Best of
Gaming

1997

Official Final Fantasy VII Strategy Guide


David Cassady - 1997
    Complete walkthroughs and all the maps help players navigate the game. Character descriptions, complete lists of items, monsters and magic and the revelation of all the secrets help players defeat the evil corporation.Sony expects sales of 1,000,000 units for this titleSony has committed to a multi-million dollar marketing campaign, including TV and print advertising, which is more than they will spend on any othe title this yearStrategy guides for past Square Soft RPG titles have experienced 30% attach rates to software sales

Delta Green


Dennis Detwiller - 1997
    Do you know who is pulling the strings? Delta Green knows. Things from beyond time and space that lurk and titter in the shadows, the slow rot at the core of humanity, the dark stars that whirl madly above- these are the true masters of the world. Delta Green has been fighting them since the 1928 Raid on Innsmouth, and the fight still rages on. This book is your weapon and your guide. The largest Call of Cthulhu sourcebook ever. Inside you will find the secret history of the 20th century, and the movers and shakers who are players in the game: Delta Green, the outlaw conspiracy working inside the U.S. government to fight the darkness; Majestic-12, the clandestine agency that cuts deals with aliens and reports to no one; Saucerwatch, a UFO study group closer to the truth than they know; the Karotechia, immortal Nazis who serve a risen Hitler; and The Fate, an occult criminal syndicate that knows where the bodies are buried. Plus: new skills, new spells, new weapons, new Mythos tomes, profiles of thirty-six real-world intelligence and law enforcement agencies, with character templates for each.A look at Mi-go biology, philosophy and operations, analysis of the Cthulhu Mythos in the modern day, a factual history of the U.S. intelligence and law-enforcement community, dozens of useful NPCs, campaign construction guidelines, two scenarios, a short campaign and more.

Fallout 4 Vault Dweller's Survival Guide


Prima Games - 1997
    As the sole survivor of Vault 111, you enter the world destroyed by nuclear war. Every second is a fight for survival, and every choice is yours. This staggeringly complete guide is stuffed with all the information you'll need to survive and thrive in Fallout 4.Your ultimate Wasteland companion: walkthroughs and detailed maps give you all the strategies, locations, items and loot. Plus specs and reference data for all the perks, armour, weapons, items and creatures you'll encounter and complete crafting and workshop references detail the thousands of items you can collect, upgrade and build.Includes a free mobile-friendly eGuide optimized for a second-screen experience.

Charnel Houses of Europe: The Shoah: For Wraith: The Oblivion


Robert Hatch - 1997
    

Legend of the Five Rings RPG


John Wick - 1997
    The game uses the Legend of the Five Rings setting, and primarily the nation of Rokugan which is based on feudal Japan with influences from other East Asian cultures.Like most role-playing games, Legend of the Five Rings is played by one or more players and a game master, who controls the events that happen during the game as well as thenon-player characters (also called "NPCs"). An aspect that sets Legend of the Five Rings apart from other games is the inclusion of courtiers and other non-combatant character types as valid player character types. Most role-playing games focus heavily on combat and non-combatants are generally only given as non-player characters, whereas in Legend of the Five Rings it is possible (although unlikely) to play an entire game with no scenes of combat at all.In 1998, Legend of the Five Rings won the Origins Award for Best Roleplaying Game of 1997.

AEon


Andrew Bates - 1997
    Take to the stars in AEon, White Wolf's new Storytelling game about a high-tech, psi-powered future As humanity's next step of evolution, you can venture to the depths of space, uncovering all manner of mysteries -- or scheme among the nations and corporations of Earth as they extend their grasp into our solar system and beyond.

Star Wars Introductory Adventure Game (Star Wars RPG) [BOX SET]


Peter Schweighofer - 1997
    Now Live the Adventure!Match wits against an Imperial probe droid. Fight your way out of a besieged Rebel Base. Gather your allies, supplies and weapons while the Empire hunts you down with TIE fighters and walkers. Take on an Imperial Star Destroyer with a handful of starfighters and a heavily armed freighter. Liberate an entire planet from the Empire's tyranny. You can do all this and more with the Star Wars Introductory Adventure Game.This game has everything you need to create your own make-believe adventures in the Star Wars universe. You and your friends can pretend to be heroes fighting the Empire -- all you need is this game and your imagination.This game teaches you the rules while you play. One game booklet shows how to create and use your own customized Star Wars game character. You can choose to play a character typle from the Star Wars films: smuggler, Wookiee, young Jedi, Mon Calamari, even a bounty hunter!Another booklet teaches one person, the narrator, how to run other players through exciting Star Wars missions. It also includes an overview of the equipment, droids, creatures, starships, weapons and vehicles in the Star Wars universe. An adventure book lets you and your friends play your very own Star Wars saga. Maps of popular locations, illustrated cards, and character stand-ups help you visualize the action and create your own adventures.Your Star Wars adventures are limited only by your imagination.This box includes:* A Players Booklet which begins teaching the rules as soon as you start reading.* 14 Character Sheets you can choose from to customize and play: smuggler, Wookiee, young Jedi and Rebel trooper.* A Narrator Booklet with information on the Star Wars galaxy.* A Star Wars Adventure Book in which you help liberate a planet from the evil Empire.* 64 Color Cards showing characters, technology and Force powers used in Star Wars adventures.* Stand-Up Characters to help play out the action.* 7 Maps illustrating popular Star Wars locations, such as a Rebel Base, a starport, a docking bay and a cantina.* 6 Dice.

Tournament Reports for Magic, the Gathering


Jamie C. Wakefield - 1997
    

GURPS Reign of Steel: The War Is Over, The Robots Won


David L. Pulver - 1997
    The desolate and hopeless future mimics that of the Terminator film series, except that the humans are caught in the conflict between the machines themselves.

GURPS Warehouse 23


S. John Ross - 1997
    -- Ties in with current Hollywood hits...aliens and conspiracy!-- A fan favorite: a whole book with hundreds of Weird Things which the government is supposedly keeping from us all.-- Launched a whole online feature: www.warehouse23.com/basement/

The Dragon Roars


Loren L. Coleman - 1997
    Building on the momentum of their victory over the Jade Falcons on Coventry, the Great House leaders create a Star League Constitution, resurrecting with a pen what they had failed to accomplish through force of arms - a new Star League. With the might of all the Houses apparently united after hundreds of years of warfare, the members of this fragile union hatch a desperate plan to end the Clan threat once and for all - the complete destruction of a Clan.The Dragon Roars is a BattleTech scenario pack that describes the brutal conflict between forces of the newly constituted Star League Defense Force - made up of a coalition army from every Great House - and the savage Smoke Jaguars. Detailed descriptions and maps follow each wave of this titanic struggle as the Inner Sphere sweeps into the Smoke Jaguar Occupation Zone. Twelve BattleTech scenarios and one BattleForce 2 scenario allows players to actively participate one of the largest conflicts in human history.

Shadow Players Guide


Ed Huang - 1997
    They call the voice the Shadow, and every wraith must strive to resist its efforts to drag him down to Oblivion. This Shadow will urge the wraith to untold acts of depravity and evil until he is lost forever to the Void.

3G3: Guns, Guns, Guns - Weapon design for any RPG (3rd Edition)


Greg Porter - 1997
    Design realistic weapons in 3G3's universal format, and then convert the stats to the system you like best, or even between different game systems. In addition to the overall conversion guidelines, there are now detailed conversion guides for TimeLords , CORPS , GURPS", Cyberpunk", MasterBook , Traveller", Traveller the New Era", Battlelords of the 23rd Century , Nexus , Feng Shui , Heavy Gear and the Hero System". Pick your weapon! You can choose from conventional weapons, rockets, lasers, particle beams, railguns and melee weapons. Detailed directions and step-by-step design sheets help guide you through each aspect of weapon design. Design weapons for any Tech Level where they are possible, not just where they historically appeared. Want to give the Romans machine pistols? Or design lasers for World War 2? If it could have been done, or if it might be done, you can do it in 3G3.

Through the Glass Darkly


Kevin HassallJames Osten - 1997
    Nemesis R.C.C. - a dangerous reflection from the Nightlands.3 adventures, scores of adventure ideas and more.

Of Ships and the Sea


Keith Francis Strohm - 1997
    

Dragon Magazine #242: November/December


Dave Gross - 1997
    The deluxe edition includes the Lo Scarabeo Tarot, an embroidered velvet bag, and instructions—all encased in a box sized to fit snugly on a bookshelf.

Dragon Magazine Annual #2


TSR Inc. - 1997
    

Dreams and Nightmares


R.S. Martin - 1997
    This guide takes you from the Near Dreaming to the far reaches and unexplored regions of the Deep Dreaming.Includes new chimerical creatures and new rules for the effects of the Dreaming, plus fantastic adventures that steer you through dangers in this ever-changing land.