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Book reviews for "Long,_Steven" sorted by average review score:

Back East: South
Published in Paperback by Pinnacle Entertainment Group, Inc. (01 January, 1999)
Authors: Steven S. Long, Ashe Marler, Kim DeMulder, and Shane Lacy Hensley
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When things go south . . .
My friends and I have been playing a Deadlands game off and on since the game came out-- in our current incarnation, we decided (being Southern by nature) to make Southern characters. Without this book, we would've been lost. New edges, new hindrances (if you don't know what I'm talking about, buy the Player's Guide & see), and marvelously in-depth descriptions of various cities throughout the South, including our very own Savannah-- this book contains all of that and more. Marshals who want to take their campaigns "Back East" will find plenty of inspiration here. Notable inclusions include new edges such as Gallows Humor and Rebel Yell, as well as rules for Southern-style duels. This book will definitely add personality to your posse.

Dark Champions
Published in Paperback by Gold Rush Games (01 January, 1993)
Authors: Steven S. Long, Frank Cirocco, Storn Cook, Dan Smith, Greg Smith, and Monte Cook
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Great Sourcebook for a Different Kind of Champions Game
If you're tired of playing with world-saving heroes who laugh at guns, knives, and thugs, then this is the book for you. Dark Champions focuses on the everyday kind of heroes who focus on making neighborhoods safe and on street-level violence. The rules are clearly laid out and the book is well-written, conveying great flavor for a street-level game. The author, Steve Long, does a great job of making the world seem to come alive.

The Long-Lost Heir (Harlequin Intrigue, No 462)
Published in Paperback by Harlequin (1998)
Author: Amanda Stevens
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This is the third in the Kingsley Baby series by Amanda Stevens, and the entire trilogy is nothing short of wonderful. If you've never read her books before you're in for a treat! She's right up there with Sandra Brown and Tami Hoag. Don't miss this series!!!

South o' the Border
Published in Paperback by Pinnacle Entertainment Group, Inc. (01 January, 1999)
Authors: Steven S. Long, Jim Callahan, Jeff Lahren, and Shane Lacy Hensley
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One of the best Region sourcebooks for Deadlands.
"South O' the Border" contains a gold-mine of information on Mexico in the Deadlands setting. Rules for creating Mexican characters and a new Arcane Background give this book a lot of tasty "crunchy bits." The sheer number of campaign ideas packed into this tome are incredible. A lot more depth is given to the previously neglected Mexico, and it's all good.

Star Trek Roleplaying Game: Player's Guide
Published in Hardcover by Decipher Inc. (2002)
Authors: Mathew Colville, Kenneth Hite, Steven S. Long, Don Mappin, Christian Moore, Owen Seyler, and Decipher
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Very high quality...
This book is one of two core books, the other being the Narrarator's Guide. This book is full-color, with pictures from the original Star Trek all the way through Voyager and Enterprise. It has just about every gadget you've ever seen, and some you haven't, available to characters. Classes include Trader, Rogue, Starship Officer, Warrior, etc. If you're a Star Trek fan and enjoy roleplaying, do yourself a favor and get this book!

Tales Of Terror: 1877
Published in Paperback by Pinnacle Entertainment Group, Inc. (01 January, 1998)
Authors: Steven S. Long, Marcus Faulk, Geoff Hassing, and Shane Lacy Hensley
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History, the way it never happened!
Tales of Terror: 1877 introduces Marshals and Posses to the wonders of the Weird West. There are new weapons, Edges and Hindrances and Knacks, but the best part is the Tombstone Epitaph, incorporated into the book. The first part relates the happenings of the year 1877, as told by a reporter travelling the West. The second part reveals to Marshals (and Marshals only!) what's "really" going on behind the scenes of the various news stories.

The writers of this book did their homework, and this book is a very enjoyable read, whether or not you actually intend to play the game.

The Lord of the Rings: Roleplaying Game: Core Book
Published in Hardcover by Decipher Inc. (30 August, 2002)
Authors: Steven S. Long, John Rateliff, Christian Moore, Matt Forbeck, and Decipher Inc
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Play your way through Middle-Earth
This game is so awesome! It was the first RPG i ever played and i loved it. This game is so cool. It provides hours of entertainment and fun. You just choose your character and Play! It is so fun. (I've said that about a million times b/c it is.) So if you are bored this summer get this book!

The Lord of the Rings rocks!
I do not have this book but a friend of mine does and it rocks! We play this for hours non-stop. It provides hours of entertainment and fun. So if you are planning on buying this book but don't know its worth it, well take it from me it is way worth it. So dont exagerate pick up your copy today!

At last, a TRUE Roleplaying System for the LOTR...
Ok, let make this simple: this book is amazing!!. I was very concerned at first with the system: it use only d6 dices?, how the elves will be managed? and the magic?. All these questions worried me, but let me tell you: the system is great, flexible (like or more the d20 system) and simple. The races and character classes (order) are very well made and presented. Of course, the elves are superior, but thats does not mean that the other characters will not be relevant. The ROLE playing is what is relevant. And this book present wonderful opportunities for make many good roleplaying sesions.

The magic system (another big issue) is great also: is not to powerful, but powerful enough. It let you combine your magic, you do not need to "memorize" the spells, etc. But one thing is important to remember: forget about big balls of fire or dozens of magic rays creating havoc between your enemies... Think more of how Gandalf use the magic and you will have a more precise idea of how the system works... And you want to be a member of the Wizard Order? This book tell you how to achieve this.

One last word: the biggest challenge will be for the Narrator (or storyteller, DM, or whatever you call it). To create a wonderful story in the Middle Earth that capture the Tolkien mood without copy the books will not be easy, but this book help you a lot in the process... The rest is for your imagination.

The Wheel of Time Roleplaying Game : Roleplaying Game
Published in Hardcover by Wizards of the Coast (23 October, 2001)
Authors: Charles Ryan, Ross Isaacs, Christian Moore, Owen K.C. Stephens, Rateliff, and Steven Long
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Begging for an Expansion
Let's just say I was pleasantly surprised that there wasn't a system for handling chronic upper respiratory infections.

This is the d20 system role-playing game for the Wheel of Time system, at least for the first six novels...the character stats given are as of the end of Lord of Chaos. It offers a more-or-less complete game system that's surprisingly good.

Included are entirely new core (i.e. 20-level classes) and prestige classes, such as the algai'd'siswai (Aiel spear-fighter), armsman, wanderer, woodsman, noble, initiate, and wilder, which are more appropriate to the world than those listed in the D&D PHB. They use the standard skill and feat system. There are two playable races, humans and Ogier (the big guy on the cover); humans get an extra skill point and an extra background feat, in a fashion similar to the Forgotten Realms campaign setting.

Feats are mostly standard, but include the various channeling feats and Lost Feats, which are limited by the need to take a precursor feat before taking the real feat, which should keep them rare. Equipment is mostly normal, with mention of power-wrought swords and other wondrous items, such as masterpiece weapons and armor (like masterwork, but better).

Channeling...ah, channeling. As others have mentioned, it's put in as a spell slot system, but the available slots represent a safe limit. You can overchannel all you want, but sooner or later it'll cost you. The weaves listed have variable effects based on the slot used, which is nice. They have a decent way of handling linking and angreal and sa'angreal, but I'll get more into that later. And, for male channelers, there's the joy of the Madness mechanic.

Included are character descriptions for most of the major hero characters (Rand, Mat, Thom, Lan, Moiraine, etc.), as well as MM-style descriptions of the various beasts and exotic animals found in the setting. Sadly, no Forsaken are depicted, yet. One will also find standard rules, some setting information, and advice on running the game.

On the whole, I'm quite impressed. It's a nice and coherent system, and works better than I thought. I can't find much to complain about, other than some minor quibbles...such as some of the character write-ups being wrong (some people not having abilities that they demonstrated in the novels, or equipment, etc.).

What I'd like, of course, is an expansion or two...obviously, they'll have to do one the farther the storyline goes. I think that short prestige classes for each of the Ajahs might be nice, and lists of where Portal Stones and the Ogier Ways are would be very helpful (aside from GM fiat).

But, what I'd really like is an Age of Legends expansion...with all sorts of lost weaves and feats for item creation. Gosh, that'd be cool.

worth the cost, especially if you buy through Amazon
I worried this adaptation of Robert Jordan's vast and colorful Wheel of Time Setting would be a disaster. I need not have bothered.

Source material-wise, the book is densely packed. It certainly has information gaps, but I did not reasonably expect one roleplaying sourcebook to exhaustively give the setting for a 7000+ page novel series.

For roleplaying material, the book is superb. The jump from 3rd edition Dungeons and Dragons to Wheel of Time Roleplaying Game should take less than a day for the GM and maybe two hours for a player. Complete newbies may need more time, but new players need a longer learning period for any roleplaying game.

The adaptation of the magic items and spellcasting system are spectacular. I had been terrified that a handful of DnD spells would be renamed and one or two ill-considered dreamwalking spells would be inserted. Instead, small aspects of the DnD mage and sorceror class have been taken and tweaked with a lot of new material. Channelling, shielding, linking, sa'angreal, and saidin's taint are covered and covered well. Dreamwalking also earned its own section.

There are few elaborate adventure hooks but a number of short ones and numerous hints and suggestions.

I say, get it and go nuts. (...)

Fantastically put together!
I haven't found anything about this book that I dislike yet. I've been playing the d20 system for about a year now and rping for about 13 years total and I've never come across 1 book this organized and easy to move around. Even the character sheet was put together pretty well. And I always feel the need to remake that or find one someone else remade.

Also, having read the Wheel of Time series twice, I was worried how they would adapt the series to rp. And I think they did it very intelligently. I can see why it has Robert Jordan's stamp of approval. It certainly has mine.

Long Train Passing
Published in Hardcover by Thomas Nelson (1996)
Author: Steven W. Wise
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If you want christian/religious fiction...
...this is the book for you. On the other hand, if you want to read about a time "when teachers could change the world, when a stranger's help was graciously accepted and freely given, and a time when the promise of a bright future could capture the imagination and determination of any child." you may have to tolerate a little preachy-ness.

I gave this book only one star because of what I consider the devious way the book was presented. I expected a slice of Americana but got an excercise in feel-good faith reassurances instead. The way the story is presented isn't what the book is really about.

It is not often that I feel sad when a book ends. But I did when I finished reading "Long Train Passing". I felt like I really knew these people and they were genuine. The way that Steven Wise developed these charactors was wonderful. I wish there were more people in the world like Annabelle.Especially in a world where things like Columbine High happen. I reccomend this book to anyone with a heart, because it will definetly be touched!

Heartwarming tale of caring people in a Midwestern town.
Today, over thirty five years after it's debut on network television, The Andy Griffith Show remains extremely popular. I believe the major reason for it's continued popularity is the hidden desire for most of us to be able to return to a simpler time where problems were usually minor and always resolved in 30 minutes. Yet, some of us did grow up in our own versions of Mayberry USA, and while many of the things depicted on the program were fairly true to life, we also know that many of our problems were quite complex and rarely resolved quickly. Such is the town portrayed in the book "Long Train Passing" by Steven W. Wise. While the setting is 20 years before mythical Mayberry, it seems extremely familiar. For those of us who grew up in small Midwestern towns, "Long Train" hits close to home, and takes us quickly back to less complicated days. The characters depicted seem all too real, mainly because the author has taken them fairly faithfully from the real inhabitants of his hometown in rural Missouri. While the story is extremely entertaining, the real joy in reading this book is to see the characters come alive in print and to feel we would know them if we met them on the street. Here is a chance to go back to a time when many of the complexities of our modern society were not present, but the drama of life and the triumph of the human spirit coupled with love overcoming hate are as current as today. Spend a few hours and let the author spin his tale. You will be greatly rewarded for your investment.

The Change (Alien Nation, No 4)
Published in Paperback by Pocket Books (1994)
Authors: Barry B. Longyear, Steven Long Mitchell, and Craig W. Van Sickle
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Could have been better
The idea of this book is very good, however the auther changed a lot of material that never should change (like George's Tenctonese name) For the longest time I didn't know who they were talking about. It was a good story overall, but common alien nation themes like George's tenctonese name being Stangya, should never be changed. Other than that it was a good book.

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