Best of
Role-Playing-Games

2008

Mouse Guard: Roleplaying Game


David Petersen - 2008
    Designed by Origins Award-winning game designer Luke Crane for beginners and veterans alike, the game comes complete with three sample patrols and three sample missions, so you and your friends can get started playing right away. Includes art and extensive background material on the Mouse Territories specially prepared by Mouse Guard creator David Petersen, as well as character sheets and maps.

Trail of Cthulhu


Kenneth Hite - 2008
    It supports both Pulp (for Indiana Jones, Robert E. Howard, thrilling locations sorts of games) and Purist styles of play(for intellectual horror and cosmic dread). HP Lovecrafts work combined both, sometimes in the same story. It includes a new take on the creatures, cults and gods of the Lovecrafts literature, and addresses their use in gaming. It adds new player backgrounds, and bulk out the GUMSHOE system to give intensive support for sanity, incorporating into the rule set the PCs desire to explore at the risk of going mad. Trail of Cthulhu won two Ennie awards for Best Rules and Best Writing, as well as receiving an honourable mention for Product of the Year.

The Extraordinary Adventures of Baron Munchausen


James Wallis - 2008
    It's a role-playing story-telling game of outrageous originality and swashbuckling exaggeration, stretching the bounds of truth until they twang. How is this possible? If Baron Munchausen is involved, anything is possible. The Extraordinary Adventures of Baron Munchausen contains full rules, more than two hundred adventures ready to be played, mechanics that replace dice and pencils with money and fine wine, and many insults against the inhabitants of various nations, but principally the French. This expanded edition is a facsimile of a suppressed volume originally published in 1808. It contains additional rules for playing in an Arabian style and a complete supplementary game, 'My Uncle the Baron', designed for children, the inbred and those who are very drunk. "The original edition of The Extraordinary Adventures of Baron Munchausen was unique and marvellous. This new edition is even better. If you are a clever person with clever friends, you will enjoy reading and playing it. Let's not consider the alternative." -Steve Jackson, creator of Munchkin "Utter brilliance in RPG form!" -John Kovalic, creator of Dork Tower Nominated for Best New RPG in the 1999 Origins Awards Nominated for Best Family/Party Game in the 2009 Origins Awards Nominated for Best Writing in the 2009 ENnie Awards

Hunter: The Vigil


Russell Bailey - 2008
    A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You've set forth on a damning path. Carry the Vigil. Fight back the shadows.Rulebook for Hunter: The Vigil This book includes: * A rulebook for playing hunters, those humans who have seen the truth of the World of Darkness and are spurred to action. * A many-faced Vigil for many types of hunter: characters might choose a path of violence, of investigation, or even of rehabilitation. Decipher mysteries and confront the horrors. * Provides new player types and antagonists for crossover- intensive chronicles as well as those chronicles focused only on hunters.

Keys to the Supernal Tarot


Matthew McFarland - 2008
    From the dangerous ignorance of the Fool to the completion of the World, each card holds a secret. Seek Justice, pursue Strength, trick the Devil, and defy Death - the cards will showyou the way. A Chronicle Book for Mage: TheAwakening -Storytelling the journey through the Tarot as a Mage chronicle -22 different cabals, legacies, Artifacts, and other ready-made storymaterials, each one tied to one of the Major Arcana -Advice on cartomancy, story seeds for everyTarot card, and more

World of Darkness: Innocents


Jess Hartley - 2008
    They're in your neigh-borhood, watching you as you walk to school. They're waiting for you in the woods behind your house as you and your friends build your fort. They're under your bed. Adults have learned to live in the World of Darkness by ignoring the supernatural, by pretending it isn't there and going about the lives they have made for themselves. You don't have that luxury. You see the world through a child's eyes, and that means you haven't learned to look away. Be careful. Innocence is fragile. Complete rules for the game play. A modified Storytelling system for playing children aged 7 to 12, advice for running chronicles with child characters in mind and for appropriately portraying these characters. New monsters, spirits, ghosts and advice on integrating the core World of Darkness games with Innocents.

GM Gems, Volume 1: A Collection of Game Master Inspiration


Goodman Games - 2008
    A tome of inspiration for fantasy game masters.

Elric Of Melnibone: Magic Of The Young Kingdoms


Charles Green - 2008
    During this time of intense conflict, many a good book has been burned out of existence; lost forever to the fires of Law. Herein lays the manuscript for one such book, thought to be lost, yet somehow, during an investigation of its contents, the magicks within were exposed to the world. Magic of the Young Kingdoms contains a wealth of information, not just for those allied with Chaos. Within you will find new runes, along with advice on how to use them effectively. Summoning spells, the likes of which have not been seen before, shall allow you to conjure the most fearsome demons to work for you or with you. Included are step by step guides to the Elemental Paths, along with in depth descriptions and last known locations of ancient texts, filled with magical secrets far beyond even the most experienced sorcerer's imagination. The dark art of necromancy is described at length, with extensive advice to guide you through the process and keep you safe from the dangerous pitfalls that are ever present within this discipline. There is also an extensive guide to the dream worlds and their safe navigation, as one wrong move or wrong thought, could leave you stranded there forever.

The Pod-Caverns Of The Sinister Shroom (Advanced Adventures #1)


Matthew J. Finch - 2008
    The Pod Caverns of the Sinister Shroom is 16 pages, saddle-stitched, adventure for 6-8 characters levels 2-4.Strange doings are underfoot in the wild hills bordering the realm of decent and civilized folks! Villagers and cattle have gone missing; woodcutters have disappeared; misshapen beings have been seen shuffling through the forests. Some brave villagers have tracked a group of stolen oxen as far as the rocky banks of a small river in the hills. The trail disappeared down into a fissure in the limestone rock, where a fast-running stream plunges down to the dark caverns below.

Trail of Cthulhu Keeper's Resource Book & Screen


Simon Carryer - 2008
    On the Keeper side are essential ToC tables to lessen wear on your prized copy of ToC.Included is chunky resource book for use in play – it includes clues, equipment, background info and special benefits on abilities and occupations, as well a 50 NPCs ranging from suave cultists to talkative telephone operators.

Monsters and Other Childish Things


Benjamin Baugh - 2008
    He's more fun and way tougher than all the other kids' monsters.Try not to let him eat your friends.Monsters and Other Childish Things is a distressingly fun and funny roleplaying game about kids and the relationship-devouring horrors from beyond time and space who love them. Players take the roles of kids and the vicious monsters who are their best friends in all the world -- and the source of all kinds of otherworldly trouble.Monsters and Other Childish Things: The Completely Monstrous Edition is a 180-page, monstrously-complete roleplaying game.

GURPS Spaceships


David L. Pulver - 2008
    Note: This product will be printed to order.

GURPS Thaumatology


Phil Masters - 2008
    . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes:* Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.* Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana."* Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.* World-shaking freeform magic.* Magic as inherent powers.* An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic."* Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.* Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

Pathfinder Module J4: The Pact Stone Pyramid


Michael KortesAndrew Hou - 2008
    Hidden within it is a great magic that allowed the Four Pharaohs of Ascension to rule the land. If this corrupt sorceress gets her hands on this power, she'll bring back the ancient pharaohs and rule beside them, eradicating the current government in Osirion and plunging the region into immortal despotism. With tens of thousands of lives at stake, the only way for the PCs to stop her is to find the source of the magic before she does and destroy it—or steal it for themselves.The Pact Stone Pyramid is a dungeon-based adventure for 8th-level characters compatible with the 3.5 edition of the world's most popular roleplaying game. This adventure includes all you need to send your heroes into an ancient trap-filled pyramid, guarded by strange monsters and concealing the secret magic of the millennia-old pharaohs.Cover art by Concept Art House