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

2/04/2013

Star Wars the Han Solo Trilogy (Star Wars) Review

Star Wars the Han Solo Trilogy (Star Wars)
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Every guy who's ever seen Star Wars has wanted to be Han Solo. Now, A.C. Crispin's Han Solo Trilogy fills in the backstory, and does it well. Rebel Dawn tries to bridge the gap to the original trilogy and tie up loose ends with Han and Bria's relationship. It also explains why Chewie worried Lando still held a grudge against Han. The book works, but perhaps not quite as smoothly as the first two books. Both Zala's suggestions she and Han get married and Han's pining for Bria seem a bit out of character. I did like the intrigue with the Hutts. Crispin makes them into believable mafioso types. Xizor was also well employed. At the least, the trilogy will give you a new respect for everybody's favorite smuggler and how far he's traveled to become respectable.

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1/10/2013

Shadows of the Empire Sourcebook (Star Wars RPG) Review

Shadows of the Empire Sourcebook (Star Wars RPG)
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This is a great "Shadows of the Empire" book, unlike most other D6 Star Wars RPG books, this one is fairly limited in it's scope (obviously). All-in-all it is a good book and worth having.

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12/13/2012

The New Jedi Order Sourcebook (Star Wars Roleplaying Game) Review

The New Jedi Order Sourcebook (Star Wars Roleplaying Game)
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If you are planning on running a SWRPG campaign set in the New Jedi Order era, this sourcebook is the one accessory you must have. Chapter One starts off with a broad overview of the galactic situation just prior to the Yuuzhan Vong invasion, and then goes right into a detailed description of the YV and their culture, along with a new-and-improved list of YV equipment. Chapters Two through Seven each detail a specific novel, starting with Vector Prime and ending with Star By Star. Chapter Eight contains an epilogue and hints at some possible future events. At appropriate points throughout the books there are character profiles, new ships, new vehicles and animals, and even a handful of new weapons. I found the character profiles to be especially useful, particularly those of famous people like Corran Horn and Kyp Durron. In addition, the characters from the core rulebook have "leveled up" to show their increased experience. Very helpful. And no, the majority of the NPCs *do not* die.
Like all of Wizard's Star Wars products, the book itself is full color throughout. The artwork is high-quality and has a dark and stylistic touch. Some people won't like that, claiming that it isn't "Star Wars," but I say that it is appropriate for the NJO universe.
I stopped reading the Star Wars novels a long time ago because there are too darn many to keep track of. As a GM myself, and as a NJO newbie, the main thing I liked about the NJO sourcebook is that it neatly compressed all the major events from these six novels into one book. The writing is clear, concise, and most importantly I found it fun to read. I immediately felt that I had enough information to begin building a NJO campaign. The book has a lot of adventure ideas and even a few rough adventure outlines which any GM worth his salt can integrate into his campaign.
Is the book perfect? Certainly not. My biggest gripe is the lack of an alphabetical index. This would nearly cripple the book if its other qualities hadn't been so good. Fortunately, there is a chapter summary at the beginning of the book, which partially alleviates the lack of an index. Chances are you're still going to have to go searching for those obscure entries though. The other issue is that since this book was released just prior to the release of the Revised Core Rulebook, you may need to do some tinkering to integrate the two. However, that is ultimately a minor issue in my opinion.
Overall, I give this book a very strong 4 out of 5 because of the lack of an index.
As a side note, the prior claim that a GM would be better served by spending 10 minutes reading the backs of the novels seems to be quite ill-advised, if not impossible. If you are a GM wanting to run a NJO campaign, GET THIS BOOK. And may it help you as much as it helped me.
EDIT: My gaming group, which meets twice a month, is now 8 sessions into our NJO campaign. As GM, I can honestly say that in that time, the NJO sourcebook has continued to be an invaluable resource. After much consideration, I have decided to raise the book's rating to a 5. This is both for the book's continuing usefulness and because I feel that the previous poster's rating of 1 flies in the face of reason.

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There's a time to run and a time to stand....The Yuuzhan Vong have shattered the New Republic's promise of peace throughout the galaxy. System by system, they bring death and enslavement to all they encounter. Even the Jedi have failed to slow the merciless advance of this dark tide. As this terrible threat from beyond the galaxy's edge pushes closer to Coruscant, the need for great heroes grows ever more dire.This sourcebook features:• New prestige classes, feats, species, ships, and starship combat tactics• New archetypes with statistics for play at low, medium, and high levels• Rules for the Yuuzhan Vong, including their soldiers and priests, ships, weapons, and equipment• Action-packed adventure seeds designed for mid- to high-level characters• Game statistics for characters from The New Jedi Order novels, including Vector Prime, Onslaught, Ruin, Hero's Trial, Jedi Eclipse, Balance Point, Conquest, Rebirth, and Star by StarTo use this sourcebook, you also need the Star Wars Roleplaying Game Revised Core Rulebook.

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11/29/2012

Tales of the Jedi Companion (Star Wars RPG) Review

Tales of the Jedi Companion (Star Wars RPG)
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Although it only contains RPG info on "Tales of the Jedi" and the "Freedon Nadd Uprising", and even if you didn't Dark Horse comic series this is a great book of archiac weaponry and history that can spice up any campaign. Includes some new Forcepowers, 7 character templates, and a solo adventure.

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10/24/2012

Hideouts and Strongholds (Star Wars RPG) Review

Hideouts and Strongholds (Star Wars RPG)
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In this day of Star Wars roleplaying you occasionally find a book that isn't so much desired for its content, but its collectability. This is a fair book, though the rave (and price) is often inflated because there are fewer in print than some of the other, more popular, Star Wars roleplaying supplements. I own the book, but only because I was able to pick it up for well under its current market value. It has some very interesting bases as well as adventure ideas, background characters, and other such information. If you need a quick base for your characters to break into or out of, this book allows you to do a quick rip from its content and have an easier adventure. Though, most experienced gamemasters can produce this information on their own. The book does have rules for weapons engineering, starfighter engineering, base engineering, and the like. However, in the grand scheme of things, they constitute one half a page collectively. Most of your characters aren't going to own a base of operations. They're more likely to raid others'.

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10/21/2012

Imperial Sourcebook (Star Wars RPG) Review

Imperial Sourcebook (Star Wars RPG)
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This has a lot of detailed information on the imperial government, however the military aspects are lacking. If you want simple information such as the statistics of a TIE-Bomber or a how many squadrons and troops a Star Destroyer carries, you won't find that information here. Worse yet, the order of battle diagrams that take up several pages appear to use symbols that weren't included on the key. At best, it's a good look at the Empire from a broad perspective. At worst, it's vague and unhelpful.
This is also the older edition of the book. If you want the latest edition, you should look at the hard cover, ISBN 0-87431-210-8.

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10/15/2012

Star Wars The Empire Strikes Back The Marvel Comics Version Review

Star Wars The Empire Strikes Back The Marvel Comics Version
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Marvel released four Star Wars "paperback" illustrated comics between 1977 and 1983.
These included:
Star Wars
Nov 1977
0-345-27492-X
The Empire Strikes Back
May 1980
0-9604146-0-6

Four New Adventures in Full Color
Nov 1981
0-9604146-8-1
Star Wars 2: World of Fire
Oct 1982
0-939766-14-0
Return of the Jedi
May 1983
0-939766-58-2
Color.
Your Marvel collection isn't truly complete without "world of fire" and "four new adventures".
There are also many collectors who seek out THIS original release of the Empire Strikes Back adaption, for a rather unique variation. The 1st print of this comic book was released BEFORE the film was finished! The character of Yoda had been kept under tight wraps by Lucasfilm, and therefore only early production sketches had been seen by the artists. Those sketches depicted a VERY different looking Yoda, and that's the Yoda you will see in the 1st edition of this comic. In fact, it's the ONLY Marvel adaption of Empire that has the Yoda variant (the regular Marvel run and the magazine version did NOT have the Yoda variant).
Later, reprint editions of this paperback corrected the artwork. Serious collectors will certainly want a 1st edition in their collection!
JM

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9/29/2012

The Shadow Academy (Star Wars: Young Jedi Knights, Book 2) Review

The Shadow Academy (Star Wars: Young Jedi Knights, Book 2)
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I am not a big hater of Mr. Anderson like a lot of people are. These were written to a younger audience and he achieved it. They are still interesting and these stories play a big part in the following books. I would recommend this book to Star Wars fans young and old. I'm sorry I waited to read these but it makes them more interesting knowing what happens to them later.

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9/19/2012

Geonosis and the Outer Rim Worlds: A Star Wars Accessory Review

Geonosis and the Outer Rim Worlds: A Star Wars Accessory
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After a wait of several months, gamers finally have a new SWRPG sourcebook in the form of Geonosis and the Outer Rim Worlds. If you've read Coruscant and the Core Worlds then you know the pattern that this sourcebook follows as well. While there are some gaps, players and GM's will probably be slightly more interested in this sourcebook than its older sibling, because as we all know, most of the actual action in the Star Wars universe takes place in the Outer Rim!
Let's cover the aesthetics first. As usual, the SWRPG team has given us another attractive book. The image of a Republic gunship blasting its way through the sky is pretty darn cool. Between the covers this book is full-color throughout with a large amount of quality original artwork. There are a handful of photos this time as well. In short, it just feels like a Star Wars sourcebook.
On to the content. The book's main focus is on 29 Outer Rim worlds. Each planet receives an overview which includes vital statistics, a basic description, a short history, a description of its people (if any), and a selection of important locations. Each planet also has a GM-only section that includes a few adventure ideas, new NPCs, and any new races, creatures, or equipment. Note that there are no new feats or prestige classes at all. Minor worlds like Roon and Kintan receive an average of 5 pages of attention, while major worlds like Geonosis and Kamino receive 8-11 pages each. Again, keep in mind that each entry is a generous but broad overview, not an exhaustive description.
Most worlds, like Bespin, Dathomir, and Ossus have appeared in the movies or novels at some point. Some worlds seem to be brand new. However, three notable worlds are missing entirely: Hoth, Naboo, and Tatooine. Sure, Hoth doesn't have a lot going on, but a page or two would have been nice for the sake of completeness. The authors also explain that Naboo and Tatooine were left out because they already have their own sourcebooks. And they do- but they were (in my opinion) mediocre sourcebooks that are now years out of print. I understand the logic, but it's not an omission I care for. On the other hand, the authors state in the foreward that they may produce a second volume on the Outer Rim if there is sufficient interest. I hope they do.
I also found it interesting that the table of contents lists the NPC's, creatures, equipment, and other extras by page number, and not in alphabetical order. That's not a choice that I would have gone with, but everything is still listed by category as well, so locating an entry is still easy enough.
As a player, the main thing I like about this sourcebook is how sharply the worlds contrast with each other. That makes for excellent character background material. As a GM, I really liked the adventure hooks. The authors have taken the hooks a step further by linking some of the worlds together for two-part adventure ideas. That was a nice touch.
There are also 86 new NPCs (each with a personality and background, and most linked to a specific planet), 15 new species, 10 new pieces of equipment, 10 new vehicles, 1 new starship, 28 new creatures, and 1 new droid. The vast array of new NPCs and creatures in particular seem to provide a wealth of options for roleplaying, combat, or just as a spur for new ideas.
And oh yes... there are many maps as well. Compared to previous books, map quality has really improved. The maps are bigger than they have been, and finally, every single one actually has a key! In fact, the map of the Great Temple on Yavin IV takes up a whole page and is perfect for anyone running a Rebellion or New Jedi Order campaign.
Overall, despite a few flaws and ommissions, Geonosis and the Outer Rim Worlds is a good, solid reference. Players will like it for its wide array of background material, and GMs will also appreciate the ready-made worlds, adventure hooks, NPCs, and creatures. In short, this is fertile soil for any campaign that ventures into the Outer Rim.

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This sister title to Coruscant and the Core Worlds takes a detailed look at a host of worlds that float on the fringe of the Star Wars galaxy. Worlds both familiar and new will be described, from those that appear in the comics and novels to places such as Dagobah and Bespin that have been featured in the Star Wars films. Useful in all eras of the Star Wars timeline, this extensively illustrated title is designed to enrich gameplay for both the gamemaster and player, with extensive historical data and features such as new feats, creatures, and prestige classes.

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9/17/2012

Crisis at Crystal Reef (Star Wars: Young Jedi Knights, Book 14) Review

Crisis at Crystal Reef (Star Wars: Young Jedi Knights, Book 14)
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This is the first long Star Wars book I ever read and I was quite impressed. With Anja Gallendro's growing addiction to andris spice she decides to steal Zekk's ship THE LIGHTNING ROD to go and get more spice from Kessel. Jacen, Jaina, Tenel Ka, Lowbacca and Zekk decide to go after her to stop her spice addiction and get Zekk's ship back. When they get to Kessel they learn that the administraitor has had a assasination attempt on him and Anja has left to Mon Calanmari. Leaving Jaina & Lowbacca to watch over the administrator. When the rest of the gang arrives at Mon Calamari they meet with the Jedi healer/ambassador they meet Anja and decide to destroy the evil Czethros (who smuggles andris spice) spice hideaway under the ocean. But Czethros has landed troops on Kessel for a takeover,and only Jaina & Lowbacca stand in his way! The book is exciting with lots of action. I recomend it to all Star Wars readers.

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Anja Gallandro planned to destroy the Solo family.But now she fights an intense inner battle--against her increasing spice addiction, and her growing friendship with Jacen and Jaina.In desperation for spice, she steals a ship and flees the Jedi academy.The young Jedi Knights follow her from the spice mines of Kessel to the dangerous beauty of Crystal Reef--where an even more sinister plan is hatching...

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8/25/2012

Tramp Freighters (Star Wars RPG: Galaxy Guide No. 6) Review

Tramp Freighters (Star Wars RPG: Galaxy Guide No. 6)
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This guide is a rich source of material for running a campaignfeaturing smugglers like Han Solo in the Star Wars roleplaying game.Rules for modifiying your ship to be the "fastest hunk of junk in the galaxy" are included as well as details on the rules and regulations laid down by the evil Galactic Empire to keep smugglers in line. There's a sector full of characters and adventures to keep your players outrunning their fellow rogues while dodging Imperial Customs. A great buy for the Star Wars gamemaster!

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Shadows of the Empire (Star Wars) Review

Shadows of the Empire (Star Wars)
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If you are a younger reader who had trouble reading the adult version of Shadows of the Empire(I know I used to!), or a kid who wants to read a great story about Star Wars, this is the book for you. It captures all the fun and excitement of the adult book, but it is easier to read and is shorter. 9Not to mention is says how to pronounce Xizor! In my opinion, this is a great buy!

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An original story is set between the action of the Star Wars trilogy films, The Empire Strikes Back and Return of the Jedi, and features Luke Skywalker in a fight against two supervillains.

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8/11/2012

Empire's End (Star Wars: Dark Empire Series) Review

Empire's End (Star Wars: Dark Empire Series)
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At the end of Dark Empire II, the evil Emperor Palpatine stood poised on the brink of victory over the New Republic. Once more, his technical innovators have built a superweapon -- a Galaxy Gun that fires "intelligent" planet-killing missiles -- that threatens the former Rebel Alliance with total annihilation. And once more, the familiar cast of heroes (Luke Skywalker, Princess Leia, Han Solo, and the rest of the Star Wars crew) must race to stop Palpatine once and for all.
For both sides, this is a conflict for all the marbles, you might say. For Palpatine, it's his final chance to retain flesh-and-blood life. His once-large collection of clones has been destroyed by either Luke Skywalker or renegade Imperial court members, and the clone body he currently "lives in" is breaking down and becoming unstable. His last hope is Han and Leia's newborn, named for his late grandfather Anakin. If he can take over the child's body with his dark side essence, Palpatine can carry out his plan to take back the galaxy. By cloning his new body, he can also rule the Empire forever.
Of course, even the best of Palpatine's plans can be thwarted, and Tom Veitch and Jim Baikie leave no doubt as to which side will prevail in Empire's End. By far the shortest of the three installments in the Dark Empire series, it is also very true to the Star Wars template....good triumphs over evil, there are some awesome space battles, and, of course, a climactic lightsaber duel. The story's brevity (I believe the original comic series was only two issues long) is somewhat surprising, as is the change in look, since artist Jim Baikie's style is very different from Cam Kennedy's.

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Emperor Palpatine has a new weapon -- one that can annihilate a planet. But he's not targeting a planet -- he's targeting the future of the Jedi, Leia's children. It looks like a hopeless situation for Luke Skywalker, who has the critical task of protecting the children. But it's not the first time Luke has found hope where none existed. The finale to the Dark Empire trilogy is collected here.

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8/02/2012

Shards of Alderaan (Star Wars: Young Jedi Knights, Book 7) Review

Shards of Alderaan (Star Wars: Young Jedi Knights, Book 7)
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Recommendation This book takes place in the Tatooine. I would recommend this book for People between the ages of 11-14 because it presents a wide of survival events in Tatooine that were both exciting and intense. A reason that this book was exciting was the things that Jacen and Jaina ran into in space. "Jacen said that this is the best trip to Alderaan because they did something for their mother. Then they went to their mother to give her the rock she said what is this they said a rock from Alderaan. I recommendation this book to people who likes to read Star Wars because if you do not like Star Wars you will not like this book. "Dad," Jaina said. "Jacen and I have been trying to come with just the perfect gift for Mom's birthday. That means that they love their mother a lot "Then Leia said that if Jacen and Jaina don't work together they will not get back." That means that they will not get back at all.

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7/22/2012

Tramp Freighters (Star Wars RPG, Galaxy Guide No. 6) Review

Tramp Freighters (Star Wars RPG, Galaxy Guide No. 6)
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This edition of the Galaxy Guide is one of the most useful you will find. If you ever wanted to be Han Solo, this book is ESSENTIAL. Tramp Freighters includes rules for modification of weapons, shields, ship hull, cargo spaces, and more. It includes various rules for starship damage, and the effects it has upon the vessel. A module incorporated in the book gives you a good, solid chance to get your feet wet in the Star Wars Role Playing Game. Tramp Freighters displays new freighter types and stats. All in all, it is a virtual requirement to run a well rounded campaign or give your character some variety. I very highly recommend it for any player or GM.

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7/20/2012

Secrets of Tatooine (Star Wars Roleplaying Game) Review

Secrets of Tatooine (Star Wars Roleplaying Game)
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I must admit that I was justifiably skeptical that the `Secrets of Tatooine' source book would be any better than the previous two offerings from Wizards of the Coast. The first, `Secrets of Naboo' was well-written, but held no real secrets, nor enough detail to make it of any real use. `Living Force' was a limp, flaccid retread of a great many things we had seen before-pod races, cloud city gas mines, Force-resistant creatures and even a Sith Temple had all been done elsewhere and better, but instead of giving us something new, the RPGA saw fit to simply cram it all into one star system. That being said, the `Secrets of Tatooine' has broken the mold of mediocrity and as it turns out, is a pretty good deal for your Star Wars role playing gaming dollar.
After a brief introduction, Secrets moves into the basics with a description of the planetary data and make-up of the Tatooine System, but provides no system map. It then describes climate (really hot), geography-like the Jundland Wastes, Beggar's Canyon and the Dune Seas, explaining that complete cartography of the planet is difficult because of the sand storms. The survival section gives handy rules for heat prostration, thirst, and sand storms-the most dangerous of which, gravel storms, are a nightmare for aerial transport. Next up are native inhabitants-the sand people (Tusken Raiders, named for the first human settlement they destroyed), and the Jawas-which the author seems to patronize somewhat, describing them not really smart enough to do anything, but somehow makes things work. Finally are the creatures-the bantha, ronto, eopie, rock wart, scurrier wamp rat and krayt dragon-a creature with a combined Vitality and Wound Point total of 470 and attacks that can cut land speeders in half. A little too powerful for anytone but the toughest PCs, (or those with good ranged attacks).
The biggest section and by the far the most important are the cities, unfortunately, the book only provides character stats for movie characters, and very little of mayors and other townspeople other than those created by Lucas. Bib Fortuna, Watto and Shmi Skywalker are here, as are most of the aliens from the cantina, but no regular folk, too bad because they add color, even more than those individuals we already know about. The maps of Mos Espa, Mos Eisley, etc. are horrible and continues a trend that has plagued the Star Wars RPG supplements from day one. Detailed, well labeled maps are not hard to do, but completely absent from the Star Wars supplements.
Another good section is the complete pod racing rules, including stats for all of the racers in the Boonta Eve Classic from the Phantom Menace. It also lets players design their own pods and gives a complete list of die-determined hazards, and finally a map of the Boonta Eve Circuit. Finally, the non-Episode I based adventure was a treat, and it was a nice change of pace since I feel that Wizards of the Coast is paying way too much attention to Episode I and not enough emphasis on other eras of play. Given the shear breadth of material available from the Tails of the Jedi, Rebellion, New Republic and New Jedi Order, the supplements should be spilling out of Wizards. In the end, however, `Secrets of Tatooine' again doesn't have a lot of secrets to offer, but instead gives the Star Wars game master a good source book for the birth place of Luke Skywalker.
May the Force be with you.

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7/09/2012

Diversity Alliance (Star Wars: Young Jedi Knights, Book 8) Review

Diversity Alliance (Star Wars: Young Jedi Knights, Book 8)
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Do you like Star Wars? Well if you do you should read the book the Diversty Aliance part of the Jouner Jedi Kinghts series. Its about after the movies. Its hard to compare to any series because most of the other books are about the movies. The book the Diversty Aliance is about a group of aliens called the Diversty Aliance that are looking for a plague that can kill all human life but aliens are immune to it. There leader has sent allmost every bounty hunter to find it. I think it was a good book for ages 9-13 I read this book in 1day. I liked it because I`m a Star Wars fan and you get to read about some old charters like Han Solo And some new ones like Louwe.

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When a fellow Jedi student, who holds the key to a New Republic secret coalition, turns up missing, the young Jedi Knights race across the galaxy to find him and are forced to confront a deadly enemy. Original.--This text refers to an out of print or unavailable edition of this title.

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