Book Description
In a world ravaged by conflict, age-old enemies struggle to rebuild society amid a tenuous peace sparked by flares of violence as threats new and old clash in an endless conflict. Get to know the setting for Blizzard Entertainment's best-selling online game World of Warcraft as never before, in this lavish full-color hardcover guide to the world of peoples of Azeroth.
More than just a setting guide, World of Warcraft: The Roleplaying Game translates the hugely popular computer game setting into a pen-and-paper roleplaying game. Published under the Open Game License, it features complete rules for play that are 100% compatible with revised 3rd Edition rules and the d20 System. Everything you need is now in one book from character generation to 10 races and 12 core classes, from extensive technological creation rules to a wide variety of spells, from combat rules to details on generating settlements and cities! Also compatible with existing Warcraft RPG game material.
Customer Reviews:
It could've been awesome..........2007-05-05
I have very mixed feelings about this setting. (Which is definitely more of a setting than a system.) I, personally, would have liked a brand new system that allows for a more precise translation of the MMORPG to a tabletop paper and pencil game. I'll start with the positives:
It's great to have a system that can easily integrate into my existing D&D 3.5 game. The addition of new classes such as tinker, hunter, shaman, and scout are a great addition. Also, you have new variants on existing classes like paladin, warlock, druid, and rogue, just to name a few. I personally enjoy this version of the paladin over D&D's version. It's also nice to have new playable races like tauren and the foresaken. It's not completely compatible. I wouldn't advise mixing feats without some good old PC/DM consulting time. The game itself has a very strong D&D feel with everyone doing more damage. The weapons section feels like a new playground that you visit for the first time. From firearms to tauren totems, it's a nice selection.
However, there's a lot that could have been done differently. When I play the WoW rpg, I feel like I'm playing D&D...mainly because I am. A new system should've been written for a vastly different type of game. There are a bunch of things that I think should have been added.
1) Armor. In the MMO, you get a bunch of different pieces of armor. Chest, shoulder, wrist, hands, legs, feet, head and back. In this game you buy a whole set. It completely thwarts the idea of adding in any tier armor, or armor sets that are found in the game.
2) Level 1 - 20. In D&D, leveling is a big deal. In WoW, leveling should be easy and frequent. That's one of the main elements to the game that gives it its feel. They really should've made it either 1 - 60 or 1 - 70.
3) Class Translations. Some classes are done really well, like warrior, hunter, paladin and tinker. However, shaman, warlock and druid are horribly done. One of the main elements of shaman is totems. Shaman have tons of totems that all have their use and would easily translate to a PnP rpg. In the rpg, they have 3 totems. On top of that, they are a subset of the healer class (a really convoluted system) and shouldn't have been dealt with in the way it was. Almost none of the spells have been done really well. Since I know the D&D system extremely well, I can see them just adjusting certain things to make it kind of resemble the spells from the game. As for warlock, the MMO focus them in damage over time and demon summoning. In the rpg, they have 0 damage over time spells and they do have the demon summoning abilities (poorly might I add) but they don't have the stats for the things you can summon. Also, in the MMO, you have specific demons you can summon, but in this game you can summon anything that falls under general guidelines. I haven't sat down and studied druid, but from what I read, it's not well done either. Also, in the MMO, races have specific classes they can go into. (ex: Human's can be warrior, rogue, mage, warlock, priest and paladin.) In this game, you can have any race be any class. It's nice, but again, not like the game.
4) Talents. This is a major MAJOR factor in the MMO. This is one thing that could be considered the backbone of the MMO. This is not even present in this game.
There's more, but those are the main problems. I also have not been a fan of any of the supplement books. They tend to add more lore than rules and extra options. If you're a huge WoW fan, you're going to get this if you like D&D. If you don't play the MMO, this isn't the place to start. If you like the MMO, but not PnP rgps, try the board game or the trading card game. Those are well done.
Overall, I do have to admit that I enjoy playing this on occation and I am glad that I purchased it.
Very good.......2007-02-07
Some thing are over powered but other one are amazing, D&D 3.5 is a step behind this rulebook.
Mistaken Identity.......2007-01-11
As any WOW fan would know it is an online world full of advantture and role playing. The world is complex and difficult to learn for a newbie. So a book on how to navigate this complex world, full of hints and tips would be very helpful. Even at the heavey price of this book! Well this book with its hardcover and hundreds of pages of information does not have anything in it about the online role playing. It is printed as a optional boardgame for people who prefer playinga dundeons and dragons scenerio. This book is very misleading in its content and worthless to the online gamming fan.
Not the Video Game but Worth the Effort!.......2007-01-10
Unlike the World of Warcraft on-line MMO, this "pen-and-paper" RPG allows for greater flexibility in role-playing and sheds new light on the serious adventurer in Azeroth. If you enjoy Dungeons & Dragons, Role Master, or any of the other "old-school" RPGs, then you're certain to enjoy this adaptation of the popular video game.
The system is fairly easy to learn and is apparently widely used with other RPGs. It does not mimic the MMO's race / class system but this is a boon, allowing players greater input into the development of their characters. Azeroth is not set in stone (or even in binary and glitchy patches) but becomes a dyamic, living place where anything can happen. (Hey, why not let the Night Elves forge a treaty with the Taurens? Killing off the undead or the gnomes becomes an option, as well-- or the dwarves-- or the humans-- or whomever.)
If you enjoy RPGs and you like the cult-classic MMO of the same name, you're sure to find this book a valuable resource and a pleasure in itself.
A Must have for WoW and RPG fans........2006-11-10
This has to be one of the most extensive books for any roleplaying game. If you are a fan of WoW or Warcraft, this book has alot of information of background information. If you are a D20 fan, it introduces some interesting options for your gaming group. In short there is nothing you can not do with this book.
Customer Reviews:
Still Worth Getting for the World of Warcraft RPG.......2005-12-02
I bought this to go along with my copy of the World of Warcraft RPG, and I don't regret it (especially since, as of this writing, the "Monster Guide" is still months from seeing print).
While there are quite a few omissions that players of the MMORPG will miss (such as Worgen), it covers most of the really distinctive denizens of Kalimdor and the Eastern Kingdoms - and even a few from Northrend. It provides a lot of background information for most of the monsters, and was well worth the read just to fill in some story details that I hadn't yet picked up from the Warcraft games.
Even for players of regular D&D, this book offers some interesting twists on more "traditional" monsters that you might find in the "Monster Manual". And, the monsters here are still usable with the "World of Warcraft RPG" book. (Just keep in mind that "Dexterity" is now "Agility", "Constitution" is now "Stamina", and "Wisdom" is now "Spirit". It's mostly just a change in terminology to match that of the online game.)
My main qualms would be with certain omissions. For instance, there is some fascinating information on various types of Nerubians ... but specific statistics for each type are missing from the book. There's an interesting entry for the "Obsidian Destroyer" - though the description conflicts with the illustration, and there's no background information. (It's of little use to have statistics for an "Obsidian Destroyer" if I don't know what it is or what place it has in my campaign.)
Also, please note that this isn't completely exhaustive, nor is it a complete replacement for the D&D Monster Manual; it only includes monsters unique to the Warcraft setting - or which are significantly different from their D&D counterparts. If you need statistics for an elemental or a worg or a warhorse, you'll have to look in the D&D Monster Manual - not here.
I still hope that a future "Monster Guide" will fill in the blanks for a few of the "missing" monsters (introduced in the online game since the time this book was published), but until then, this is a must-have for anyone planning on running a World of Warcraft themed d20 RPG campaign.
Much better than the RPG book.......2004-01-31
I bought both the RPG book and this book for just the theme info.
I enjoyed this one more. This gives info on all the monsters(history, culture, weapons) and for the famous characters as well. Though this book doesnt have the history of azeroth like the RPG book does, in this book u will find viewer mistakes.
New spin on old monsters.......2004-01-17
The long awaited monster manual for Warcraft. Lets admit it no one wants to run a setting game without its proper monsters, so we all complain and whine when they take 3 months after the setting to release it.
This one is worth the wait if any monster manual is.
The monsters are inovative adaptations of the games monsters, though not always accurate and sometimes the spirit of the monster from the video game loses some.
The details for each monster are abit lacking but they give all the necessary information, just some lack of the added fun details we all sometimes enjoy.
The art is of the same quality as the previous Warcraft books and games, enjoyable for its unique qualities.
Two things shine out even beyond the rest.
The dragonflights are marvelous, five different species of dragons at similar power levels, but that are actually different. Sword and Sorcery/ White Wolf, could teach Wizards that you don't always need to make something stronger to make it different.
The Second asset is the CR range. For once a monster manual actually has lower CR monsters and a good range over the scope. As much as lots of powerful monsters are cool, low level people need something to fight too. Wizards forgot this, and WW remembered happily.
The addition of some major villains stats at the end is a nice touch too, though some hero stats would be a good thought but oh well.
Anyways, some minor faults but a quality manual over all.
A good addition to your dnd library.
Excellent Compendium of Creatures.......2004-01-10
I used this book in addition to the standard core rule book for DnD, I would like to say that this Manual of Monsters really puts a spin on "well-known" creatures of RPG gaming.
Take the Troll and the Quimera for example, they would seemed twitched but actually they are a different breed, a WarCraft breed (they are very nice fitted and adapted from the RTS).
There are several other creatures that can be used for a normal campaign, such as the Nerubian ( a spider like race ) the Tuskar ( a walrus like race ), Thundering Lizards, Wendigos, Murlocs even Nagas ( here is another interesting change from the typical DnD creature) that come all from the RTS video Game.
It comes with a change for dragons, because it actually includes 5 dragon flights or species: black, blue, bronze, green and red, each with historical facts that fit quite well in any campaign or ingoing game.
Finally it includes several heroes taken from the video game, Sylvanna, Arthas (as the Lich King), Mannaroth, Kel'Tuzad, and others, I must say that these are epic NPC that only fit on high level campaingns ( Arthas merged with the Lich King has a CR of 50!!)
The only drewback is that it lacks some monsters from the game, while it appears they included several critters from the WarCraft III Expansion (such as the Dragon Spawn, the Mountain Giant or the Obsidian Destroyer) it lacks others that I think would spice it more: the Coatl, the Spit dragon, the Faceless Ones, the Temptress, the Makruras. Overall is and incredible book and I really recommend it for both fans of the WC Universe and for the Role playing fans.
Customer Reviews:
Better Than My Expectations.......2005-06-30
My group and I decided we needed something new and different for our games. So we ordered this book, with an uneasiness about it being based on a game. After recieving it we carefully removed it and began to play. It was much better than our expectations, and seemed like everything 3.5 should have been in a warcraft universe. Many classes are made prestige, and there are interesting starting classes. The setting is interesting and entertaining and is a nice breath of fresh air compared to others. The supplements for this series also add new and interesting features. I would recomend going for the newer book, World Of Warcraft RPG. It may have returned some prestige classes to core classes, but they still play the way they should. This almost justifies the 3.5 update, as it is required to play.
An Interesting RPG.......2004-07-05
This RPG setting is sure to be a favorite of every Warcraft fan.
It provides a lot of lore information, and it was made with Blizzard's input so it is "cannon". The races and classes are all pretty interesting, and there are plenty of new feats and spells. I previously played Forgotten Realms, but got tired of the setting because it lacked "color." I'd definitely say the Warcraft RPG has "color," and that's what counts.
My two complaints: The tinker's technology creation abilities are way way too open to exploitation as they currently stand. I'd advise a DM to carefully lay out for his players what they can and can't create to avoid unbalancing a campaign.
Also, I wish this book had more information. For example, the necromancer prestige class, the blood elf race, and the gnome race are three very important parts of the Warcraft universe but they were not included in this book. Instead they can be found in the Alliance and Horde Compendium. You pretty much need this book, the A&HC, and the Warcraft Monster Manual to run a campaign.
The info seems outdated.......2004-01-31
When reading the book it seems that there was very little teamwork with blizzard and the writers of this book.
Everything relates to WC3 and TFT during its release date but any new info after that time isnt in the book and sometimes disprooves what the book has to say. the only reason i bought this book is for WC lore. Luckily half the book has history on many of the places in Azeroth, hopefully Blizzards history and this books history match up.
Alleviating fears.......2004-01-17
Admittedly when I heard about a Warcraft setting being made I was skeptical. Having not had much experience with White Wolf/ Sword and Sorcery, never having been a Vampire player, I didn't know what to think. Yet I had seen Ravenloft and others so I had hope.
Though some minor errors and small quibbles exist, the Warcraft setting is a thoroughly enjoyable source book. A wealth of information is given on the basic aspects needed to start and understand a Warcraft campaign, short of monsters of course.
The modified classes are simply changed but in a manner that makes for a fairly different experience, and the prestiges are for once actually worth aiming for.
The influence of Blizzard on the setting is very apparent and something to be thankful for, though some changes are given for the most part it truly carries the feel of the Warcraft world game players have come to enjoy.
Definately a good addition to anyones dnd Library.
For the theme info alone........2003-11-25
I am not a person who enjoys Tabletop Roleplaying. I bought this book because I wanted more indepth information on the races and cultures of Warcraft, and I wasn't dissapointed.
BUT, I have noticed some inconsistencies between this Books History of Azeroth, and the history presented to us in the Warcraft PC games manuels. For example, this RPG handbook tells us that Orgrim Doomhammer was Warchief at the time of the First War, when in fact an orc named Blackhand was the Warchief.
Customer Reviews:
Warcraft Alliance Players Guide .......2006-11-10
The book has a great range of new character directions, from expanding the ones that are already existant to complete new prestige classes,(i.e. Savagekin and Ursa totemic)The book contains great story lines and together with the history of the races of the Alliance it provides a big content to a new campaign hosted in the world of Azeroth. For the experiences players it is a great addition, certainly for the ones that like just a tad more diversity then the main world of warcraft rpg book already has to offer.
Average customer rating:
- Great book to go with my Urban Redevelopment Class!
|
Planning Local Economic Development: Theory and Practice (Sage Library of Social Research)
Edward J. Blakely
Manufacturer: Sage Publications, Inc
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"The book not only offers a theoretical analysis of the dynamic linkages between local, regional, and national development, but provides concrete examples of how local economic development can be fostered. . . . The book should be read by all those in community development and by those teaching in the field." --Social Development Issues "This new edition expands on topics such as the planning process, discusses high-technology economic development strategies, and presents new case studies. Planning Local Economic Development is aimed at students studying to become economic development practitioners and at community-based organizations." -Harold Henderson in Planning Following the success of its exceptional first edition, Planning Local Economic Development continues to explore theories of local economic development that are relevant to dilemmas facing communities today. This new edition expands on issues such as the planning process, analytical techniques, and business and human resource development and investigates new areas such as high-technology economic development strategies. Edward J. Blakely covers both the conceptual and specific program issues of local economic development--unlike most other texts or guides on national industrial policy. Planning Local Economic Development clearly and concisely outlines the planning processes, analytical techniques, institutional approaches, and selection strategies for improving local economic development. An experienced professor and active practitioner of city and regional planning, Blakely backs up conceptual issues with case studies offering practical guidance. Like the first edition, Planning Local Economic Development, Second Edition, will prove an invaluable resource for professionals and academics alike.
Customer Reviews:
Great book to go with my Urban Redevelopment Class!.......2000-05-19
The book was an optional purchase for my Urban Redevelopment class. Most of us purchased and found it helpful in creating our final project for the semester, which was to create a realistic proposal on local urban redevelopment. I chose North Philadelphia, and this book helps you understand exactly the procedure and the methods of creating a successful plan.
Average customer rating:
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Planning Local Economic Development: Theory and Practice
Edward J. Blakely , and
Ted K. Bradshaw
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Financing Economic Development in the 21st Century
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Economic Revitalization: Cases and Strategies for City and Suburb
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Local Economic Development: Analysis and Practice
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Asset Building and Community Development
ASIN: 0761924582 |
Book Description
Since the appearance of the
First Edition in 1990,
Planning Local Economic Development has become the foundation for an entire generation of planners and academics teaching planning. Building on the success of its predecessors, the
Third Edition continues to explore the theories of local economic development and address the dilemmas communities face. Blakely and Bradshaw investigate planning processes, analytical techniques, business and human resource development, as well as high-technology economic development strategies. Written by academics with many years of regional and city planning experience, this book will prove invaluable to professors of economic development, urban studies, and public administration. Economic development specialists in local and municipal government, as well as nonprofit organizations, will also find this an essential reference.
New to this Edition:
- Case studies, illustrations, and exercises demonstrate how each theory can be employed in a real-world setting
- Sample resource materials facilitate the development and design of program plans
- New arguments for implementing local economic development initiatives
- Thoroughly updated to reflect the financial boom of the 1990s and subsequent collapse, the policies of the Clinton and George W. Bush administrations, and the aftermath of September 11
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Planning Local Economic Development: Theory and Practice (SAGE Library of Social Research)
Edward J. Blakely
Manufacturer: Sage Publications, Inc
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ASIN: 0803932758 |
Book Description
Planning Local Economic Development addresses the dilemma that local governments and community groups face in their endeavour to improve the local economic base and increase the community's control over its own economic destiny. The author describes the theories of economic development and provides the first complete analysis of development at the local level, offering suggestions of how local leaders can improve the economic and employment base of their locale.
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Planners library.(News And Departments)(Book Review): An article from: Planning
Harold Henderson
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Release Date: 2005-07-31 |
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This digital document is an article from Planning, published by American Planning Association on April 1, 2004. The length of the article is 1430 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available in your Amazon.com Digital Locker immediately after purchase. You can view it with any web browser.
Citation Details
Title: Planners library.(News And Departments)(Book Review)
Author: Harold Henderson
Publication:
Planning (Magazine/Journal)
Date: April 1, 2004
Publisher: American Planning Association
Volume: 70
Issue: 4
Page: 40(3)
Article Type: Book Review
Distributed by Thomson Gale
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