewWelcome the typical romance world, only it's a mirror image. Women are in charge, men are virginal, and it's a futuristic regency place.
So original, great as a satire, steamy, erotic, interesting. I found myself in love with Jorlan and Green who are really well rounded.
It was interesting to read of a world where women are in charge and end up subjegating men just as men did us. Fascinating, but probably realistic. We would be just as petty as men.
A few things at the end don't make sense, but the entire novel is beautifully written. The scenery and imagination is lush, the characters fascinating, and the plot slow but you don't really notice.
Jorlan is about to be sold to Claudine, the mortal enemy of Green, the woman Jorlan secretly lusts after. To save him Green puts aside her kept pleasurer (um, Mister?) and marries him, introducing him to the world of sensual arts and land management.
Jorlan has surprises. He's a skilled intuitive lover because he's a sensitive- he's tied to the planet and has an affinity with all living things. He's aslo a deadly martial arts master posessing knowledge denied men on the planet.
Caludine tries to posion Green's people and destroy her, but only with Jorlan's help can Green win.
This introduced me to Dara Joy and most of her books have been worthy reads. This was the first I read and I'm still convinced the best.
I was sad to visit her site and see River (Green's pleasurer) was going to be the hero in the next novel. I guess we're going back to the viriginal woman, experienced man type romance.
Bummer.Ritual of Proof Overview

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Deities and Demigods (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) Review

Deities and Demigods (Dungeons and Dragons d20 3.0 Fantasy Roleplaying Supplement)
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Deities and Demigods (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) ReviewOne thing I like about the 3E core rulebooks is it seems like WotC play tested the hell out of them. Nearly everything is fairly well balanced. Many aspects have been simplified from the 2nd addition in a good way (though sometimes too much.) Overall, I really like 3E and consider it worth buying.
Enter supplemental materials like Deities & Demigods. Let's take a look:
Chapter 1: Deities in Your Game -- Here's an abbreviated list of the sections:
Monotheism, Dualism, The Nature of Divinity, Why Mortals Worship Deities, Why Deities Use Mortals, Building a Pantheon, etc.
For me, this was the strongest aspect of the book. First, it explains different types of pantheons -- one God, vs. multiple gods/goddesses. Then it addresses a very key point: Why do divinities and mortals need each other? What is the relationship? As a DM, this part really helped cement that important concept.
Chapter 2: Deities Defined
The next section is another winner: How to make your own pantheon. In the previous chapter, there are tips for formulating your pantheon conceptually. How many? What domains? This chapter leads right into an explanation of the mechanics used in the book. So, you can take your idea for a new pantheon, and put it into d20 game terms.
Chapter 3 and on through the rest of the book:
I've heard complaints that there are only four pantheons in this book, compared to dozens from previous editions. Let me take a stab at why. Do you have a 3rd edition character, say, 10th level? My 10th level gnome druid takes up four pages worth of character sheet. Each of the gods & goddesses in this book are around 30th level or higher! Their stats take up a LOT of room! Thus, we are only given the Greyhawk, Olympian, Pharaonic (Egyptian), and Asgardian (Norse) pantheons.
Pantheon Strengths:
1) Some GREAT art: Ehlonna, Aries, Athena, Pan, Heimdall, Sif (yay!), Thor, etc.
2) Fully detailed d20 stats for each deity.
3) Maps for some deity-related dwellings.
4) We are told the deities will work well with the up and coming Epic Rules.
Pantheon Weaknesses:
1) Some painfully BAD art: Aphrodite, Dionysus, Ptah (and he is so cool!), Loki (this one really hurt me, I'm a big Loki fan), etc.
2) Very limited information about the deities themselves. This, to me, is the major shortcoming on this book. The info for dogmas, clergy & temples, etc., are each a short paragraph only. What does this tell us? Perhaps the game designers went a little overboard being able to actually make legal d20 stats for the deities, and didn't think enough about fleshing them out. I would have loved more background, more rituals, and more mythology for each deity. Granted, if you want to put these deities in a brawl, you've certainly got the stats!
Overall:
The 3E Deities & Demigods book has some vital information -- namely, the first few chapters. DMs and players alike will enjoy learning more about the place of deities and mortals within a D&D world. The rules for making your own pantheon are also very cool. After that, we have many, many stat blocks (with fairly limited background) for insanely powerful NPCs. Personally, I'm a stat fanatic, and enjoyed pouring over them. If they had only added another few paragraphs for each deity's background, religious holidays, expectations for their clerics, etc. I'd have given Deities & Demigods 5 stars. As it stands, it only gets 4.Deities and Demigods (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Supplement) OverviewSource of All Divine PowerThe names of Pelor, Loki, Athena, Osiris, and their kind are invoked by the devout as well as the desperate. With abilities that reach nearly beyond the scope of mortal imagination, the splendor of the gods humbles even the greatest of heroes.This supplement for the D&D game provides everything you need to create and call upon the most powerful beings in your campaign. Included are descriptions and statistics for over seventy gods from four fully detailed pantheons. Along with suggestions for creating your own gods, Deities and Demigods also includes information on advancing characters to godhood.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.

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Weep (Unknown Armies) Review

Weep (Unknown Armies)
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Weep (Unknown Armies) ReviewI'll be sincere, I wasn't very impressed by Unknown Armies.
Yes, it was a good book and wasn't expensive, but after tons os modern-conspirational-supernatural-horror-RPG, the things that made UA shine didn't justfy all the hype for me.
But the sourcebooks are another matter.
I would call most of them masterpieces and the ones not included at this category, just great.
I would rate Weep in the first category.
It's not just a adventure module but a book full of ideas, inspirations if you mind, that can put a SOUL not just in UA, but in any other similar RPG setting.
If I have any complains about this book is:
* They are so good thay I just can't decide which one use first.
* Now I MUST buy the next UA sourcebook "Ascension of the Magdalene" ;)
Thank you for all the people of Atlas Games.Weep (Unknown Armies) OverviewYOU DID IT.There's no such thing as a safe decision. When the chips are down andyou have to make a choice, somebody's gonna get hurt somehow, andyou're the one they'll blame. All you can do is clutch yourrationalizations to your chest and sprint for glory.Here's six spins on the wheel of destiny:* "Swap Meet" by Rick Neal: The Avatars of the Merchant are ready to deal, if you're ready to pay. * "Garden Full of Weeds" by James Palmer: In the heart of the city, even nightmares live in fear. * "Stoon Lake" and "Drink to That" by Greg Stolze: Can you find the courage to do the wrong thing? * "A Few Of My Favorite Things" by John Tynes: The gun, the bible, and the flag built this nation, but they're tearing it apart. * "The Green Glass Grail" by Chad Underkoffler: This town's got six kinds of trouble, and there's a bullet for every one of 'em.

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An Angel of Obedience Review

An Angel of Obedience
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An Angel of Obedience ReviewYou'll love this book if you are a 14-year-old boy struggling with physical strength, sexuality, school bullies,and chaotic home life, or if you enjoy making lists, ranking things, and fantasizing about being a superhero.
You'll love this book if you are a forty-something who savors action adventure laced with quirky humor, insights into a bygone musical era and the deja vu feeling of revisitng places you know about like Boston, Sydney and Little Rock. Or if you are sorting out personal belief and how to build lasting friendship and family.
You can be any age to enjoy multifaceted male character development (females are stereotypical Witch, Nurturer, Temptress and Virgin), a savvy take on the uses and misuses of religion and mathematics,and those fabulous fractals!
This book revolves around the lifelong human quest for maturity. A grin: it's a healthy corrective to that cloying "angel on my shoulder" sentiment we've endured for the last few decades. A groan: You reely kneaded a good proofer, John!An Angel of Obedience OverviewJackson Carter just wants a normal life. Sure, at thirteen, he's just retired from an illustrious career as a classical musician and entered Harvard as a freshman mathematics major. And yeah, he's responsible for raising his two younger brothers while mom is off in Brazil or Thailand spending every last dime they have. But he'd still just like a couple of friends to hang out with and maybe even a girlfriend. But a normal life just isn't Jackson's destiny. He has become obsessed with patterns: the mathematical properties found in the formation of clouds, the outline of a mustard stain on a picnic table, the intricate working of light and dark found in a curtain at the Sydney Opera House. When his mathematics instructor shows him a fractal image, Jackson becomes so engrossed that he cannot look away. Then someone hammers a pre-Roman curse to his front door summoning an angry demon, and his littlest brother starts receiving messages from Eddie Cochran, the dead Rockabilly singer. And, of course, there are the corporate paramilitary units stalking the parking lots of Harvard, his other brother's hysterical blindness, and a demented ex-weatherman from Little Rock, Arkansas who thinks Jackson is an evil genius who needs a good ass-kicking. And, oh yeah, everyone seems to think Jackson may be the anti-Christ. So much for a normal life. An Angel of Obedience is the sometimes funny, sometimes scary, always exciting tale of Jackson Carter, boy genius, over-burdened older brother, and potential destroyer of the known universe. It's a story that just goes to prove that when time and space are on the brink of extinction, that's when you need your friends and family the most.

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Allon Review

Allon
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Allon ReviewI received a free review copy of Allon from the publicist. It's a fantasy book for young adult readers about an imaginary kingdom under the oppressive rule of an evil king. But the remnant of citizens who believe the truth are holding to the promise of a future leader who will bring salvation. It took a great deal of imagination for the author to create this imaginary world, complete with many characters, a language of their own, and battle after battle. If you're thinking this sounds a bit like Lord of the Rings or The Chronicles of Narnia, you're right. In the same fashion, Shawn Lamb constructs a fantasy with unusual creatures and a theme that reminds the reader of a heavenly kingdom. The country of Allon even has 12 provinces, similar to the 12 tribes of Israel. The characters study "verse" which sounds a lot like "scripture."
Yes, it sounds like Lord of the Rings or The Chronicles of Narnia, but that's as far as the similarities go. I found it difficult to get into the book because there are so many characters. Every page introduced more, and I began losing track of who was good, who was bad, and who was who. I was well into the book before I could see Ellis as a clear main character. The story was difficult to follow and too complicated for a young adult audience. Some scenes were too mature for the 9-12 audience as well, dealing with sexual attraction and violence.
As I read, I kept thinking this book would be so much better as a movie where the reader would see the action since it was so difficult to "see" it on the page. When I read the author's bio and realized she has excelled with her screenplays, I can see why I thought this. She has a tremendous imagination and I'm sure her screenplays are terrific. However, on the writing side, she hasn't yet figured out how to translate a screenplay into printed word. Many times, I found the story to be telling instead of showing. And most of the description was written with passive voice (lots of the word "was") and excessive use of adverbs. Examples: "Marcellus's eyes wrathfully narrowed..." "Wren lowly instructed." "He painfully fell to his knees..."
I truly wish I could rate this book higher, but it takes more than a great idea to produce a great book.
Allon OverviewThe land of Allon was a paradise until the fall of the Guardians paved the way for the rise of the Dark Way. Evil King Marcellus now controls the land as his forefathers did, with an iron fist and the help of the evil spirit, Dagar. But an ancient prophecy speaks of a time to come when the Guardians will return and Allon will be restored—lead by its rightful heir. All the while, the exiled teenage Promised Prince, Ellis, must prove himself worthy to be king through a series of supernatural trials that test his character, wisdom, courage, and his heart. The first in the Allon series, this magical tale of adventure, destiny, and faith will test the reader's strength and awaken their spirit of adventure.

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Powers & Pantheons (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9563) Review

Powers and Pantheons (Advanced Dungeons and Dragons: Forgotten Realms, Campaign Expansion/9563)
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Powers & Pantheons (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9563) ReviewLooks like the others who wrote reviews here don't uderstand the point of Powers and Pantheons. It's supposed to be part of a trilogy of books that detail the Forgotten Realms pantheon, the third book being Demihuman Deities. If your characters run all over the Realms, then the whole series is recommended. If not, Faith and Avatars, and (probably) Demihuman Deities will be more than enough.
My one gripe with the whole series is I don't think the specialty priests were playtested, or playtested enough. Some of them are overly powerful and can run roughshod over a campaign. To all DM's I caution, look carefully at the description of a particular specialty priest before allowing them to be PC's.Powers & Pantheons (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9563) Overview

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Hush Hush (Unknown Armies) Review

Hush Hush (Unknown Armies)
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Hush Hush (Unknown Armies) ReviewUnknown Armies surprises more and more with every release. In the 'core' rulebook I had found the Sleepers to be the least interesting of the occult groups at play. After reading through Hush Hush, they are my favorite. This book is rife with plot and game seeds and introduces some insanely skewed NPCs. UA has such a great mix of pop and sub culture icons that certain elements of the book are noticeably derivative. This does not lead to a mess of regurgitated references but plays off them (see if you can spot the darker twist on Being John Malkovich).
This book gives you great command over how and why the Sleepers operate. They are men in black cleaners of the occult world.
Hush Hush is not without some flaws but is still a great supplement for UA. With Stratosphere, PostModern Magick and now Hush Hush the fertile UA universe is rife for destruction.Hush Hush (Unknown Armies) OverviewIf I die in my sleep, at least I'll know who did it. The Sleepers are the bedtime-story bogeymen of the occult underground. They keep the existence of magick a secret from the mundane world, lest the sleeping tiger wake and devour us all. If you make too much unnatural noise, if you leave witnesses to your workings, or if you just can't shut your pie hole about how you can melt your face on command, the Sleepers will come for you in the deeps of night and tell it you straight: hush hush, little mage, for dead men cast no spells. Listen close and you can hear their secrets: stories of the sleepers, true and otherwise; recruitment, training, and ops; safehouses, personnel, resources, and case files. But keep it to yourself — or else.

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Fevre Dream Review

Fevre Dream
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Fevre Dream ReviewI'm an obsessed horror fan and I read everything I can get my hands on, but oddly enough I don't care for vampire fiction all that much. It's a subject that's been done to death in my opinion and as a rule it kind of bores me. (With some exceptions, of course.) For years, I passed over Martin's FEVRE DREAM, thinking it was just "another vampire novel". But if you are lucky to come across a copy of this novel, don't make the same mistake I did. FEVRE DREAM is far more than just a vampire novel. It is a brilliant novel, period. I was so spellbound by this book, my house could have fallen down around me while I was reading it, and I probably would not have noticed. By the time I turned the last page, it had ranked itself as one of the best novels I have ever read. George R.R. Martin skills as a storyteller are unparalleled. I'm actually jealous of the fantasy and sci fi fans who've had his attention over the years. FEVRE DREAM has all the elements of the great classics of literature: larger than life characters, a perilous journey, and a story that sweeps you away like the river it is set upon... In a nutshell, it is a tale of vampires clashing on a steamboat in the 1850's. Two "bloodmasters", Joshua York and Damon Julian, are on a collision course of ideals and philosophy, and God help all those who are witness to it. The river will run with blood before it is all over... I'll never forget the cast of characters: the cruel and sick Sour Billy, the beloved curmudgeon Cap'n Abner Marsh, Hairy Mike Dunn, Joshua York, or Tobey the cook. I have never used the word "masterpiece" in a book review, but this book merits the term. Highest recommendation. You'll never forget this book once you turn the last page, I guarantee it.Fevre Dream OverviewWhen struggling riverboat captain Abner Marsh receives an offer of partnership from a wealthy aristocrat, he suspects something's amiss. But when he meets the hauntingly pale, steely-eyed Joshua York, he is certain. For York doesn't care that the icy winter of 1857 has wiped out all but one of Marsh's dilapidated fleet. Nor does he care that he won't earn back his investment in a decade. York has his own reasons for wanting to traverse the powerful Mississippi. And they are to be none of Marsh's concern—no matter how bizarre, arbitrary, or capricious his actions may prove. Marsh meant to turn down York's offer. It was too full of secrets that spelled danger. But the promise of both gold and a grand new boat that could make history crushed his resolve—coupled with the terrible force of York's mesmerizing gaze. Not until the maiden voyage of his new sidewheeler Fevre Dream would Marsh realize he had joined a mission both more sinister, and perhaps more noble, than his most fantastic nightmare...and mankind's most impossible dream.Here is the spellbinding tale of a vampire's quest to unite his race with humanity, of a garrulous riverman's dream of immortality, and of the undying legends of the steamboat era and a majestic, ancient river.

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Kingdom Keepers II: Disney At Dawn Review

Kingdom Keepers II: Disney At Dawn
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Kingdom Keepers II: Disney At Dawn ReviewHaving been a Disney cast member for many years, I read Kingdom Keepers: Disney After Dark, and now it's sequel Kingdom Keepers II: Disney at Dawn with great interest. Both offer a fun read for kids and adults alike. With "Disney at Dawn," author Ridley Pearson has continued his story of the Kingdom Keepers, a group of school children who originally modeled for the fictional holographic Interactive Host Program at Disney's Magic Kingdom but who now find themselves the unofficial protectors of Disney. In the original story, the kids are magically transported into the Magic Kingdom at night while they're asleep. Their mission - to find out who is behind the mysterious goings on in the park after dark. Animatronic figures are roaming the parks and Disney characters have come alive, including the villians. Now, in the sequel, the kids again find themselves in the park; this time in Disney's Animal Kingdom. They must delve deeper into the mystery of the Overtakers, to find out which super villian is really in charge and what horrible scheme the villians have in mind. Fans of Disney, especially cast members past and present, will enjoy the refereneces to familiar locations and settings. Sure, there are some glaring errors (Ridley, it's Fantasmic, not the fantasmics) and some lesser errors that only cast members will appreciate (there are some interesting assumptions concerning ride operation and cast member IDs for example) but it is a work of fiction, so those mistakes offer an additional element of interest for those of us who work in the industry. I strongly recommend this series as a wonderful read for all ages. With page-turning actions, humorous dialogue, and engaging characters, it's a fun addition to any library!Kingdom Keepers II: Disney At Dawn OverviewIt's supposed to be a happy day at the Magic Kingdom-the return of the teenaged holographic hosts. But things go very wrong when a sudden lightning storm disrupts the celebration, and Amanda's mysterious sister, Jez, disappears. The only clue is the sighting of a wild monkey in the Magic Kingdom during the storm. The mystery deepens as Finn is contacted by Wayne, an old man he hasn't heard from in months. Wayne tells Finn that there's trouble at the Animal Kingdom: the evil Overtakers have gained control of one of the computer servers that will be used to operate Daylight Holographic Imaging there. That means that if any of the holographic hosts fall asleep, they will go into comas-permanently. Filled with action and brimming with the same meticulous detail as The Kingdom Keepers: Disney After Dark, this second book in the series-Disney at Dawn-is the result of hands-on research behind the scenes at Disney's Animal Kingdom Park. Young and older readers alike will get a glimpse into a second Disney kingdom. The wild rides have only just begun; and the clock is ticking. How long can the teens keep themselves awake in their quest to find their friend-and what happens if they fail?

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