Best of
Gaming

1999

Vampire: The Masquerade


Justin Achilli - 1999
    The cultural significance Vampire left on not just the gaming world but on modern vampire-related pop culture can be seen and felt at virtually every turn and in every medium today. Vampire: The Masquerade - 20th Anniversary Edition brings the entire World of Darkness experience full circle and will serve as the perfect anniversary milestone to celebrate two decades of gaming after dark. This is the original Masquerade in all its glory, and our way of saying thank you and welcome home. • All thirteen original Clans, Clan variants and bloodlines, with their signature Disciplines • Classic rules updated from Vampire's Revised Edition • Character creation and advancement from Neonate to Methuselah • All the Disciplines from level one through nine • Updated setting to the modern nights • New full color original art by Tim Bradstreet and other classic Masquerade artists

Unknown Armies


Greg Stolze - 1999
    Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.

Delta Green: Countdown


John Tynes - 1999
    As our darkened globe spins through the eternal night, the lasting legacy of the human race is nothing but a scream - drowned out by the road of the destiny devouring us all. This is your last chance to show the cosmos what it means to be human: The will to fight.Delta Green: Countdown blows the doors of the world of Delta Green, reaching wider and digging deeper to map the terrain of the twisted pulp apocalypse we call the dawning of the 21st century. Brace yourself for the final world order: The Insects from Shaggai, alien parasites subverting the leadership of a nation; PISCES, the UK's attempt to harness the unknown; The Army of the Third Eye, terrorists fighting a bloody battle against alien invaders; GRU SV-8, a band of desperate operatives fighting darkness in the ruins of Russia; The Skoptsi, occult fanatics with an eight-hundred-year legacy; The OUTLOOK Group, where Majestic-12 tests its elite; Phenomen-X, a syndicated TV news show that pokes its camera in all the wrong places; Tiger Transit, a former CIA airline now in the clutches of a Tcho-Tcho drug cartel: The D Stacks at the American Museum of Natural History, where Dr. Jensen Wu classifies the unclassifiable; The Keepers of the Faith, traditionalist ghouls fighting the lean and hungry Heretic ghouls beneath the streets of Manhattan: and The Hastur Mythos, a twisted skein of surreal destruction weaving its way through humanity. Plus: new skills, new spells, new Mythos tomes, rules for psychics, a microbiologist's dossiers on paranormal lifeforms, profiles of international intelligence and law-enforcement agencies, dozens of useful NPCs, two scenarios, a short campaign, and more.

Nobilis


R. Sean Borgstrom - 1999
    Once human, each character has been forever changed, imbued with awesome power and terrible responsibility. Heaven and Hell, angels and devils, the Giants and the Old Gods - in Nobilis, all are united in the Great War against the Excrucians, whose goal is to destroy all Creation - but all are divided by their own plots and ancient rivalries, as well.

Guide to the Technocracy


Phil Brucato - 1999
    We influence every aspect of human society. We protect the Earth from the aliens without and the deviants within. Through order, science and technology, our conventions shape the course of the furure and catalog the wonders of the cosmos. We are there whenever someone uses a tool. We create the advancements that protect and comfort humanity. We decide how tomorrow improves beyond today. If you are ready to shape the world and willing to sacrifice yourself for humanity, you can be one of us.One World, One UnionAll the information needed to run a Technocracy - based Chronicle: Technocracy characters, new Abilities, Devices and Procedures, Technocratic organization and more. Explore the defenses of Technocratic bases, their corridors of political power and their hopes for the future. Discover how they deal with supernatural threats and what wonders they uncover. Learn the Union's beliefs and goals, and how it plans to empower all of humanity.

Beyond the Mountains of Madness: An Epic Campaign & Sourcebook


Charles Engan - 1999
    Lovecraft's novel "At the Mountains of Madness". It is the tale of the Starkweather-Moore Expedition of 1933 which bravely - and foolishly - seeks to finish what the Miskatonic University Antarctic Expedition began three years before. ~ The massive book consists of the following: * The adventure itself, in seventeen chapters * Seven appendices, discussing timelines, Antarctic exploration background, logistics, vehicles and more * Handouts and maps (including a fold-out map of Antarctica)

Sailor Moon Role Playing Game and Resource Book


Mark C. MacKinnon - 1999
    This book offers a comprehensive Sailor Moon resource and reference section, including episode summaries, character bios, and series analysis in a clear and easy to read format.

Final Fantasy Anthology


David Cassady - 1999
    BradyGames Strategy Guide covers Final Fantasy V's Job System, Secrets & Side Quests - PLUS Detailed Walkthrough, Weapons, Armor & Relics. Final Fantasy VI Official Strategy Guide details the Espers & Magic - Character Skill - And Secrets & Side Quests.

Final Fantasy VIII: The Official Strategy Guide


Piggyback - 1999
    Features detailed walkthroughs, maps, weapon stats, sidequest walkthroughs, etc.

Mordheim: A Mighty Tome of Horror and Adventure


Tuomas Pirinen - 1999
    

Deadlands : The Wierd West Player's Guide


Shane Lacy Hensley - 1999
    In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science.This book contains everything you need to create your own heroic Western warriors. We've included 22 full color archetypes to get you started, as well as a quick tour of the Weird West -- and some clues about how your heroes can best grind the forces of darkness under their cowboy boots! The Marshal's Handbook is also required to play and should be available wherever you bought this book.

Nightmares of Mine (Rolemaster Standard System)


Kenneth Hite - 1999
    

Pokemon Trainer's Survival Guide


Mark McDonald - 1999
    Author Mark MacDonald is a true Pokemon expert: He traveled to Japan and studied all the products available there and in the United States. The result is the most comprehensive guide to date, guaranteed to send you on your way to becoming the world's best Pokemon trainer.

Pokemon Collector's Value Guide: Secondary Market Price Guide and Collector Handbook


CheckerBee Publishing - 1999
    The Pokmon 2000 Collectors Value Guide gives an overview of the major Pokemon characters, a description of the television show as well as an overview of the trading card game.

Mystery Codex


C.J. CarellaDan Smith - 1999
    But the transitions brought on by this Time of Reckoning are unknown. Great power, great destruction, great anguish -- all or none may arise.The threat of the Reckoning is not limited to humans. It has also stirred beings from the Otherworlds, and creatures that once were human, but now live on as Spirits or the Undead. Some of them are willing to work openly, side by side with the Gifted and the Mundane. Others prefer to operate in secrecy. Still others have hidden agendas that they pursue ahead of any common purpose.Only time will tell what lays ahead.Time . . . and your choices. Mystery Codex is a supplement for the WitchCraft roleplaying game. In it, you will find:• Two new Character Types, the Spirits and Undead, with accompanying character creation rules, powers, vulnerabilities and background for Ghosts, Phantasms, Vampyres and the Relentless Dead• New Associations: shunned Pariahs, dedicated Iscariots, elite Storm Dragons and death-obsessed Thanatoi• New Invocations and Necromancy, the gruesome Disciplines of the Flesh, and the mystical Tao-Chi• Background on Geburah, the Sephiroth of the Dead• New Character Concepts, Qualities and Drawbacks, Skills and Rules

One Shots


John Tynes - 1999
    Any one of them can be prepped and run on short notice, perfect for a no-strings-attched night of gaming, a convention one-off, or an in-store demo. No character creation, no lengthy prep, no big campaign commitments - just lock, load, and get ready for a trip to Strangeville, U.S.A.

Wraith: The Great War


Geoffrey C. GrabowskiDawn Kahan - 1999
    For the Dead, the Great War Has Only Begun. Outside the walls of Stygia, the Fourth Great Maelstrom rages. In the skies overhead, ghostly pilots engage in dogfights against shrieking Spectres. The gates of the Necropoli slam shut. And at the heart of the empire of the dead, a traitor works to topple what Oblivion never could. Civil war is about to strike Stygia, and Charon -- the one wraith who can prevent it -- is missing. Wraith: The Great War takes you to an era of innocence newly slaughtered and unimaginable terror unleashed. From the heart of the Labyrinth to the killing fields of the Somme, from the skies above Stygia to the bootleggers' warehouses of Chicago, Wraith: The Great War opens a new chapter in the history of the World of Darkness "RM", in the tradition of Vampire: The Dark Ages. Journey back in time and learn the secrets even the Deathlords are afraid to whisper -- if you dare".

Priest's Spell Compendium, Volume 1


Jon Pickens - 1999
    This is the official reference book and definitive source for priest spells in the AD&D game.

Dark Matter (Alternity Campaign Setting)


Wolfgang Baur - 1999
    Paranormal occurrences and occult activities are becoming everyday happenings. These events are quickly hidden from public view by various world governments and other organizations who have neither the knowledge nor understanding of their significance. Doorways to other worlds are opening, and it's up to the heroes of the Hoffmann Institute to determine friend from foe, good from evil, and conspiracy from happenstance. The Dark Matter Campaign Setting expands the Alternity game universe by introducing a near-future world full of the paranormal and occult, laced with conspiracies that threaten the entire world. As the beginning of a brand new campaign setting, the Dark Matter game is certain to be in high demand as new customers look for the next great science fiction world.

Donkey Kong 64 - Prima's Official Strategy Guide


Mario De Govia - 1999
    All puzzle solutionsIn-depth maps of every worldUnique moves and abilities for all 5 charactersMini-game strategiesLocations of every banana and coinTactics for defeating every bossDK Quick Reference GuideIncludes a centerfold with level maps and a Golden Banana quick reference guide!

Tomb Raider: The Last Revelation (Prima's Official Strategy Guide)


Prima Publishing - 1999
    

Clans: Warriors Of Kerensky


Chris Hartford - 1999
    But who are they? What drives them? This comprehensive report finally puts to rest more than a decade's worth of speculation about the descendants of Kerensky. The information in this document may be the Inner Sphere's greatest weapon against their Clan foes.The Clans: Warriors of Kerensky describes in detail all the elements that forged the Clans into the ultimate warrior society, including their history, government, customs and homeworlds. This book also covers the Clans' current status and holdings, including a map of Clan Space. The Clans: Warriors of Kerensky also features the insignias of each of the original twenty Clans.

WarCraft II Battle.net Edition: Prima's Official Strategy Guide.


Prima Publishing - 1999
    Blow-by-blow strategies for hammering both Orcs and HumansDevious tactics for commanding elite forces such as Dwarves, Elves, and DragonsAdvice for building a strong and prosperous communityDetailed information on all buildings and spellsVital intelligence on enemy objectives and troop strengthsComplete mission mapsDetailed multiplayer strategiesIn-depth Battle.net tacticsBonus! Includes Tides of Darkness and Beyond The Dark Portal editions

Guide to the Camarilla & Sabbat


Justin Achilli - 1999
    On the cover of each book is the symbol for the relevant organisation (an ankh for the Camarilla and an inverted ankh for the Sabbat). The books are collected in a hardback slipcase, open along one edge, upon which the original (standard edition) book covers are illustrated.

GURPS Swashbucklers: Roleplaying in the World of Pirates and Musketeers


Steffan O'Sullivan - 1999
    . .Pirates, Musketeers and Highwaymen all come alive in this GURPS worldbook of romantic adventure from Elizabeth I to Napoleon. Rules and background given include: ship combat, black powder weapons, expanded fencing rules, cutlasses, chandeliers, codes of honor, duelling, compulsive gambling and all the other classic elements of a good swashbuckling time!This book is intended for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying game.

Spyro 2 : Ripto's Rage: Prima's Official Strategy Guide


Dimension Publishing - 1999
    Full-color maps for all primary levels of the game, with all Talisman and Orb locationsA complete walkthrough of all the worlds of Avalar, featuring close to 1,000 full-color screen shotsAll secrets revealed, including the world of Dragon Shores and the ultimate power-upDetailed explanations of all moves, hard-to-find Gem locations, and special power-upsIn-depth strategies for all bosses and Bonus Rounds

Superiors 1: War & Honor


Robert M. SchroeckS. John Ross - 1999
    . .And ready yourself for battle.Seraphim and Malakim, aggressive and authoritarian . . . War, Stone, Judgment, and the Sword. The four Archangels of the "War Faction" are covered in depth in this book. Within these pages is all the material a Game Master needs to understand their goals and psychology, as well as everything a player needs to feel what it's like to be one of their Servitors - not just powers and dissonance, but also the experience of working for these Superiors, what the subculture of the Word expects from its members, and how to deal with your Archangel's organization.Superiors 1: War and Honor includes: * New attunements, Distinctions, and Rites for each Archangel. * History, secrets, myths, and legends told by each Superior's own angel's; rumors, slander and libel told about them by others. * The jobs performed by their Servitors - what does an angel of Stone do all day? * Gangs, Orders, triads and other groups an angel can belong to in service to his Lord. * Capsule summaries of the Archangels' relations with Superiors in both Heaven and Hell, with detailed briefs for the most important or controversial interactions. * Variant versions of each Superior for alternative campaigns. * Earthly organizations, humans in service, ethereal contacts and connections, and many other "hooks" for campaigns of any scope and power level. * Adventure seeds . . . celestial battles for War and Honor.

Marvel Super Heroes Adventure Game: Fantastic Four Roster Book


Richard Dakan - 1999
    This roster book gives updated statistics and descriptions of the Fantastic Four, the Sub-Mariner, Doctor Doom, the Watcher, and even mighty Galactus himself!Should your heroes decide to heed the call of space exploration, look no further than these pages! All the major alien species - the Kree, the Skrulls, the Shi'ar, even the Brood - are described in this book. In addition, the most ancient races on Earth - the Atlanteans, the Eternals, the Deviants, and more - wait inside for you to discover them.This roster book, an accessory for the MARVEL SUPER HEROES™ Adventure Game, is a reference guide to many of the most popular characters from the annals of the World's Greatest Comics Magazine. Narrators and players can use them to launch their favourite heroes and villains into exciting roleplaying scenarios. Highlights of this book include:• Details on more than a dozen alien races and strange beings, including the most powerful entities in the Marvel Universe!• Descriptions and game statistics for well over 100 of the Fantastic Four's allies and enemies!• Action-packed illustrations by the Marvel Bullpen!• Cover at by the legendary George Pérez!The Fantastic Four Roster Book uses the SAGA® game rules from the MARVEL SUPER HEROES™ Adventure Game.

Gran Turismo 2 (Prima's Official Strategy Guide)


Eric Winding - 1999
    Learn how to master the techniques required for winning!Detailed info on ALL, yes ALL, of the new cars!Discover the secrets that will help you beat all of the racing events!A complete listing of every available car!

Visual Digital Culture: Surface Play and Spectacle in New Media Genres


Andrew Darley - 1999
    Computer-based or digital technologies are supplanting the traditional production methods of television, film and video, provoking intense speculation about their impact on the character of art. Examining the digital imaging techniques across a wide range of media, including film, music video, computer games, theme parks and simulation rides, Visual Digital Culture explores the relationship between evolving digital technologies and existing media and considers the effect of these new image forms on the experience of visual culture.Andrew Darley first traces the development of digital computing from the 1960s and its use in the production of visual digital entertainment. Through case studies of films such as Toy Story, key pop videos such as Michael Jackson's Black or White, and computer games like Quake and Blade Runner, Andrew Darley asks whether digital visual forms mark a break with traditional emphases on story, representation, meaning and reading towards a focus on style, image performance and sensation. He questions the implications of digital culture for theories of spectatorship, suggesting that these new visual forms create new forms of spectatorship within mass culture.