Hobby Games: The 100 Best


James Lowder - 2007
    Their essays cover the spectrum of the hobby market, from role-playing games to collectible card games, miniatures games to wargames to board games, with titles both familiar and esoteric. Writers include such legendary designers as Gary Gygax, co-creator of Dungeons & Dragons; Richard Garfield, creator of Magic: The Gathering and Larry Harris, creator of Axis and Allies; best-selling authors R. A. Salvatore, Tracy Hickman, Ed Greenwood, and Michael Stackpole; computer industry notables Bruce Shelley of Ensemble Studios (Age of Empires) and Jack Emmert of Cryptic Studios (City of Heroes); as well as dozens of other noteworthy and award-winning creators. Hobby Games: The 100 Best also features a foreword by board game legend Reiner Knizia and an afterword by wargame legend James F. Dunnigan.

Godwalker


Greg Stolze - 2005
    Ignorance is no excuse for the cops and creeps and exterminators whose desires shaped the world. Knowledge is a little power, a dangerous thing, to the cross-dressers and risk-takers who understand enough to damage the world more to their liking. They all collude and collide on a driverless ride, each trying to be the one to break the secret heart of the world. But only one can claim the prize of being the cosmos' corrupt ward boss. Only one can be the Godwalker.

The Lost City


Tom Moldvay - 1981
    Food, water, and wealth await heroic adventurers inside an ancient pyramid ruled by a strange race of masked beings.This module includes a cover folder with maps, and a descriptive booklet with a ready-made adventure for the DUNGEONS & DRAGONS® Basic game. It also includes enough information to continue the adventure beyond level 3, using the DUNGEONS & DRAGONS® Expert game rules.

Dungeons & Dragons Fantasy Roleplaying Game: An Essential D&D Starter Set


James Wyatt - 2010
    Learning the game has never been so easy! Several different character races (dwarf, elf, halfling, and human) and classes (cleric, fighter, rogue, and wizard) are presented, along with powers for each race and class. As the players’ heroes advance in level, they acquire new abilities, and the adventures become more challenging. This boxed game is designed for characters of levels 1–3. Game components: • 32-page book for players, with rules for character creation and a solo adventure• 64-page book for Dungeon Masters, with the rules of the game, advice on how to run the game, and adventure content• 2 sheets of die-cut tokens for characters and monsters• Cardstock character sheets and power cards• Double-sided dungeon map• 6 polyhedral dice

Book of Artifacts: Advanced Dungeons and Dragons Accessory Rulebook


David Zeb Cook - 1993
    All players and game masters. Illustrations, some in color.

Clanbook: Gangrel Revised


Brian Campbell - 2000
    The Outlanders have no need for the petty Jyhads and useless sniping of the undead - they are vampires, the highest order of beasts! Now, Clan Gangrel prowls the night unfettered by the traditions of the crumbling Camarilla. They have finally called the night their own.Or Savages Unbound?As the first entry in an ambitious series of revised clanbooks, Gangrel expands upon the clan's appearance in the revised edition of Vampire:All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. Additionally, the sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.

World of Darkness: Armory


Chuck Wendig - 2006
     Nothing. I mean it. It's the golden rule, my man, the golden rule. "Thou shalt SHOOT the CRAZIES in the HEART BEFORE they come bite the heart out of YOU." It's hard times, man. Hard times. Better be prepared. Hafta be Now gimme that duct tape and those tinsnips." —Larry Crenshaw, monster-hunter This book includes: • A broad and detailed listing of every weapon, vehicle or piece of equipment a character might need in the World of Darkness • Optional rules and new Merits that reflect combat styles suitable for the weapons contained within • A hardware companion to Vampire, Werewolf and Mage chronicles 216 page hardcover. For use with the World of Darkness Rulebook.

Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It


David M. Ewalt - 2013
    Even if you’ve never played Dungeons & Dragons, you probably know someone who has: The game has had a profound influence on our culture. Released in 1974—decades before the Internet and social media—Dungeons & Dragons is one of the original ultimate nerd subcultures, and is still revered by more than thirty million fans. Now, the authoritative history and magic of the game is revealed by an award-winning journalist and life-long dungeon master.From its origins on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of the most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp subculture analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative, and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.

Age of Mortals


Margaret Weis - 2003
    The gods who watched the world were absent for decades, mighty dragon overlords warred and conquered vast territories, and old magic had to be learned to replace the new. An epic War of Souls had to be fought to resotre some of what was lost ushering in a new and exciting era, full of possibilities for both good and evil.The Age of Mortals Campaign Book is designed as a companion volume to the DRAGONLANCE CAMPAIGN SETTING published by Wizards of the Coast. Designed and written by the same design team (under the guideance of author Margaret Weis), this volume gives players everything they need to play in any Fifth Age campaign including during and after the War of Souls itself

Fading Suns


Bill Bridges - 1999
    It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.

Wraith: The Oblivion


Mark Rein-Hagen - 1994
    

The Gathering Wind: Hurricane Sandy, the Sailing Ship Bounty, and a Courageous Rescue at Sea


Gregory A. Freeman - 2013
    As violent gusts tossed the wooden ship, the crew fought to save their beloved Bounty—and finally to save themselves. When waves, wind, and encroaching water finally overtook the ship in an area known as the Graveyard of the Atlantic, the crew was suddenly tossed into the churning sea. The Bounty was gone, but their fate was still to be determined. The men and women of a Coast Guard station in North Carolina summoned the courage to fly into hundred-mile-per-hour winds while the residents of the Eastern Seaboard were fleeing or bracing for the hurricane’s impact. Through hours of white-knuckle flying, with crew members thrown about their aircraft and rescue swimmers jumping into thirty-foot seas, the Coast Guard accomplished one of its most memorable rescues ever. Based on interviews with Bounty survivors and unfettered access to Coast Guard rescue team members, The Gathering Wind offers not only the first but the most complete account of this heartbreaking, thrilling, and inspirational story.INCLUDES PHOTOS

Uncle John's Bathroom Reader History's Lists


Bathroom Readers' Institute - 2010
    These 508 pages will breathe life into history’s most famous (and most unusual) stories. From the Stone Age to the Internet Age, some quick takes on must-know topics that will reveal the surprising connections among history’s greatest--and strangest--events. History buffs, trivia hounds, and readers looking for an educational snack will love this fun format. Here’s what you’ll find in this great book: * 2 famous pioneering trails* 3 one-armed men who lent a hand* 4 famous folks who literally died laughing* 5 horrifying medieval punishments* 6 photographic firsts* 7 hotel rooms where history was made* 8 disgusting secret ingredients* 9 famous trains* 10 places you can’t go* 11 disasters that changed the world* 12 fast food firsts And much, much more!

Beyond Neptune Spear: The (Open) Secret History of SEAL Team Six, Post-9/11


Chris Martin - 2012
    Once mired in controversy and doubt, ST6 has blossomed into one of the most accomplished fighting units the world has ever known. Having taken down the highest of high-value targets, rescued American hostages in Africa, the Middle East, Asia, and the Indian Ocean, and served as the silent guardian of the Coalition's conventional forces, SEAL Team Six has defined the post-9/11 world as much as it has been defined by it. The follow-up to SHAPING THE WORLD FROM THE SHADOWS -- the definitive open-source guide to Delta Force -- BEYOND NEPTUNE SPEAR is a contextual examination of DEVGRU's post-9/11 existence, from the most high-profile operations to the little-known missions that are still barely more than whispers. "Once again, Chris Martin has proven himself to be one of journalism's sharpest observers of U.S. special operations forces. BEYOND NEPTUNE SPEAR is a remarkable synthesis of the history, operations, and organization of SEAL Team Six. It is the most comprehensive guide to the unit ever published." - D.B. Grady, co-author of THE COMMAND: DEEP INSIDE THE PRESIDENT'S SECRET ARMY. "BEYOND NEPTUNE SPEAR tells much of what you wanted to know about SEAL Team Six post-9/11 but didn’t ask for fear of getting shot. Chris Martin begins with Team Six’s “rogue” beginnings then quickly springs into its operations post-9/11 until present. Although a short book, you’ll get bang for your buck here. For newcomers to the topic, BEYOND NEPTUNE SPEAR provides an exhaustive overview of Team Six’s current happenings. For experts on Team Six, Chris’s work provides an excellent summary of the post-9/11 Team with occasional information you probably missed. The reference page alone is a treasure for studying/reviewing the unit that whacked bin Laden. Also, because Chris used open sources to write this book, you don’t have to fear stealing government secrets and taking a bullet to the head." -Stephen Templin, New York Times bestselling co-author of SEAL TEAM SIX.

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.