Best of
Gaming

1994

Planescape Campaign Setting


David Zeb Cook - 1994
    Taken to the Edge "TM" This setting has hot attitude and a hard-edged style. It deals with the multiverse -- all the planes of existence in the AD&D game. So, explore Sigil, the center of everything, and then take your adventures to the next level of reality -- and beyond

Under a Killing Moon


Aaron Conners - 1994
    He sits around, drinks beer, and waits for something to happen. But this time, what happened was the colonel. He could have brought Tex the case, but instead he brought a warning for Tex to keep his nose out of it. Problem is, Tex has never been very good at keeping his nose out of things.

Planes of Chaos


Wolfgang Baur - 1994
    Take the plunge into the infinite depths of the Abyss; the wild passions of Arborea; the immeasureable randomness of Limbo; the howling madness of Pandemonium; and the glorious battlefields of Ysgard.Inside this tome, you'll find the following:The Book of Chaos, a 128-page guide for the Dungeon Master to the places, creatures, and special conditions of the five Chaos Planes;The Travelogue, a 48-page player's guide to these planes, profusely illustrated with full color maps and illustrations;Chaos Adventures, a 32-page adventure book containing 3 adventure outlines for each plane—that's 15 adventures in all!Monstrous Supplement, a 32-page booklet detailing 15 new monsters, including new tanar'ri, the inhabitants of Yggdrasil, and the ever-changing creatures of Limbo; andFive fully detailed maps of the realms of Chaos.

Battletech: Technical Readout 3050. Revised Edition.


Andrew Keith - 1994
    It supplanted the original Technical Readout: 3050 (even keeping the same product number), dropping the Unseen designs and replacing them with newer (at the time) high technology weapons and equipment, which were available (at this title's printing) via some of the rulebooks. Thirty-one combat assets were included in this revised edition, most being Level 2 versions of the 'Mechs and combat vehicles introduced in Technical Readout: 2750.In-character, it purports to be a 3058 revision of the original 3052 document.Each 'Mech includes detailed technical illustrations, background information, and game rules.

TIE Fighter: The Official Strategy Guide


Rusel DeMaria - 1994
    Improved effects and an enhanced storyline could make this an even bigger seller than X-Wing. Features original Star Wars fiction, strategies, secrets, and hundreds of illustrations--including game graphics and stills from the movies.

Listen Up, You Primitive Screwheads: The Unexpurgated Cyberpunk 2020 Referee's Guide


Mike Pondsmith - 1994
    

Aria Worlds (Aria Series : Canticle of the Monomyth)


Christian S. Moore - 1994
    Included are guidelines for creating detailed social structures, beginning with a society's age and philosophical outlook, proceeding through an examination of its technology, subsistence, internal structure (political, familial, economic, and military), and humanities (religion, art, scholastics, and magic), and terminating with a hierarchical organization of its component social classes. Aria Worlds presents these considerations in a linear, comprehensive pattern enabling you, the player, to paint the backdrops of your own mythic stage more completely and richly than ever before. Moreover, the Aria system of society design is telescoping: a village, a manor, a market town, a city, a kingdom or continent or world can all be designed from the largest continent down or from the smallest village up. The descriptive elements of all social profiles can be interpreted in countless forms, ranging from long vanished kingdoms to primitive tribal communities.

The Technological Transformation of Japan: From the Seventeenth to the Twenty-First Century


Tessa Morris-Suzuki - 1994
    It is not widely acknowledged, however, that Japan's status as technological leader is the result of historical processes over centuries. This landmark book is the first general English-language history of technology in modern Japan. Impressive for its scope and insight, the book also considers the social costs of rapid technological change. It will be read not only by people interested in modern and premodern Japan, but by those who wish to learn from the Japanese phenomenon.

Timothy Bradstreet: Vampire


Tim Bradstreet - 1994
    If there's anything I love, it's drawing dark portraits of whatever I want, spilling my brain on a page. The only condition: "They're vampires." Ever since I saw Katheryn Bigelow's film Near Dark (one of only two or three in the theater... five times), I've wanted to illustrate the work from Vampire: The Masquerade and what you see before you. White Wolf Game Studio gave me the chance to do it. I don't know if I or they expected the tremendous response that we received from all of you who are hip to the alternative, sensual, modern primitive, tattooed, gypsy white-trash aspects of the images created here, but we're thankful you did respond. A lot of influences played a part in this work: sex (I love to do the erotic ones), love, pain, frustration, strength, and of course the CD Vulgar Display of Power writhing in the background."This is a collection of artwork by Tim Bradstreet for Vampire: The Masquerade. It showcases ten full-page black-and-white portraits of different vampire characters that will be familiar to owners of other books. These are printed on individual card sheets, stored within a folded envelope that includes a biography of the artist.

Super Game Boy


Nintendo - 1994
    It contained six pages on Metroid II: Return of Samus showing key points in the game, with codes that could be used to enhance the look of the game for those moments. The game itself also appeared on the cover and several other pages.The guide refers to Metroids as "Space Parasites", the Galactic Federation as the "Intergalactic Federation", the Bomb item as the "Bomb Generator" and Energy Tanks as "Energy Containers" (in one instance). It also says that SR388 is in the "Game Boy star system", and suggests that the Metroid mutations are due to gamma radiation from the planet. In the introduction, the guide states that "It's only a matter of time before some evil mastermind decides to lead the Metroids in a revolt."

City by the Silt Sea


Shane Lacy Hensley - 1994
    Many have tried to discover the secrets of this forsaken place, to plunder its legendary treasures. Few have returned from its shadowy embrace. Did they run afoul of savage raiders in the desert wastes? Did they lose their way in a sudden sandstorm only to sink hopelessly into the blowing, shifting silt? Perhaps they heard the psionic voice of the Caller in Darkness and succumbed to its mesmerizing summons? Or did they meet the true master of the ruins, a being as old as the Dragon - and just as terrifying?...The burning world has reached a critical stage. For Athas, it could mean the start of a time of renewal, or it could herald the end of the world! It all begins in the ruins of Giustenal, in a place from another age, in the corpse of a shattered, long-dead city. Something stirs in the City by the Silt Sea. Something evil...

SimCity 2000: Power, Politics and Planning, Revised Edition


Nick Dargahi - 1994
    This book covers the new CD-ROM version as well as Windows version, urban renewal kit and new utilities.

Lords of Terror: The Cults of Dorastor (Runequest)


Greg Stafford - 1994
    

Baseball Cards of the Sixties: The Complete Topps Cards 1960-1969


Frank Slocum - 1994
    It has all the images and information you need to become an expert in the Topps Cards of the sixties. A treasure of great images and information.

The Book of Madness


Bill Bridges - 1994
    It includes:* Details about a mage's deadliest foes;* Dozens of mystic creatures from the Dark Side;* Storyteller hints, cosmology, and more.

Parlainth: The Forgotten City


Robin D. Laws - 1994
    For centuries, this fabled Theran city lay hidden in astral space, all knowledge of it erased by a powerful spell until a thief and his apprentice found the lost magic that would bring Parlainth home. Now this ancient seat of Theran power has returned to the land of Barsaive, its people slain and its buildings and streets ravaged by Horrors. Vast sections of it remain unexplored, concealing glittering treasures and objects of unknown power behind crumbling walls and in dank catacombs. Only the boldest adventurers dare explore mysterious Parlainth, risking its dangers in search of wealth. Only those with the courage to challenge the fearsome Horrors lurking in its ruins can claim the name of hero.Parlainth: The Forgotten City contains:A 144-page volume that provides a wealth of detail about the Forgotten City and the explorers' outpost of Haven, options for exploring the ruins, and a guide to creating and running adventures in Parlainth.Fragments of first-hand information about the mysterious ruins, in the form of documents written or discovered by previous explorers.18 full-color treasure and creature cards.A full-color, fold-out map of the ruins of the Forgotten City.

Bug City


Robert Cruz - 1994
    Sourcebook for the Shadowrun role-playing game.

Arms Law


P. Fenlon - 1994
    Feel the thrill of melee, brace against a monster's charge, master the martial arts, let your arrows fly—do battle with the best combat system around! This system is one of the four cornerstones of theRolemaster Standard System.However, it is fully compatible with the earlier editions of Rolemaster.In Arms Law, you get:• A fantasy/medieval melee and missile combat system including tables for 29 different weapon types (including attacks and fumbles).• Thirteen attack tables that handle special types of attacks, including animal-type attacks, falling damage, brawling, and martial arts.• A dozen different critical strike tables that detail severe damage delivered from critical hits—including Slashing Critical Strikes, Puncturing Critical Strikes,two types of Martial Arts Critical Strikes, Unbalancing Critical Strikes, etc.• Guidelines for using these tables with other FRP games.Get Real,Get Rolemaster!

Invading Clans: A Battletech Sourcebook


FASA Corporation - 1994
    Arriving in 3049, they attacked world after world with unrelenting fury. By 3052 they had conquered more than 200 planets, and their target was clear. They sought to capture the cradle of humanity: Terra. If not for the battle of Tukayyid and the resulting truce, the Earth would surely have fallen.We now know these invaders are the Clans, the sons and daughters of the legendary Aleksandr Kerensky, gone from known space for over 250 years. They seek to overthrow the Inner Sphere and recreate the lost Star League in their own image... or so it seems...Invading Clans describes the history, culture, and military capabilities of Clans Smoke Jaguar, Nova Cat, Ghost Bear, Steel Viper, and Diamond Shark. Also included is an overview of occupied worlds, deadly new BattleMechs, and eight full-color pages featuring renderings of Clan uniforms and ceremonies.

Game Theory for Political Scientists


James D. Morrow - 1994
    In the fifty years since the appearance of von Neumann and Morgenstern's classic Theory of Games and Economic Behavior (Princeton, 1944), game theory has been widely applied to problems in economics. Until recently, however, its usefulness in political science has been underappreciated, in part because of the technical difficulty of the methods developed by economists. James Morrow's book is the first to provide a standard text adapting contemporary game theory to political analysis. It uses a minimum of mathematics to teach the essentials of game theory and contains problems and their solutions suitable for advanced undergraduate and graduate students in all branches of political science.Morrow begins with classical utility and game theory and ends with current research on repeated games and games of incomplete information. The book focuses on noncooperative game theory and its application to international relations, political economy, and American and comparative politics. Special attention is given to models of four topics: bargaining, legislative voting rules, voting in mass elections, and deterrence. An appendix reviews relevant mathematical techniques. Brief bibliographic essays at the end of each chapter suggest further readings, graded according to difficulty. This rigorous but accessible introduction to game theory will be of use not only to political scientists but also to psychologists, sociologists, and others in the social sciences.