Book Description
Version 3.5 editions of the Player's Handbook, Monster Manual, and
Dungeon Master's Guide are now offered in one slip-covered gift set.
In the 30-year history of the
Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the
Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself.
With these three books in one case, the entire world of
Dungeons & Dragons is yours to explore and share with others.
Customer Reviews:
Unbelievable deal!.......2007-10-08
I have been looking for a deal on these three core rule books for a while. I didn't feel like paying full price for the books since D&D 4.0 is coming next summer. I had just about decided that I would have to get used copies when I happened upon the Borders website. I had no idea that Borders and Amazon worked together. All three books come in a single boxed set and together the cost is less than 2/3 what buying them seperately would be. in fact, it's less than buying the three used separately. The box is nice and sturdy and features some cool artwork. If you are just starting out with the 3.5 ruleset, I don't think you can find a better price.
Good Stuff.......2007-09-29
The core rule book set is a nice addition for any D&D gamer. They are nice books and the box holder is a nice addition. It keeps the books together so you can grab them quickly. I would suggest this pack for those of you who want to start gaming or need new books. The price was reasonable and we would recommend them to others happily.
The books are colorful and the paper highquality. These books last through years and years of reference and play. They are must have for all gamers.
Dungeons & Dragons.......2007-09-28
The book came on time and in good condidtion.
My son was thrilled with the books and could not wait for them to come. The minute they showed up he disappeared into his room and didn't come out for hours.
Fantastic game for a fantastic price.......2007-08-24
D&D is a fantastic game, and for this price, it would have been a sin to miss. This three book was design to be definitely enough if you do not want to be invest more into the game -- magnificent tips to the dungeon masters to desing your own monsters, magic items, adventures and worlds, tons of spells, weapons and everything you can imagine. I can hardly put them aside.
D&D Core Rulebook Review.......2007-08-24
These books were purchased for my son who is 17 and just got into D&D. He actually asked for only the first book. When realizing there were other core books and the great price on the 3 book set, I had to get it for him. He was thrilled receiving extra books and had indicated that this is a great started set for persons new to D&D as well as experienced players.
Amazon.com
This Revised Edition (also called 3.5) of one-third of the Dungeons & Dragons trinity of core rulebooks (the other two being The Dungeon Master's Guide and The Monster Manual) contains errata, rules updates, and outright changes to the already-published Third Edition rules. The majority of changes are made in a quest for the holy grail of game rules: balance. To prevent boredom and enable creative choices, no single ability, spell, character class, or weapon should have an overwhelming advantage over another. So what has changed?
- The spells Harm, Heal, and Haste have been toned down. Other spells have been adjusted or renamed.
- Weapons are classified by the Size of the intended wielder, not the size of the individual weapons. A noteworthy effect of this new weapon size system is that Small characters can wield small-size greatswords, longswords, longspears (with reach), and other two-handed weapons.
- Classes have been tweaked. Bards and rangers received the most changes.
- New feats have been added (some original, some from the builder books), and some feats have been altered (a Power Attack now gives double benefit for two-handed weapons).
- Redundant skills have been rolled into one (such as sense motive and read lips) while others have been renamed (such as "wilderness lore" becoming "survival"). Skill synergies have been expanded and knowledge skills now include appropriate monster lore.
In addition to outright rules changes and tweaks, much of the core rule content has been clarified and updated with 3E errata. The combat section, in particular, is organized much better. Even the dreaded grapple rules are now relatively clear. A much-appreciated import from the D&D Miniatures game are new and simple rules for cover and line of sight, as well as clear photographic illustrations of the concepts of facing, attacks of opportunity, and reach.
All in all, 3.5 is a welcome update. The typographical errors are forgivable, given the extent of the update. The new options available to players (in the form of new class features and feats) make the play experience more fun. Veterans will enjoy re-learning the game they love and exploring all the new character possibilities. Perhaps more importantly, they'll find that introducing new gamers to the admittedly formidable D&D ruleset is easier with 3.5 than it was with 3E--call it a +2 circumstance bonus. --Mike Fehlauer
Book Description
Endless adventure and untold excitement await! Prepare to venture forth with your bold compaions into a world of heroic fantasy. Within these pages, you'll discover all the tools and options you need to create characters worthy of song and legend for the
Dungeons & Dragons roleplaying game.
The revised Player's Handbook is the definitive rulebook for the
Dungeons & Dragons game. It contains complete rules for the newest edition and is an essential purchase for anyone who wants to play the game.
The revised Player's Handbook received revisions to character classes to make them more balanced, including updates to the bard, druid, monk, paladin, and ranger. Spell lists for characters have been revised and some spell levels adjusted. Skills have been consolidated somewhat and clarified. A larger number of feats have been added to give even more options for character customization in this area. In addition, the new and revised content instructs players on how to take full advantage of the tie-in
D&D miniatures line planned to release in the fall of 2003 from Wizards of the Coast, Inc.
Customer Reviews:
Great Updated Game.......2007-08-07
Having played Dungeons & Dragons in all its incarnations back to Advanced D&D, I must say this is the best so far. I love all the updates.
Anyone who played AD&D for any length of time can tell you the biggest problem of the game was the SLOW level advancement. the group I'm in played the same characters for almost 9 years and struggled to get to 14th level. And the monsters were not hard enough once you got high level. But this issue has been addressed and solved in D&D 3.5.
Another pesky issue was that of Armor Class. I hated THACO, and the 1st ed. AD&D system was very limited plus you needed all those charts. In 3.5 there is no limit in sight. And it's easy as pie to deal with during combat. Just roll the dice and go.
My only drawback is that for a DM, it is harder to create complete NPC's, since character creation is so involved. But on the Player's side, I love that character creation is so involved. It helps me get a good feel of who my character is before we even play. Great to create role-playing opportunities.
All in all this is a really fun game that has been inproved in a wonderful way.
Player's Handbook.......2007-05-10
The structure and overall content more or less remained the same. This is still the main book necessary for making characters and running a game. The changes were, on the whole, in the details.
Pros
* They made some good tweaks on the barbarian, making him more playable. For instance, they now have a trap sense ability and the ability to go into an advanced form of rage at 20th level.
* They played with the bard, somewhat, too. Among other things, they now have more skill points, to give them a broader use in the game.
* The druid now has the ability to convert a spell slot to a summoning spell, much like the cleric's ability to convert a spell slot to a healing spell.
* The monk has a few minor tweaks as well, notably in the attacks per round department.
* The paladin now has their powers spread out a bit, to discourage multiclassing into paladin for one level, solely for the saving throw bonuses.
* The ranger has considerably more versatility. They almost made the ranger playable, but messed it up in the end.
* There are minor tweaks in the skill section. They cut the innuendo and scry skills for instance. No one used them anyway.
* Many feats were brought to the Player's Handbook from other books. This opens them up into open game content for the d20 companies out there.
* Weapons are now based on the character's size. For instance, a longsword comes in the medium variety, the small variety and the large variety. While a halfling's longsword may seem like a short sword to a human, the hilt is the wrong size for a human to wield properly.
* There are many tweaks to individual spells that for the most part, don't detract, and usually enhance things quite a bit. Some spells were too powerful in 3.0, some not powerful enough. You can tell that a lot of thought went into adjusting game balance in this section.
Cons
* The paladin is no more playable than the 3.0 version. The fighter is still much more powerful. WotC seems to be of the opinion that because the paladin gets played a lot, it isn't broken. They don't seem to realize that people would still play paladins if they had fur and barked like dogs. The paladin is too well ingrained in the D&D psyche for people to ignore it just because the class is broken.
* The ranger almost made it. On my first read, I thought the ranger was fixed, but then I saw that they shorted the ranger in the hit dice department, so the ranger is only a bit less broken than in 3.0.
* While I liked, overall, the combat section, I was annoyed that they didn't fix a few problems I had. For instance, I think mages should get a penalty for casting a spell in the same round that they are hit with a full attack (it seems surprising that a mage can get hit five times in six seconds and still cast a spell without anything more than the casting defensively penalty). They also didn't change the one rule in D&D which annoys me the most, the fact that attacking a collar on someone's neck or a pouch on their side provokes an attack or opportunity. I'll just never get that attacking any object on another person's person (I like the sound of that sentence), makes them so confident of their safety they get a free attack on you.
If you play D&D, you need this book........2007-05-08
Simple as that, if you play Dungeons and Dragons v3.5, you physically need this book. Doesn't matter if you're a PC or a DM, BUY IT.
Great revision.......2007-04-22
Any review of this book is, by necessity, a review of the 3rd edition book it replaces. Regular gamers had some common complaints about the way 3rd edition came out, and this revision addresses some of them. Before I get into the details, I'd like to make a general observation for any first time gamers. D&D is THE role playing game right now. If you're looking to get into an RPG, D&D is your best choice. The D20 engine (game mechanic) is intuitive, and with an experienced DM, any group of four or five friends can be up and running in no time. Now, on to the crunchy stuff (If you're a novice, you might want to stop reading now):
1. Ranger class revision. The ranger class was often maligned as either underpowered or only worthwhile for one level. The new ranger class isn't as front loaded, and turns the ranger from a poorly armored guy with two knives and a dog to the agile wilderness warrior I envisioned. I wish they had found a way to keep the d10 hit die, but I guess it was necessary to drop the ranger to a d8 to give the extra abilities (Evasion, woodland stride, etc). I'd hesitate to say that this is worth the price of admission, but as revisions go, it's heavy-handed enough that I'd consider it a new class.
2. Nerfed magic. There were certain spells or combinations of spells that could prove overpowered in battle. Haste was the most frequent offender, and now loses its effect if the target casts a spell. I don't play casters often, so others can speak to this better than I can, but wizards and sorcerers are brought slightly more in line with other classes in 3.5. That said, at higher levels, there's still far more sorcery than sword in this sword and sorcery game.
3. Fighter improvement. OK, there isn't much to speak of. I think a couple of new fighter feats from supplements were added to the core, but those who thought the fighter was underpowered before will likely still think so now. This shortcoming is probably enough reason on its own to keep this from being a 5 star rating. The new fighter feats are largely just another logical step from their prerequisites (greater weapon specialization, greater weapon focus, a few newer forms of toughness that grant more hp, etc). There's nothing in there that wouldn't immediately be house ruled in by any DM approached with the idea by a player playing a fighter. More importantly, anyone playing a fighter would likely already have thought of these. I'll move on now, but suffice it to say that this is the major shortcoming of this book. However, I still think fighters are great first characters, and yes, I still play them even though I've been playing since college.
4. Improved skill lists. I like adding Intimidate as a barbarian class skill, giving the bard and ranger six skill points/level, etc. Basicallly, the game has been made a little more skill-friendly for folks who don't play rogues. If the lack of creative upgrades for the fighter constitute the obvious shortcoming of the revision, then this is the total opposite, a much-needed revision that is subtle, but helps game play a lot in my opinion.
4. Altered races. Dwarves get a few upgrades to make them even more fighter-friendly. I like this, and feel it adds even greater flavor to the dwarves. I just wish that something would be done with/for half elves.
Final Verdict:
I consider 3.5 a step up from 3.0. I like it, and prefer playing 3.5 if given the option. Most people stepped up pretty much immediately, though, so I'm not sure that option really exists. If you want to play a role playing game, chances are you basically have to buy/borrow this book from someone because D&D is the universal RPG. It could be better, but I'd say this is an excellent system, and an excellent use of that system to create a set of classes/races that really gel.
The nuts and bolts for the nutz.......2007-01-16
anyone one of my friends and colleagues who ask me how to play DnD this is the first thing i hand them. i have a loaner copy that is in my house no more then 1 day out of the month. in short this is the best place to start.
Customer Reviews:
great buy.......2007-08-14
This book is pretty good. It is unreasonable to expect that every person is going to use every bit of this book. No one has that much time, or that many characters. Unless of course your characters are suicidal and you roll up a new one every session. To me, if you can pick up a supplement book, pluck out a few classes, feats, and some other good information out of it, chances are its a good buy. Especially considering you can bring that to your gaming group and someone else there might like something that you didn't have a use for. The prestige classes are pretty interesting in terms of class abilities, but I wasn't crazy about them. The enrichment material at the front of the book is excellent though, just like the stuff in PHB2. Solid gold for helping you role-play or just concept a character. The feats and skill tricks presented in this book are also good. In my current campaign I play a Scout (from Complete Adventurer) and I like the character a lot. The problem was, I wasn't getting the full statistical output that my character's personality supports. With the feats in this book, I was able to customize my character by multiclassing in some things without losing some of the Scout class ability progression, which let me make the character into who I felt he should be. The book also has many other feats that make it a lot more appealing to multiclass with levels in a Scoundrel-type class. The skill tricks also add a lot of flavor to your character as well as giving them some cool abilities like some feats give, but with the limitation that they can be used once per day. The book isn't all for the Rogue type, though. It has a fair amount of prestige classes and feats and skill tricks for various casters. To name a few, this book contains the Grey Guard prestige class, sort of like a Paladin with less remorse and more freedom of action. It also has a skill trick that lets anyone with 5 ranks in the Heal skill heal some damage when they stabilize. All in all, I won't use everything in this book, but I will use a good amount of it and it is likely that some of my other players will, too.
Who *isn't* a scoundrel?.......2007-07-24
I was very excited about pre-ordering this book, as it sounded like just the thing for giving sneaky, underhanded spells/feats to sneaky, underhanded characters.
However, being a scoundrel has nothing to do with being sneaky or underhanded. Or clever. Or...well, anything at all. EVERYONE's a scoundrel, as illustrated by the book's "What is a scoundrel?" section. Darth Vader and Mario (yes, that Mario) are cited as examples.
This book is full of very similar feats (more often than not, they're just "Choose to re-roll" affairs).
I would not recommend it.
I loved this book.......2007-07-19
I really found this book helpful, as the skill tricks can be used for different classes and I tend to play a more tactical based character anyway. I've had an enjoyable time experimenting with many classes using the recommendations from this book and the luck feats are rather entertaining at times.
A 5 star, if you're more devious, than "Conan" ;).......2007-06-27
More a sort of explanation and thought provoking book to stir your adventures and characters, than just hard "crunch", it's a good one for those who play more devious, roguish characters or settings, than a "hack n' slash" one.
So, 5 star if you like that, but 3 or 4 star if not into such things.
It's less practical than "Complete Adventurer", but if you play a more roleplay focused, or gritty/personality type of campaign, it can be just the thing.
:)
I'd rather be lucky than good........2007-06-15
This book is an excellent addition to your D and D library, especially if you like to play a character who uses their wits in place of brawn.
If you are familiar with "The Complete X" line of books from WotC than the layout of this book is no surprise. Prestige classes, new feats, new equipment, etc... Either you need more feats to choose from or you don't, same with Prestige classes. However, please read on.
What is new in this book is what really makes this book stand out, in my opinion. Skill Tricks. These tricks are almost like mini feats. They are extremely useful and come in several varieties. Basically they add a bit more flavor to your already useful skill ranks to get a bit more milage out of a skill check. They aid in combat, movement, awareness checks and other sundry uses.
Face it, if you are attracted to this kind of character to begin with you are going to have a on of skill points, skill points gives you more options and uses for spending them.
Book Description
An important reference to the most popular spells in the Dungeons & Dragons®
game. A must have at every D&D game table!
Spell Compendium provides players and Dungeon Masters with quick access to the
D&D spells they need most. Drawing from a treasure trove of sources, Spell Compendium is the one place to find spells that are referenced time and again: the best, most iconic, most popular, and most frequently used. This convenient reference introduces a new spell format that includes descriptive text.
Customer Reviews:
Good d&d resource.......2007-08-31
The Spell Compendium is a good resource for 3.5 d&d. There are a lot of spells in here that will find their way onto casters' lists. I think it strikes a pretty good balance in terms of game balance.
Great book, a few errors.......2007-08-24
This is a great book for spellcasters. You will find you've now got way too many spells to deal with. It gathers up all the spells from the Complete This and Comlete That and other ancillary books and adds in some brand new ones as well. There are a few entries that have obvious errors in them, including one spell that is completely useless because it is missing information.
It would be better if it contained the spells from the Player's Handbook as well, so you could have all your spells in one place. But at least you're now down to two spellbooks instead of a bunch with a little of this and a little of that.
I'd give it four and a half stars because of the errors, but I'm feeling generous.
Excellent book.......2007-08-22
This book is excellent. Anyone who says that this book is lacking because it doesn't have the core book spells doesn't know cost efficiency or understand logic. It is not logical to expect a company to reprint material from a book that players MUST HAVE in order to play, nor is it cost efficient to reprint such a massive amount of material. The PHB was 1/3-1/4 spells. That is a waste of space, money and time. That being said, this book is an excellent collection of spells. If you have any sort of caster, this book is almost as necessary as the core books. I rolled up a Cleric for an updated version of Tomb of Horrors, and the spells presented in this book saved the party at least two times on their own. Needless to say there are many useful and fun spells. A worthy addition to any D&D book collection.
Limited Usefulness.......2007-08-13
When I think spell 'compendium' I think of a volume that contains all spells in the Dnd 'verse period. The whole point of a spell compendium in my mind is to have all the spells in the game easily accessible and organized in one book. Therefor this book falls short for two reasons:
a) though it lists spells alphabeticially, it is not indexed.
b) it contains all the spells in the game...except for ones in the players handbook. Granted, this volume does reduce the ammount of books open for a spellcaster choosing their ideal spell combinations, but why WOC didn't go the distance to make a "one stop choose-your-magic-here" book is beyond me.
Upside: lots of fun spells. But that should be obvious from the title.
A Nice New Set of Fresh Spells.......2007-08-07
As far as I'm concerned, there can't be too many spells to choose from. That's why I really like books like this for it's concice collection of new spells. My only complain is that the Spell List by Level is on the back, when all the other books have it in the front. Oh Well. Otherwise the spells are clever, useful and original. Great as an addition to any campaign.
Book Description
Over 200 creeps, critters, and creatures to keep players on their toes. From Aboleths to Zombies, the Third Edition Monster Manual holds a diverse cast of enemies and allies essential for any Dungeons & Dragons campaign. There are hundreds of monsters ready for action, including many new creatures never seen before. Plus, all monster entries include character stats so for the first time players can play as the monsters. Dungeon Masters and players alike will find the new Monster Manual an indispensable aid in populating their Third Edition campaigns.
Customer Reviews:
How to make a better Monster Manual.......2003-07-18
A: Include all monsters from the previous edition's manual
B: Introduce a few new and interesting monsters (10-40 would suffice)
C: Make the layout flip-friendly for rushing GMs
D: Make sure the monsters go beyond combat statistics (as in their habitats are listed, form of society, mating and etc. Like a National Geographic Mag.)
I think if at least one of these is followed, it's worth the same as the original. If all are followed, it's a goldmine. I have the great annoyance to tell you that none of these were followed.
There are 1/3 the number monsters in the new manual as the old one (I hear that if you add this manual, 2, and the Monsters of Faerun books together you get almost as many as the old 2nd edition MM.) I believe that the creators argued "The original MM only had 40 monsters in it!" My answer to this is simple: the first edition didn't have 25+ years of books and two editions in front of it to help.
The new monsters (which ended up drowning out old favorites) are way too underpowered or overpowered, lack depth, and generally seem a little too sci-fi (remember, this is a fantasy game)
The layout definately sucks, it took me an hour to find anything. One monster a page is definately a better road to travel.
Last but not least, the monsters BARELY go beyond the numbers. I suggest you either buy all three of the above mentioned "Monster Manuals" (have fun shuffling books!) or just play 2nd edition AD&D.
Tons of Monsters...Yet Lacking.......2003-06-07
The Third Edition (3E) Monster Manual is a great purchase for any DM. It has a good amount of monsters, pretty descriptive stats, yet...it seems one caliber less than the 2E Monster Manual.
On one hand, the 3E Monster Manual delivers over 200 monsters to terrorize your campaign setting. They have some awesome new monsters. My personal favorite, is a devil, and is known as a Kyton. He is demonic humanoid with hundreds of chains drooping from his body, and his mode of attack is flailing those chains. Pretty hardcore.
On the other hand, the 3E Monster Manual doesn't seem to give enough. Some of the monsters just plain [are bad], and they aren't unique in any way. Also, the amount of creatures do not come near the amount that were in the 2E monster manual, which is frustrating.
On the FINAL hand, It is a must for any DM playing 3E. It isn't a bad book at all...it just seems lacking. The monster stats are good...the amount of monsters are good...but don't expect much more. (If they had 3.5 stars I would give this book 3.5)
Content: Meh... Book Quality: HORRIBLE.......2003-02-04
Being someone new to the Dungeons and Dragons scene, I had great hope and joy when I opened my amazon.com package containing the Player's Handbook (PHB) and the Monster Manual (MM).
First note: all the D&D books are quite hard to understand without playing first. That would be why you buy the "Adventure Game" using the same ruleset. The MM is the shortest of the D&D books, which makes sense, as it mostly talks only about monsters. The content is hard to understand first hand, however it is quite detailed.
Now, we go onto the quality of the book. Both the DM Guide and the PHB have a hard cover binding and high-quality full-colored pages. The MM has this too, but in my recent experiences, the binding at the spine (the binding that is holding the pages together) is quite loose. So loose that in fact, one player of mine has all the pages completely out of the binding. True, out of 12 NEW MM's that I have seen, all of them had an extremely loose binding, especially with the pages in the back. You can see the rope that is holding the pages together there. Just note: a lot of the pages in this book will fall out with heavy use. something not too normal with hardcover books.
My suggestion, since you are looking at this, is to wait until July 2003, where a new, revised MM will be avaliable. That MM will have 108 more pages, and hopefully a better binding with that many pages. All the D&D core rulebooks are being revised and released in July 2003 (at the end of the month). If you want the D&D books right now, then I suggest the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual II. The MM II will not be revised, and was released recently, so it will be easier to understand. If there is one rulebook that you should not buy, it would be this one. Wait for July 2003 and reap the rewards.
Least of the Three.......2003-01-08
The Monster Manual is labelled a core rulebook, and it truly is. Without the description and rules within, a DM would be hard-pressed to create the creatures necessary to challenge her players at various levels. The book is beautiful and well-laid-out, as you would expect from the other core books. The rules section in the front is short and concise, as most of the rules have been explained in the previous two books.
Therein, actually, is my biggest complaint about the book. I feel that, unlike the DMG, far too little explanation is given in the MM about how to create new monsters and balance them against each other. Even sketchy guidelines like the magic item creation rules in the DMG would have been a wonderful addition to the book. As it is, you can only create a monster, then compare it to all the other monsters of a comparable skill level, and guess whether yours is about right. It's a good metric, but it's cumbersome.
The third core book, I feel, has too much in the way of tables and not enough in terms of flavor text and rules explanation. While still a great resource for what it is, I think it is lacking the flare that made the first two core books a pleasure to own.
great.......2002-10-01
i dont accutully want to rite a revew, just to rate it
Average customer rating:
- For Everyone
- Great Book
- Where do you go after Martin?
- Great Read that Leaves You Feeling Icky
- Excellent work...
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A Game of Thrones (A Song of Ice and Fire, Book 1)
George R.R. Martin
Manufacturer: Spectra
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Binding: Mass Market Paperback
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ASIN: 0553573403
Release Date: 1997-08-04 |
Amazon.com
Readers of epic fantasy series are: (1) patient--they are left in suspense between each volume, (2) persistent--they reread or at least review the previous book(s) when a new installment comes out, (3) strong--these 700-page doorstoppers are heavy, and (4) mentally agile--they follow a host of characters through a myriad of subplots. In A Game of Thrones, the first book of a projected six, George R.R. Martin rewards readers with a vividly real world, well-drawn characters, complex but coherent plotting, and beautifully constructed prose, which Locus called "well above the norms of the genre."
Martin's Seven Kingdoms resemble England during the Wars of the Roses, with the Stark and Lannister families standing in for the Yorks and Lancasters. The story of these two families and their struggle to control the Iron Throne dominates the foreground; in the background is a huge, ancient wall marking the northern border, beyond which barbarians, ice vampires, and direwolves menace the south as years-long winter advances. Abroad, a dragon princess lives among horse nomads and dreams of fiery reconquest.
There is much bloodshed, cruelty, and death, but A Game of Thrones is nevertheless compelling; it garnered a Nebula nomination and won the 1996 Locus Award for Best Fantasy Novel. So, on to A Clash of Kings! --Nona Vero
Book Description
Here is the first volume in George R. R. Martin’s magnificent cycle of novels that includes
A Clash of Kings and
A Storm of Swords. As a whole, this series comprises a genuine masterpiece of modern fantasy, bringing together the best the genre has to offer. Magic, mystery, intrigue, romance, and adventure fill these pages and transport us to a world unlike any we have ever experienced. Already hailed as a classic, George R. R. Martin’s stunning series is destined to stand as one of the great achievements of imaginative fiction.
A Game of Thrones
Long ago, in a time forgotten, a preternatural event threw the seasons out of balance. In a land where summers can last decades and winters a lifetime, trouble is brewing. The cold is returning, and in the frozen wastes to the north of Winterfell, sinister and supernatural forces are massing beyond the kingdom’s protective Wall. At the center of the conflict lie the Starks of Winterfell, a family as harsh and unyielding as the land they were born to. Sweeping from a land of brutal cold to a distant summertime kingdom of epicurean plenty, here is a tale of lords and ladies, soldiers and sorcerers, assassins and bastards, who come together in a time of grim omens.
Here an enigmatic band of warriors bear swords of no human metal; a tribe of fierce wildlings carry men off into madness; a cruel young dragon prince barters his sister to win back his throne; and a determined woman undertakes the most treacherous of journeys. Amid plots and counterplots, tragedy and betrayal, victory and terror, the fate of the Starks, their allies, and their enemies hangs perilously in the balance, as each endeavors to win that deadliest of conflicts: the game of thrones.
Download Description
A Game of Thrones is a contemporary masterpiece of fantasy.
The cold is returning to Winterfell, where summers can last decades and winters a lifetime. A time of conflict has arisen in the Stark family, as they are pulled from the safety of their home into a whirlpool of tragedy, betrayal, assassination, plots and counterplots. Each decision and action carries with it the potential for conflict as several prominent families, comprised of lords, ladies, soldiers, sorcerers, assassins and bastards, are pulled together in the most deadly game of all -- the game of thrones.
"George Martin is assuredly a new master craftsman in the guild of heroic fantasy."
KATHERINE KERR
"The keen and complex human characters and the convincing force of their surroundings operate as magic...setting George R. R. Martin's first fantasy epic well above the norms of the genre."
LOCUS
"Offers the rich tapestry that the very best fantasy demands...few created worlds are as imaginative and diverse."
JANNY WURTS
"A vast, rich saga, with splendid characters and an intricate plot flawlessly articulated against a backdrop of real depth and texture."
KIRKUS REVIEWS
"A dazzling fantasy adventure... with a great cast of characters that weave a tapestry of court intrigue, skullduggery, vicious betrayal and greathearted sacrifice."
JULIAN MAY
"A colorful, majestic tapestry of characters, action and plot that deserves a spot on any reader's wall."
ALBUQUERQUE JOURNAL
Customer Reviews:
For Everyone.......2007-10-11
I was hesitant to pick this up after a recommendation from a friend being as I am not the hugest fantasy fan. I have zero interest in wizards and fireballs and white knights in shining armor. From the first 100 pages I knew this book would not be your typical fairy tale. All characters, of which there are a lot, are wonderfully fleshed out and interesting. The plot is plausible with just a hint of mysticism and there are no characters who are pure good or pure evil, they are all just human; they have their good sides and their bad sides.
Every chapter is as engaging as the last, and before you know it you turn the final page and are looking around for the next book.
Fantastic start to what I surmise will be a fantastic series. I am elblow deep in the second book now.
Great Book.......2007-10-11
Minimum Maturity Level - Adult
Strong Language. Extreme violence and gore. Sexual situations.
Not for kids.
Previous Reading Required - None
This is the start of an epic series of 7 books.
Reading Level - Average
Very easy to keep up with. Not surprising since GRRM used to screenwrite. The book basically reads like a movie.
Rate of Development - Average
It takes a while to get a good character backgrounds. And there are A LOT of characters. But once you get halfway through, you come to know the characters very intimately. The story develops into intrigue and mystery fairly quick. By halfway through the book, it becomes a "page-turner".
The Story - The King's Hand (the king's right hand man) has died. Some think he was murdered. King Robert Baratheon then appoints Eddard Stark, a lifelong friend to succeed the position. Reluctantly, Eddard accepts. Anything after all this, is a spoiler so you MUST read the book.
My Suggestion - Highly Recommended
Like I said in the story section, anything I try to tell you after Eddard agrees to be the Hand IS a spoiler. GRRM has a way of getting you to like, love, and hate all his characters in the book. All the characters have their own personality and seem like real genuine people. Every chapter is a person's perspective and not a number. So when you read the chapter entitled "BRAN", you are reading what is going on through HIS eyes and his eyes only. It's a very immersive way of writing and I come to like it a lot. I said before that development is a bit slow for characters but the mystery and intrigue happens rather quickly. Some mysteries actually carry on into the next few books. Some of you with quick minds may uncover some mysteries before the characters actually do and that is part of the fun. If you want a good epic fantasy that is down to earth with war, intrigue, and suspense, then this is your book. Just be ready to buy all the other books that follow, because the get even better.
Where do you go after Martin?.......2007-09-28
George RR Martin is, in my opinion, one of the best Fantasy authors currently writing. He's great at exploring and deepening characters without them coming out and saying "I'm brave but flawed by my childhood experience", but instead he shows them by their reactions and choices. Yes, this shouldn't be a big deal, but hey, it's fantasy.
I also love that his characters are fully grey. The ones that are truly honorable heroes are also unyieldingly cold and the cruelest villians are at least human and understandable. But man! Martin doesn't mind killing anybody.
Which brings me to my title. One of the hardest things is picking up the next book that isn't from this series. You can always go back to some of the classics, but it's really hit and miss on picking up a new book, and Martin really raised the bar for me.
Great Read that Leaves You Feeling Icky.......2007-09-26
I feel dishonest only giving this book 3 Stars because the truth is I could not put it down and there is no doubt in my mind that I will end up reading this entire series. I enjoyed the complexity of the plots, the character development, the multiple perspectives, the detailed worlds, the unconventional blur between good/evil and the unpredictable plot twists. There is much in this book to enjoy and praise.
That said I only gave this book 3 stars because it left me feeling, well, kind of disturbed. Multiple times, during the course of reading this book, I told whoever was around that I felt like I was being emotionally abused by the author. I usually like disturbing/dark stories but something about this one troubled me. For starters the sex and sexual violence in this book was a bit much for me. Almost all the sex scenes are about a thirteen year old child. The sexual acts that happen to Dany in this novel constitute at least a dozen felonies in any civilized society. Not only could I not discern a reason the author had to make Dany SO young (especially if he wanted her character to be highly sexualized) but the aspects of sex he chose to discribe and the manner in which he discribed them were random, weird and came across as nothing more than a perverted indulgence. I would read something and simultaneously roll my eyes while feeling an icky shudder up and down my spine. I have no problems with sex in books I read, but the manner in which the sex scenes were written in this book are not reflective of real life and left me feeling grossed out. They felt exploitive I guess because they were so gratutious and strange.
Also, as a women, the constant rape and violence towards women was hard to read. I realize rape and misogyny are part of the world, particularly in times of war, but the amount and detail was hard to stomach. While the male characters (good and bad) generally die or get injured bravely in battle the women must be systemically humiliated before dying unceremoniously. Not only is raping them bad enough, they must be gang raped. And just in case gang rape wasn't degrading enough they have to be gang raped from behind. This combined with the constant womanizing of the main characters, the constant put downs related to the worth of women relative to men and after a while it makes you start to wonder; has Martin created a world filled with systemic female degradation because he is laying the foundation for an ultimate commentary on oppression, violence and human dignity? Or has he created a world filled with female degradation because that is what he likes writing about? I have 6 more books to read before I can answer that question but I have a suspicion it is the latter which is where the icky feeling I have towards this book comes from. Hopefully, it turns out I am wrong.
Even though this book left a bad taste in my mouth in some respects, I will continue to read the series because it is wildly entertaining. I've already started the second book.
Excellent work..........2007-09-04
so far! I am excited to read the next three books. Instead of expounding on the virtues of the novel, I would like to address two common complaints that one finds in these reviews. Firstly, the reports about sex/incest/bestiality are vastly exaggerated. There is ONE incestuous relationship between atomic family members, and the sexual description is limited to less than a paragraph. Certainly, the novel mentions other kinds of incest, such as the marriage of first and second cousins, but that is to be expected where royal families are concerned; and sexual acts regarding these are never described. Also, in line with medieval societal norms, there are a few ultra brief descriptions of sex involving teenagers; girls in royal families were frequently married off early and were expected to produce as many male heirs as possible. Yes, there are several moderately explicit scenes of rape (especially near the end of the book), violence and sex, but they pale in comparison to many other historical fiction novels. Sexual descriptions are about on par with an Anne Rice novel, and way softer than any of that romance/Fabio-on-the-cover drivel. If you cringe at the slightest graphic description of violence, then I would stay away from anything that involves the history of humankind. Certainly avoid the Conan and Warhammer 40K fiction series, and you should retain your sanity (and wimpiness).
Regarding complexity: this first book is EASY to follow. Each chapter is titled with the name of the character from whose point of view the story will be narrated. There are only eight such characters. If you have trouble keeping everything in your head, just go back to to the previous chapter with the same character name and re-read the last few paragraphs...it's that simple folks. I like this style because at several points, as you might find on TV or in the movies, the author leaves you hanging with some suspense at the end of the chapter until he "cuts" back to that (possibly concurrent) point in the story.
Anyway, my opinion is no more valid than that of anyone else on Amazon. If you like historical fiction, then I think there's a good chance you will like low fantasy. This series is as good a place to start as anywhere. Use some common sense: first, take it out of the library if possible. Second, read as many chapters as it takes for you to get a sense of the style and characterizations. Third, if you don't like it, STOP READING...it will NOT get better. I hereby deliver a VIRTUAL SLAP to reviewers who claim that they read the glowing reviews, read all 806 pages of the novel, and then felt debased or felt like they wasted their time or money...this is the United States, a playground of choices. If you don't like something, change the channel or turn off the device!
Customer Reviews:
Expedition to the Demonweb Pits--Demonically Good!.......2007-09-06
Wow! This massively rich Dungeons & Dragons experience is a weaving of expert writing, deliciously devilish (or demonic)creativity and deadly challenges--sure to please any veteran or new explorer of the outer planes of existence.
Whether you are a DM wanting to take your players on a plane-spanning adventure, a hardened warrior seeking to right unthinkable evils, or spellcaster seeking to push the envelope on your powers, this is an adventure you don't want to miss! Playable over the course of a single weekend, I can't recommend a better mod for PCs of level 9-11.
Familiarity with extraplanar worlds is helpful, so check these books out also:
Planar Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying)
planar handbook
Good gaming,
Tyrskald
Running it now..........2007-06-13
I'm running this now (the party's near the end of Chapter 2), and so far it's quite a bit of fun... if you're in the right mindset.
If you're looking for a wacky jaunt across the planes, merrily killing drow and demons, this will probably work for you. If you're looking for an adventure with plot & complexity, you'd best look elsewhere. I was looking for a pretty brainless adventure I could run once a month for some gaming-deprived out-of-town friends. My prep time is somewhat minimal, so this seemed like a good buy.
The format of the adventure actually is pretty easy to use. You get all the material for a single encounter on one page, or two facing pages, along with full stat blocks. That layout makes my job as DM pretty easy while I'm running the game. It's somewhat annoying while I'm *preparing* for the game, but once I got used to it, it worked.
I'd give it 5 stars for the material and for the presentation, but the stat blocks are awful. I'm not talking about the new stat block format - I *love* the new stat blocks (top section is pre-encounter, second is player's turn, third is monster's turn, fourth is detail, fifth is exposition), but the stat blocks are full of errors. I don't know that anyone really did proofreading on this book. (Two Examples: Ratatosk damage assumes small-size weapons while the creature's size is listed as Medium. Rule-Of-Three's dagger attacks don't include the magic bonus.)
Are these things written with a dart board?.......2007-06-12
This thing sucks. I was expecting something really interesting and would involved politics of the Abyss, but got a hastily thrown together group of encounters. The plot line makes little sense. The hook to get the PCs involved makes little sense. The reasons for why most NPCs would assist the PCs makes little sense. From a combat perspective, it's probably decent as a dungeon crawl. (I haven't run/played it, so I can't say how balanced the encounters are) You'd have to totally ignore the plot and story to enjoy it, though. Unfortunately, this follows in line with almost all of the adventures that WOTC has put out in the last 4 years. They're great dungeon crawls if the PCs are okay with just being led along by a string of encounters. You're left in the end wondering what the hell the reasons for the adventure even were. They could have done sooooo much more with NPCs like Grazz't and Orcus and the interplay of politics between the demon lords. I'm very disappointed. The only plus side is the pages and printing and diagrams are visually nice and the encounter format is concise. I'd rather have the encounters placed back right into the main text, however, 'cuz I don't want to have to "refer to appendix C for monster and environment details" kind of junk.
Challenge rating ill concieved.......2007-06-12
As a player and a DM for over 20 years,I was anxious to see this 3.5 update of the classic early gygax era modules,I read through the new adventure and was astounded that they suggest this module is suitable for a 9th level group,the first encounter alone states that even though it is highly challenging a fully empowered and rested group should prevail.This is the mind set throughout the book.Several Demon lord aspects abound in the module which I find that most characters would have difficulty defeating that were less than 14 th level.Although the book states these encounters may be avoided,most players will invariably face nearly every one.
I enjoy the flow of story but any player familiar with the game would laugh at the concept of 9th level characters "plane traveling" and surviving the rigors associated with dealing with the denizens of aforementioned alternate planes.This module should have been designated for 12th-16th level players which would be more in line with the game mechanics.
Rushed camgaign.......2007-06-08
I am co-DM in a campaign and we decided to go with the "quick" version of this setting. I'm not sure if it is better in the earlier stages but so far it seems like this book was rushed. There are some mobs on the maps that don't have a map key while others do, and the maps for the encounters in the pits are somewhat confusing. This is a fun campaign setting, our players are really enjoying it, but if you are going to DM it make sure you go over it thoroughly before each game. Some things that should quick to find are a bit tough to navigate for players that are into the role playing aspect more. They are in there, just spread out and seemingly disconnected. Not a good campaign to pick on spur of the moment, but it is fun to play and DM if you have the time for it.
Customer Reviews:
Mediocre at best.......2007-09-05
I was very disappointed with this book. It has little to do with Cormyr. Even if you're focused on setting a game in Cormyr you can skip purchasing this book. You'll get nothing in the way of useful source material. The adventure has one or two interesting parts, but you can definitely do better by writing your own. This book also seems to focus on a new style that comes off as focusing more on the fights than the story. I found important information scattered about the book and it was often difficult to make it fit together.
A good product from wizards of the coast.......2007-07-13
Wizards of the Coast has been known to drown the public with crappy products just in the hopes of us buying it before we realize its crap, but this was far better then could have been expected. It is well layed out and easy to follow. The story actually makes sense and grabs the players. If you like Dungeons and Dragons and play in the forgotten Realms then I highly recommend this product. Even if you don't it provides some great ideas for any home run campaigns.
Not a true Supplement.......2007-07-13
I was dissapointed when I first read throught this book to find that it is mislabeled as a Supplement when it is in fact an Adventure Module. I am running a campaign in the Cormyr region so I was desperate to find the fine detailed facts that only a true supplement can provide. The adventure looks fun but I am a little afraid to run it because my players read it.
It does have some supplemental information about one city in Corymr. Just not enough of what I was looking for. I ended up turning to a Volo's guide.
Play before you rip..........2007-07-02
I have now played through this entire adventure as the DM. The reason I bought it in the first place is that I love the Forgotten Realms and am a college student, so no time to write my own. I have heard many people say that it is underwhelming or not enough new material. Let me say this...So what. It is beautifully written by 5 amazing authors who all contributed to the design of the story. If you constantly follow the Forgotten Realms story, this adventure and the 2 follow-ups will fit in nice between the events of certain novels. Also, the encounters are challenging, very customizable, and quite suitable for any play group.
As I said before, I have finished this adventure with 1 play group and am halfway with another. If you want new stuff, write it yourself or add any of the hundreds of items and classes other FR books add. I personally went and rewrote many of the major NPCs stat blocks using Champions of Ruin and Lost Empires.
Finally, remember that the story in the adventure is incomplete. To the players, they will feel like they have survived (or not survived...3 or 4 times in my party's case) something huge. My players absolutly clammored for more and the second book in the series releases later this month.
If you like the F.R. and need a precon adventure, look no further.
All it's cracked up to be!.......2007-05-30
Good product. As always with WotC, retail price is steep but this one is worth it - especially if you are a fan of Faerun.
Well done, deep plot, good illustrations - all in all, nice installment in this super campaign.
Book Description
The Player’s Handbook II builds upon existing materials in the Player’s Handbook. This is the first direct follow up to the best-selling and most used D&D rulebook. It is specifically designed to expand the options available for players by both providing new material and increasing the uses for existing rules. Included are chapters on character race, background, classes, feats, spells, character creation, and character advancement. New rules include racial affiliations that make race matter as a character advances in level, new character classes and alternate class features for existing classes, new feats, tools for rapid character creation, and additional organization and teamwork benefits -- an option first introduced in Dungeon Master’s Guide II and Heroes of Battle.
Customer Reviews:
Nice complement.......2007-08-15
This book is a very nice complement for creating your D&D character, specially for the new feats.
A Risk Worth Taking.......2007-06-28
When I originally heard about this book, I was worried. I thought about how poorly they made Dungeon Master's Guide 2. However, this book turned out great! They added some great new classes and prestige classes. They really add to the game.
One thing that's really nice is that it's not needed, but it just adds a couple new dimensions to the game.
I will admit that I'm a sucker for more options and variant rules, so you should check this book out before you buy it. You might not think some of the additions are worth it.
Players Handbook 2 Review.......2007-05-13
I eagerly awaited this book to come out, thinking it to have quite a bit of new information. It does offer some new classes and some new spells and such, but over all the book to me was a dissapointment. The book goes into more variations of the original classes and spends some time on your character's background. Most of this information is available in the DMG and other books, this book simply puts them in one place. There is an NPC generator section that was somewhat useful, a good idea and section just not for me.
Having been a gamer for over 20 years, I have read and owned my fair share of rules books, supplements and misc. books. This book in my opinion is not essential to any gamers collection nor does it truly provide much info that can not be gained from the core collection of books. The classes inside while nice, are not enough to warrant spending the money for the book.
PHB2 in 5 easy steps, NOW WITH OVER 200% MORE FLUFF!!!.......2007-04-12
DISCLAIMER: THE AUTHOR OF THIS REVIEW IS A SELF-PROCLAIMED FRICKIN' MORON WHO IDN'T PAYIN OR BEIN' PAID JACQUE DU SQUATTE, AND, IN ADDITION, IS NOT LONG FOR THIS WORLD!.AFFILIATE YOURSELF WITH HIM AT YOUR OWN RISK!
SAFETY IS MOST ASSUREDLY NOT GUARANTEED!!!
P.S. Although...I have attempted something rather similar once before...
P.P.S. that guy, Jacques, can no longer be found at the usual address...
error 404 or some such, most likely, I shouldn't wonder...
A lot of people seem uneasy in their confidence in suggesting or purchasing this book. Being Clinically diagnosed as "thinking outside the box 24/7 and regarding the status quo, "fitting in", and "being POPULAR and commonly accepted as both bland and boring".(to put it in a positive light) or simply as a "motormouthed gibbering lump of idiocy" (The more popular kind of judgment for my ilk), I feel somewhat compelled to offer advice on the matter, as well as my perspective where the subject matter of this book is concerned.
Firstly, the 5 fool-proof (and I should know, lm...) steps to establish a grounded (so to speak) basis for opinion, judgment (should you go for that sort of thing),and so on so forth, yadda-yadda-yadda, etc., etc., ANYWAY...
1. SHARE IT
2. READ IT
3. DELETE IT
4. BUY IT
5. "5" IT!!!
if you are EPIC-impaired, you may wish to forgo one or more of steps #
2-5. The choice lies with you.
Being A rather Casual and Social group, and some of the most NPC people around (ironic, isn't it), file-sharing is hardly necessary. This is already laughably obvious to most gamers I've known, but I mention it for the sake of my friends as well as the already cataclysmically overpaid legal watchdogs what've sold their own savior into crucifixion for a quick gp or 3 long ago..
As for the book itself...
It strikes me as being an attempt of sorts to rectify mistakes of the past. Although the errors of judgment that matter the most to me go largely unaddressed to this day in ANY of their books, The Knight class makes me truly happy, as well as the much-criticized Duskblade, hailed by close friends as "groundbreaking" for taking Archetypes Boldly into new territory, though only the most observant among you will be able to see why.
(Hint: Look Closely. Read between the lines. Its Strengths rest within the details.....).Da' rest a' yas wont even see it coming.
The Paladin from #1 Pales in comparison by far, with its unoriginal recipes & Extra Stuffy Starchy, over-controlling aristocratic rules, protocols, restrictions and regulations that have always made the class unplayable unless the Dungeon Master is VERY loose in his interpretation (I.E. D.. Maxwell), requiring paladins outright to act much more like spies, charlatans, thieves, liars, scoundrels, and assassins as part of their identity as "Lawful Good" (rolling 2d0). With Stricter interpretation, the controversial Christian policy of Plenary Indulgence (forgiveness of sins based upon amount of immediately pending monetary donations), silent consent to the practice of slavery and a platform stance of non-involvement where genocide of biblical proportions is concerned...These real-life historical counterparts could make the Paladin VERY playable as well, but I would still choose the Knight Class hands down, even with ALL of these house rules and role-playing concessions, but just for those who disagree, Check pp.86-87 in "The Forgotten Realms Campaign Setting" rules supplement for a VERY SMALL section (in need, I feel, of strong fumigation) "good" ideas regarding pricing of slaves in the skin trade, should your PCs wish to commit such an unwholesome act of savagery and ruthless dominance.
The Knights of Cheval, upon which the Knight Archetype is based, and most pathetically heralded as a "Rip-off" of "mmorpgs", despite the fact that the Descendant(s) of this Knightly Organization DO NOT grant recognition of any sort to bullies, critics, and thugs who enjoy throwing their weight around among these online games. MY ANCESTORS WERE GIFTED WITH THE HONOR OF CREATING THE VERY FOUNDATION UPON WHICH THE ENTIRITY OF YOUR SILLY RICH-KIDS GAME RESTS UPON, IN ALL OF IT'S IRREVERENCE! Ahem... The Knights of Cheval, analogously speaking, are the strongest in resemblance to the much-borrowed, but still much-admired concept of the Knights-Of-The-Round, of King Arthur's fame. These Knights of Cheval adhered to a code of conscience, however, and did not bow to any mortal man, regardless of so-called sovereignty. In a way, however, I have misspoken, as it was the solemn duty, by obligation of the heart, for these Knights to serve and protect the needs of each and every person in their realm, with respect, consideration, charity, kindness, and love no less than that which they would give to their own kin. Their status, or lack thereof, as Christians, is as yet unknown to me, so I cannot speak on the matter with any due certainty or credibility where this is concerned. The Shield at their right arm is far more symbolic of their code of beliefs than the sword on their left, or any other weapon of any kind could be.
An extended rendition of the Knight's Credo can easily be found by the ones among you who are most generous of heart.
Seek...somethin'll turn up.
Ask...you'll get results.
To defend those who cannot defend themselves...
To bestow the food and shelter to each and every man, woman, and child that have none of those basic needs which are due them all...
to fight for the right to adventure and PARTY ON!
"WE ARE THE THIN VEIL THAT HOLD BACK THE NIGHT!!
WE ARE THOSE WHO HACK, TURNING WRONG INTO RIGHT!!!"
-A credo of a different sort, inspired by, and perhaps indeed from,
the Knights of the Dinner Table,
may they live long and level up!
LONG LIVE KODT! HELP ME SUPPORT TEH LOCAL GAMESTORE!
Bringing MMOGs to pen-&-paper.......2007-03-13
I usually love new rulebooks, but this one is a stinker. It was obviously written by someone who loves multiplayer online games and is trying to bring some aspects of those games into a D&D campaign. The problem is, a lot of features that were unique to online games were created because it was impossible for a computer AI to portray certain aspects of combat in a realistic manner. They are therefore pretty contrived and unrealistic by definition.
The Knight class, for example, is a direct import of the "tank" classes from online games. And it shows. None of the class abilities have any precedent in fantasy literature -- unless you view them through a lens of computer gaming.
The Beguiler is likewise a ripoff of online "crowd control" classes, and is completely unnecessary. The same goes for many of the feats and spells.
I will admit that some of these might be fun to play, but they just feel so horribly unnatural that I cringe at the thought of introducing them into any campaign. Some of the ideas might have worked, but I see only the most minimal attempt to disguise the computer-game inspirations behind them. With a little more effort, they might have had a 3-star supplement instead of 2.
Books:
- Malignant Self Love - Narcissism Revisited
- Mountain of Black Glass (Otherland, Volume 3)
- Never Suck A Dead Man's Hand: Curious Adventures of a CSI
- Nightwing: Brothers in Blood
- Off the King's Road: Lost and Found in London
- On a Pale Horse (Incarnations of Immortality, Bk. 1)
- On Call: A Doctor's Days and Nights in Residency
- Peter and the Shadow Thieves
- Physik (Septimus Heap, Book 3)
- Please Understand Me: Character and Temperament Types
Books Index
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