Best of
Role-Playing-Games

1992

The Star Wars Roleplaying Game


Bill Smith - 1992
    Struggle against the awesome might of the evil galactic Empire, fly faster-than-light starships, trade blaster shots with stormtroopers, fight lightsaber duels against dark Jedi warriors, and tap the mystical powers of the Force. Explore a galaxy of a billion suns, a universe of dire peril, where Rebels fight desperately against Imperial oppression. In the Star Wars roleplaying game you'll face overwhelming odds and impossible challenges — but if you meet them bravely, you will triumph, for the Force is with you always!You've seen the movies. Now live the adventure!The Star Wars roleplaying game features:° Simple rules that keep the action fast, capturing the spirit and excitement of the Star Wars universe.• A solitaire scenario that gets you into the game immediately.• An action-packed starter adventure that pits the players against the fearsome Pirates of Prexiar.• A detailed history of the Star Wars universe to help you design your own chapters of this epic saga.• Newly revised and indexed from Star Wars: The Roleplaying Game, Second Edition.

Over the Edge: The Role Playing Game of Surreal Danger


Jonathan Tweet - 1992
    Over the Edge Features: Freeform Character Creation: Define your character the way you want to, without the limits of skill lists, random rolls, and artificial limitations. The rules favor character development over mechanics. Open Setting: Anything goes on the chaotic island of Al Amarja. If it troubles your dreams, if it scares you, if you hope it isn't true, it's waiting for you Over the Edge. Players can never be sure what they're up against, who is on their side, and why. Focus on the Story: Easy, open-ended mechanics allow you to spend more time developing your character and your plots, instead of crunching numbers. The GM's chapters include numerous story ideas and plenty advice for better gamemastering. Easy To Get Started: Three beginning adventures introduce the GM and players to the wild world of Al Amarja and make the first sessions easy to run. New in the Second Edition: The mother of all charts: what each Al Amarjan conspiracy thinks of all the other ones. Updated references include all supplements published before this edition. Plus Improved layout and graphic appearance.

Escape from Innsmouth


Kevin RossTom Kalichack - 1992
    Early in the 19th century her great sailing ships traveled the world in search of trade and treasure. A series of mishaps brought the town to the brink of financial ruin, but it was saved when Captain Obed Marsh discovered a secret source of gold among the islands of the South Pacific. Some whisper that old Obed Marsh made a pact with the devil. The truth is much more sinister.Escape from Innsmouth details Lovecraft's New England town of Innsmouth. A comprehensive atlas of the town is supplemented with complete statistics for numerous townspeople. Three adventures complete the book. One of the adventures, "The Crawford Inheritance," is brand new in this edition, while "The Raid on Innsmouth" has been expanded with a new section.

Battlelords of the Twenty-third Century (Battlelords of the Twenty Third Century)


Lawrence R. Sims - 1992
    The Galactic Alliance has prophesied the complete control of the local group of galaxies by the turn of the millennium. Huge, powerful mega-corporations run it all from behind the scenes. The twelve races of the Alliance work as caretakers, shaping and expanding the horizon of knowledge, extending to touch the farthest reaches of space. Frontier colonies populate neighboring galaxies: Andromeda, Fornax, Spirax, and the Magellanic Clouds. Outposts dot M32 and the cluster galaxy of Talcos in Ursa Major, some 200,000,000 light years from the Core Worlds. The battle rages onward to drive out the Arachnid presence. Strange reports of ghost ship sightings, robot warriors, and evidence of ancient human cultures all filter their way across the vast, empty stretches of nothingness to the hearts of the bold, strong, and curious. The mega-corporations have hired on a few good beings to get the job done; the Battlelords. They all have one thing in common: each believes that he, she, or it, can make a difference. They come from everywhere, from the vast savannahs of Cashoulis, to the infernal volcanic regions of Trishmag. From the methane hell of Eridine, to the great Seas of Pythos. They are energy controllers, bounty hunters, Swordsaints, and changelings, aliens from different worlds, with different agendas, thrown together in a morass of danger to carve out a common destiny. Loyalty is to the company, yet corporate devotion never exceeds allegiance to your friends. The mercenary team embodies everything that is valued in society: esprit de corps, honor, and valor. At least that is what the papers say! Your job is a simple one, do anything and everything to stay alive. The company gets all the press. You get to pick up a paycheck. No one cares about methods, but in the 23rd Century, everybody needs a hero!

From the Ashes


Carl Sargent - 1992
    The smoke has cleared. The war machines of Greyhawk's armies have ground to a halt.In the aftermath of the great war, the people of Oerik piece their lives together, some struggling to retain their homes, other pilgrim-aging to the cities, searching for opportunities. And searching for answers.Who is in power? Which borders still stand, and which have been dissolved? Can anyone be trusted, or have the Scarlet Brotherhood agents infiltrated every inn and tavern?The lands of Greyhawk are forever changed, but provide more opportunities than ever for adventure and danger. Characters of all levels will find challenges and intrigue lurking in every alley and behind every tree.This boxed set includes three poster maps of the Greyhawk lands, five new monsters, twenty cardsheets, two 96-page booklets describing the recovering nations and the Powers of Greyhawk, and endless opportunities for adventure!

Northwestern Middle-Earth Gazetteer


Mark Rabuck - 1992
    * 22" x 34" COLOR MAP OF NORTHWESTERN MIDDLE-EARTH with a grid for easy location of features described in the gazetteer and assigned map coordinates.