Spelljammer: Adventures in Space


Jeff Grubb - 1989
    The crystal shells that encase them bob and drift in a turbulent, rainbow ocean which fills all the cosmos. Sturdy merchants, bold pirates, and daring explorers venture into the great, unknown vastness of the universe, seeking wealth and adventure.The SPELLJAMMER Game puts you in command of a fantastic ship capable of spanning the tremendous distances between planets. Graceful elven flitters, stately illithid galleys, deadly beholder tyrants, and the awesome Spelljammer itself carry trade, emissaries, and heroic action throughout all the worlds of the AD&D game.

Veins of the Earth


Patrick Stuart - 2017
    Included in this essential work:- A detailed survey of over fifty new monsters and a half dozen cultures that lurk in the Veins.- Procedures for Referees to generate both small and large-scale maps and locations within.- Expanded rules for players navigating a realm that has never seen the sun.- Full descriptions of the different types of light and the different types of dark.- The worst kinds of fear, madness, and nightmare.

Forbidden Lands Player's Handbook


Tomas Härenstam - 2018
    Discover lost tombs, fight horrifying monsters, wander the wilderness and build your own stronghold to defend. Forbidden Lands is a legacy game, in which your actions will permanently change the game map, turning it into a living chronicle of your adventures. The unique rules for exploration, survival, base building and campaign in the game play can easily be ported to any other game world.The tabletop RPG Forbidden Lands was named one of the most anticipated RPGs of 2018 by EN World. The crowdfunding campaign raised over a quarter of a million dollars and was the third most successful RPG Kickstarter in the world 2017.With art by the internationally acclaimed artists Simon Stålenhag and Nils Gulliksson, lore by fantasy author Erik Granström, scenarios by esteemed game writers Patrick Stuart, Ben Milton and Chris McDowall and game design by Free League that created the award-winning RPGs Mutant: Year Zero, Coriolis: The Third Horizon, Symbaroum and Tales from the Loop.

Doctor Who: The Key to Time - A Year by Year Record


Peter Haining - 1984
    It is a familiar and much-loved British institution that after more than twenty years continues to enjoy enormous success both at home and abroad.The Key to Time marks the programme's coming of age — twenty-one years old on 23 November 1984. Peter Haining has adopted the novel technique of exploring the history of the series through key dates in its many life-cycles. He demonstrates — with extensive reference to files kept in the Doctor Who Production Office — how much a part of British life the programme has become, and how the impact of this extraordinary phenomenon has travelled further afield. He traces the many changes the series has undergone since the first episode was broadcast in November 1963 — not only in terms of regenerated Doctors but also new methods of programme-making. The beginning of the Jon Pertwee era coincided with the switchover from black-and-white to colour, but Peter Haining also gives details of how many of the special effects were achieved, and how this initially modest television series pioneered techniques used in the multi-million-dollar Star Wars.The enthusiastic support of viewers all over the world has contributed to Doctor Who's long and happy life, and The Key to Time includes tributes from fans in Britain, Australia, Canada and the United States, in the form of drawings and sketches inspired by the series.This extensively illustrated special publication, with twenty-four pages of colour photographs, is a superb follow-up to the runaway success of W.H. Allen's Doctor Who: A Celebration.

Doctor Who: Time and Relative


Kim Newman - 2001
    And with it comes a new, far greater menace: terrifying icy creatures are stalking the streets, bringing death and destruction.The First Doctor and Susan, trapped on Earth until the faulty TARDIS can be repaired, are caught up in the crisis. The Doctor seems to know what is going on, but is uncharacteristically detached and furtive, almost as if he is losing his memory...Susan, isolated from her grandfather and finding it hard to fit in with the human teenagers at Coal Hill School, tries to cope by recording her thoughts in a diary. But she too feels her memory slipping away and her past unravelling. Is she even sure who she is any more...?

GURPS Discworld: Adventures on the Back of the Turtle


Phil Masters - 1998
    No other books required!The World is Flat.It rests on the back of four giant elephants, who in turn stand on the back of Great A'Tuin, the only turtle to form the basis of an entire branch of astrophysics.For the last few years, events on the Discworld have been chronicled in the works of Terry Pratchett. Now, thanks to a special deal, it's time for roleplayers to make their way to the far end of the probability curve.This book is intended for use with the GURPS Basic Set (Third Edition), but can be played by itself, or used as a sourcebook for any roleplaying game.

Hamlet's Hit Points


Robin D. Laws - 2010
    You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.

The Book of Nod


Sam Chupp - 1993
    Others have heard tales, but know better than to believe them. The wise speak of The Book of Nod, but none have seen this fabled book of ancient lore.These are their tales...Their stories begin with the Chronicle of Caine and the earliest nights of the vampire. The Chronicles of Shadows reveals Caine's hidden teachings. Finally, the Chronicle of Secrets unveils the deepest mysteries of the Damned, including the coming of dread Gehenna.

Fate Core System


Leonard Balsera - 2013
     Fate Core is that engine. Fate Core is the latest evolution of the award-winning Fate roleplaying game system from Evil Hat Productions. We’ve streamlined and clarified the rules while maintaining the system’s trademark flexibility. Name your game; Fate Core can make it happen. Inside, you’ll discover: Easy-to-follow rules for character and world creation. Rock-solid storytelling advice for players and GMs to produce the best play experience. Clearly-defined systems to guide players both new and old. New and improved approaches to character actions, aspects, compels... and more! TELL YOUR TALE. ROLL THE DICE. EMBRACE YOUR FATE!

Battletech: Technical Readout 3050. Revised Edition.


Andrew Keith - 1994
    It supplanted the original Technical Readout: 3050 (even keeping the same product number), dropping the Unseen designs and replacing them with newer (at the time) high technology weapons and equipment, which were available (at this title's printing) via some of the rulebooks. Thirty-one combat assets were included in this revised edition, most being Level 2 versions of the 'Mechs and combat vehicles introduced in Technical Readout: 2750.In-character, it purports to be a 3058 revision of the original 3052 document.Each 'Mech includes detailed technical illustrations, background information, and game rules.

Can You Survive the Zombie Apocalypse?


Max Brallier - 2011
    Bloodsplattering, brain-impaling, flesh-devouring horror. You’ve probably read your fair share of zombie stories. But this time it’s different. No longer can you sit idle as a bunch of fools make all the wrong moves. All hell is about to break loose—and YOU have a say in humanity’s survival. You have choices to make. Moral dilemmas. Strategic decisions. Weapons. Vehicles. Will you be a hero? Or will you cover your own ass at all costs? Can you withstand the coming hours, days, weeks, and months? Or will you die amidst the chaos and violence of a zombie uprising? Or, worst of all, will you become one of them?

Doctor Who: Revelation of the Daleks


Eric Saward - 2019
    But the Great Healer of Tranquil Repose is far from benign. Under his command, Daleks guard the catacombs where sickening experiments are conducted on human bodies. The new life he offers the dying comes at a terrible cost – and the Doctor and Peri are being lured into a trap that will change them forever. At last, the only classic-era Doctor Who adventure never to be novelised is here, and by the author of the original script, Eric Saward.

Game Night


Jonny Nexus - 2007
    unless it's game night. A twelve-thousand-year quest is about to be completed, prophecies will be fulfilled, ancient riddles answered, legendary evils bested, and the nature of the universe revealed. All that's needed is a band of mighty heroes to do the completing. Unfortunately for the locals, some of the gods have taken a personal interest in the chronicle of these heroes' adventures. Now they are each guiding one of the characters towards the conclusion of their epic journey. That is, when they're not squabbling, backstabbing each other, blowing things up by accident, refusing to play by the rules, and turning the Allfather's creation into a mess of petty arguments, fantasy cliche, gratuitous combat and unnecessary dice rolls. If you thought your games group couldn't be any worse, Game Night shows just how bad things can get when a bunch of unruly deities decide they want to play. And may the heavens help us all. Jonny Nexus is editor of the acclaimed webzine Critical Miss and author of The Slayers' Guide to Games Masters

Night's Black Agents


Kenneth Hite - 2012
    Bush's War is winding down. You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly. Then you got out, or you got shut out, or you got burned out. You didn't come in from the cold. Instead, you found your own entrances into Europe's clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn't matter. It turned out to matter a lot. Because it turned out you were working for vampires. Vampires exist. What can they do? Who do they own? Where is safe? You don't know those answers yet. So you'd better start asking questions. You have to trace the bloodsuckers' operations, penetrate their networks, follow their trail, and target their weak points. Because if you don't hunt them, they will hunt you. And they will kill you. Or worse. Night's Black Agents brings the GUMSHOE engine to the spy thriller genre, combining the propulsive paranoia of movies like Ronin and The Bourne Identity with supernatural horror straight out of Bram Stoker. Investigation is crucial, but it never slows down the action, which explodes with expanded options for bone-crunching combat, high-tech tradecraft, and adrenaline-fueled chases. Updating classic Gothic terrors for the postmodern age, Night's Black Agents presents thoroughly modular monstrosity: GMs can build their own vampires, mashup their own minions, kitbash their own conspiracies to suit their personal sense of style and story. Rack silver bullets in your Glock, twist a UV bulb into your Maglite, keep watching the mirrors E and pray you've got your vampire stories straight.

Doctor Who: A Celebration - Two Decades Through Time and Space


Peter HainingBarry Letts - 1983
    In fact, it had a most inauspicious beginning. Due to the extensive television coverage devoted to the assassination of President John Kennedy the day before, the first episode of Doctor Who went out later than scheduled. Viewing figures were disappointing, but a decision was taken to give the programme a second showing the following week. The response was tremendous and after a shaky start the series was all set to run and run and run...Peter Haining has compiled a fitting tribute to the success of this remarkable programme, to mark its twentieth anniversary. His book reflects the rich diversity of talent and ideas that have invested Doctor Who with its unique appeal to viewers of all ages and made it the vital and popular series it remains to this day- a popularity reinforced by W.H. Allen/Target's novelisations of the stories.In addition to articles on key landmarks in the Doctor Who universe, this celebratory volume contains contributions from Verity Lambert, the first producer of the programme; Barry Letts, one-time director, producer, and executive producer; Terrrance Dicks, ex-script editor, script writer, and author of many of the Doctor Who novelisations; John Nathan-Turner, the current producer; and all five actors who have played the part of the Doctor give their views on this epic phenomenon.For those who first saw the programme in 1963 to those who regularly watch it today, this W.H. Allen special will be a constant source of pleasure and a unique volume to treasure.