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List price: $10.99 (that's 20% off!)
But don't stop there-be sure to meet all the ghosts, phantoms, and assorted "things" lurking with the collection of Famous Ghost Stories.
Reads like a steamy romance novel.
Mackay breaks his book up into four sections. The first examines the history of the role-playing game, particularly in relation to other forms of popular culture: fiction, film, comic books, and computer games. The second section looks at the rules that structure role-playing game. The third section looks at the social relations between players within the performance of the game. The fourth section explores the aesthetics of the rpg and includes a fascinating history of the emergence of fantasy as the key to commercialism that it is today from its humble roots as an object of suspicion in orthodox Christian Medieval Europe.
Mackay does not dumb-down his writing, and I'm sure other role-players, as well as others interested in the history of fantasy, will appreciate this. At times, he gets a bit carried away with his systems of organizing the game and describing it, but that is easily forgiven given the groundbreaking nature of this book. Of critical importance is his treatment of the performance of the role-playing game, and not simply as a game made up of a bunch of rulebooks and a bag of dice. The afterword by Marshall Blonsky is as astute and concise an analysis of fantasy gaming (whatever form it may take) as you'll find anywhere. My only question, why did it take so long for a book like this to hit the shelves?
...what a difference 15+ years can make! Boy, was I surprised when I opened the covers of "Far Trader" and started to read. Detailed essays on finance and trade in the Imperium, an incredibly detailed - almost realistic - economic and trade system, and much more besides. The detail was somewhat overwhelming at first, and somewhat insulted my minimalist sensibilities as a twenty year traveller veteran. I want to play a merchant! I exclaimed, not read a book on economics! But then I started to look at the material closely - and it *is* good. The authors have started with the initial premise that interstellar trade *is* both viable and necessary and then built a "pseudo-realistic" trading and economic system on top of it. It's elegant, neat and eminently playable.
All the usual stuff is there of course, starship plans, character templates for GURPS and a host of adventure seeds. Production values are fabulous, and the books have a nifty "sidebar" format where a wealth of additional information is presented.
I'm going to give it 5 stars, its a great piece of work - I liked it, but I can imagine that it won't be for all tastes. Its not really a book you can "dip into" and start using with a cursory read - if you are going to have successful merchant characters you'll need to read and absorb a fair portion of this book. I'm afraid that the 40 page vignette books of the classic traveller period are long gone, replaced with detail, detail, detail. But with such quality of content, and production values like these I for one won't particularly mourn their passing.