Book picks similar to
Doctor Who RPG: Black Archive by Andrew Peregrine


doctor-who
doctor-who-rpg
role-playing-games
roleplaying-games

Sword Coast Adventurer's Guide


Steve Kenson - 2015
    Crafted by the scribes at Green Ronin in conjunction with the Dungeons & Dragons team at Wizards of the Coast, the Sword Coast Adventurer’s Guide provides D&D fans with a wealth of detail on the places, cultures, and deities of northwestern Faerûn.   The Sword Coast Adventurer’s Guide is also a great way to catch up on recent events in the Forgotten Realms, to get background on locations featured in the Rage of Demons storyline coming in September, and to learn the lore behind video games like Neverwinter and Sword Coast Legends.   Here are just a few of the features you’ll find in the Sword Coast Adventurer’s Guide:   · Immersive Adventuring: This campaign sourcebook provides players and Dungeon Masters material for creating vibrant fantasy stories along the Sword Coast.   · New Character Options: The book offers new subclass options, such as the Purple Dragon Knight and the Swashbuckler, for many of the classes presented in the Player’s Handbook, as well as new subraces and backgrounds specific to the Forgotten Realms.  · Adventure in the Forgotten Realms: Discover the current state of the Forgotten Realms and its deities after the Spellplague and the second Sundering. You’ll also get updated maps of this area of the Realms.· Compatible with Rage of Demons storyline: Make characters for use with the Out of the Abyss adventure and fight back the influence of the demon lords in the Underdark below the Sword Coast.   · Insider Information: Learn the background behind locations, such as Luskan and Gracklstugh, featured in the upcoming digital RPG, Sword Coast Legends, from n-Space.   With new character backgrounds and class options, players will love the storytelling possibilities of playing a noble of Waterdeep, an elf bladesinger, or one of the other new options, while Dungeon Masters will relish a book full of mysterious locations and story hooks to keep players adventuring on the Sword Coast for years to come. Look for Sword Coast Adventurer’s Guide to be available on November 3.

Confessions of a Part-Time Sorceress: A Girl's Guide to the Dungeons & Dragons Game


Shelly Mazzanoble - 2007
    So where are all the female gamers? The answer is - everywhere! "Confessions of a Part-time Sorceress" is a smart, humorous examination of the Dungeons & Dragons roleplaying game from a female gamer's point of view. The book delves into the myths and realities of gamer stereotypes. It explains how to build a character for a D&D game, how to shop for gear, how to play, and how to find the perfect gaming group, all the while exploring the things that make the D&D game a rewarding and recurring social experience for both men and women.

Doctor Who: Goth Opera


Paul Cornell - 1994
    The long night is starting. The age of the undead is upon us.’Manchester, 1993. The vampires of Great Britain have received a message: the long-awaited arrival of their evil messiah is imminent. It’s time for a recruitment drive.On holiday in Tasmania with Tegan and the Doctor, Nyssa is attacked by a demonic child. She escapes unharmed - except for two small wounds in her neck.Why are the descendants of the Great Vampire so desperate to obtain the blood of a Time Lord? And what is their connection to a forbidden ancient Gallifreyan cult?

Things We Think About Games


Will Hindmarch - 2008
    It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.

The Glass Wall Collection: 4 Full-length Books ( A Faerie Romance )


Carmen Caine - 2014
     What if humans were more powerful than they thought? What if an alien race had a reason to keep humanity entrenched in fear? And what if ancient beings that we've met before were still trying to protect us? And just what if the fate of Earth depended upon an average 17-year-old girl with a few secrets of her own? Would she discover that the power of love was truly the strongest of all? "The Glass Wall" - Book One of the "Glass Wall": - A mysterious and dangerously handsome stranger ... - A slightly jaded 17-year-old girl ... - A paranormal world hidden within our own ... 17-year-old Sydney's only interest in life is flying under the radar. But destiny has other plans when the tall, handsome, and unusual Rafael Channing moves into the neighborhood. Athletic and with killer looks, he wears black eyeliner like a magician and always seems to be there when she needs him the most. What starts out as a light-hearted investigation with her gadget-happy foster father takes a serious turn when she discovers that Rafael isn't human. Add Jareth, the country's latest rock sensation, into the mix and Sydney is swept into a mysterious world of Tulpas, the Fae, and the Brotherhood of the Snake. Sydney doesn't know she's a Blue Thread of Fate. She doesn't know the fate of humanity depends on her choice of whom to trust--Jareth or Rafael. And she certainly doesn't know that she's taken the first step on the unexpected path of love. "The Brotherhood of the Snake" - Book Two of the "Glass Wall": - The first kiss ... - A secret revealed ... - The arrival of the Mesmers ... After breaking the Glass Wall, Sydney finds herself on the run with Rafael. And as her feelings for him awaken, danger arrives in the form of Mesmers, agents of evil sent by the Brotherhood of the Snake. But when Jareth struts back onto the scene, it isn't long before Sydney finds herself immersed in sinister secrets, and the subsequent whirlwind of events leaves her wondering just who is right and who is wrong? "The Inner Circle" - Book Three of the "Glass Wall": - A love is born that cannot be denied ... - The Brotherhood of the Snake just might be winning ... - A Decision of Fate is made ... As Sydney navigates through the supernatural dangers surrounding her, she seizes control of her destiny and begins to fight back. And as she spies on the Inner Circle and the Brotherhood of the Snake, she discovers the power of human thought. And finds out she can no longer deny the love that she feels. But then both Rafael and Jareth's secrets are revealed and a Blue-Threaded decision of fate is made. But is it the right one? "The Egg" - Book Four of the "Glass Wall": - A death ... - A beginning … - An egg to change the world ...

Curse of Strahd


Christopher Perkins - 2016
    Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.

The Complete Bard's Handbook


Blake Mobley - 1992
    The Complete Bard's Handbook gives you everything you need to create a bard the world will never forget!

The One Ring: Adventures Over The Edge Of The Wild


Francesco Nepitello - 2011
    Books softcover, 8.5" x 11," full color

Never Unprepared: The Complete Game Master's Guide to Session Prep


Phil Vecchione - 2012
    To our knowledge, this is the first book entirely devoted to the process of prepping for tabletop RPGs.Never Unprepared breaks game prep down into its component phases—Brainstorming, Selection, Conceptualization, Documentation, and Review—and provides the tools you need to make the most of each phase. If you hate prep, you’ll find ways to make it more enjoyable. If you already have a great system for doing your prep, you’ll learn how to make it even better. Ten years in the making, Never Unprepared is award-winning author Phil Vecchione’s epic rock ballad to game prep.

Lords of Darkness (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)


Sean K. Reynolds - 2001
    Explore the inner workings of infamous factions such as the Red Wizards and the Zhentarim. Discover more recently unveiled enemies, including the shades and the People of the Black Blood. With detailed descriptions of key villains, secret headquarters, and more, this guide covers everything a Dungeon Master needs to conspire against the heroes of the Forgotten Realms game setting.28 villainous groups Maps of evil strongholds New spells, feats, and magic items To use this accessory, you also need the Player's Handbook, the Dungeon Master's Guide, the Monster Manual, and the Forgotten Realms Campaign Setting.

Defiant


Aaron Hodges - 2021
    But when his mother is caught up in the slaughter of a fledgeling resistance group, Rydian’s entire family is thrown into infamy. His fellow humans brand him traitor, while the Alfur hail his mother a hero. Desperate to clear his name, Rydian must delve into his mother’s past, and the secrets she sought to uncover. Secrets about the Alfur, about their alien technology—and the mysterious Light that powers their world.

Dungeon World


Sage LaTorra - 2012
    You and your friends will explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.Dungeon World rules are easy to learn and always drive the story forward in unexpected ways. A missed roll is never a dead end--failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but its never boring!Designed to be ready for you to hack, remix, and build new content, Dungeon World includes systems for changing everything to suit your group including creating new races, classes, and monsters.To play, you'll need this rulebook, 3-5 players, some polyhedral dice, and 1-4 hours.Explore fantasy adventure roleplaying in a whole new way with Dungeon World!

Clanbook: Tremere


Keith Herber - 1995
    they are also the clan with the most to fear, for their enemies are everywhere, especially within their own ranks. Clanbook: Tremere includes: the dark history of the clan, and rumors of its even darker future; ten sample characters suitable for players and Storytellers; and in-depth information on the powerful Discipline of Thaumaturgy.

Beyond the Pale


Jak Koke - 1998
    If he fails, the world will fall prey not only to industrial saboteurs, but spiritual demons as well. But in a turn of good fortune, Mercury will be joined by a mysterious figure--one who's known to be one of the more powerful individuals in the "Shadowrun" universe. .

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