Book picks similar to
Over the Edge: The Role Playing Game of Surreal Danger by Jonathan Tweet
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alternate-history
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Knights of the Old Republic Campaign Guide
Rodney Thompson - 2008
This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.
Tome of Beasts
Wolfgang Baur - 2016
Whether you need dungeon vermin or a world-shaking personification of evil, the Tome of Beasts has it!This richly-illustrated, 400+ page supplement for any 5E game includes monsters from the entire history of Kobold Press, with longtime favorites such as clockwork creatures, drakes and dragons, devils and arch-devils, and dangerous flavors of the fey--illustrated by some of the finest artists working in fantasy today.These monsters have been designed so that GMs can use them in their favorite settings for fantasy adventure, whether it's Kobold Press's world of Midgard, one of the classic realms of d20-rolling gaming, or their own homebrew worlds.
The Rise and Fall of D.O.D.O.
Neal Stephenson - 2017
The young man from a shadowy government entity approaches Mel, a low-level faculty member, with an incredible offer. The only condition: she must sign a nondisclosure agreement in return for the rather large sum of money.Tristan needs Mel to translate some very old documents, which, if authentic, are earth-shattering. They prove that magic actually existed and was practiced for centuries. But the arrival of the scientific revolution and the Age of Enlightenment weakened its power and endangered its practitioners. Magic stopped working altogether in 1851, at the time of the Great Exhibition at London’s Crystal Palace—the world’s fair celebrating the rise of industrial technology and commerce. Something about the modern world "jams" the "frequencies" used by magic, and it’s up to Tristan to find out why.And so the Department of Diachronic Operations—D.O.D.O. —gets cracking on its real mission: to develop a device that can bring magic back, and send Diachronic Operatives back in time to keep it alive . . . and meddle with a little history at the same time. But while Tristan and his expanding operation master the science and build the technology, they overlook the mercurial—and treacherous—nature of the human heart.Written with the genius, complexity, and innovation that characterize all of Neal Stephenson’s work and steeped with the down-to-earth warmth and humor of Nicole Galland’s storytelling style, this exciting and vividly realized work of science fiction will make you believe in the impossible, and take you to places—and times—beyond imagining.
Princes of the Apocalypse
John-Paul Balmet - 2015
Are these events all some bizarre coincidence, or is there a deeper reason behind them?Working through its prophets, the Elder Elemental Eye has emerged to spread chaos across the Forgotten Realms. How will the adventurers prevent absolute devastation?A Dungeons & Dragons adventure for characters of levels 1-15
Robots vs. Fairies
Dominik ParisienJohn Scalzi - 2018
Robots vs. Fairies is an anthology that pitches genre against genre, science fiction against fantasy, through an epic battle of two icons. On one side, robots continue to be the classic sci-fi phenomenon in literature and media, from Asimov to WALL-E, from Philip K. Dick to Terminator. On the other, fairies are the beloved icons and unquestionable rulers of fantastic fiction, from Tinkerbell to Tam Lin, from True Blood to Once Upon a Time. Both have proven to be infinitely fun, flexible, and challenging. But when you pit them against each other, which side will triumph as the greatest genre symbol of all time?There can only be one…or can there?
Pathfinder Roleplaying Game: Mythic Adventures
Jason BulmahnTracy Hurley - 2013
Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds
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.
Monstrous Compendium Appendix
Allen Varney - 1994
Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.
The Kaiju Preservation Society
John Scalzi - 2022
That is, until Jamie makes a delivery to an old acquaintance, Tom, who works at what he calls "an animal rights organization." Tom's team needs a last-minute grunt to handle things on their next field visit. Jamie, eager to do anything, immediately signs on.What Tom doesn't tell Jamie is that the animals his team cares for are not here on Earth. Not our Earth, at at least. In an alternate dimension, massive dinosaur-like creatures named Kaiju roam a warm and human-free world. They're the universe's largest and most dangerous panda and they're in trouble.It's not just the Kaiju Preservation Society that's found its way to the alternate world. Others have, too--and their carelessness could cause millions back on our Earth to die.
Return of the Lazy Dungeon Master
Michael Shea - 2018
Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games. It includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game. Return of the Lazy Dungeon Master builds off of the concepts of the well-received GM's guidebook Lazy Dungeon Master, updating that book with five years of new experiences, new approaches, and new observations of the way people prepare and run RPGs. This new book is a completely self-contained work, which does not require anyone to have previously read The Lazy Dungeon Master. Return of the Lazy Dungeon Master offers a new focused approach for preparing and running our roleplaying games. The book includes an eight-step guide for lightweight game preparation and is focused on how we prepare for our games, how we run our games, and how we think about our games. Prepare what benefits your game.
The Gone-Away World
Nick Harkaway - 2008
Gonzo Lubitsch, professional hero and troubleshooter, is hired to put it out, but there's more to the fire, and the Pipe itself, than meets the eye. The job will take Gonzo and his best friend, our narrator, back to their own beginnings.
Warhammer Fantasy Roleplay Rulebook
Green Ronin Publishing - 2005
Inside this Warhammer Fantasy Roleplay rulebook you'll find a quick system for character creation, a simple yet robust set of rules, a unique career-based system of character advancement and over 100 careers, details on the Empire and the Old World, a complete introductory adventure and a new short story by Dan Abnett.
Fragile Things: Short Fictions and Wonders
Neil Gaiman - 2006
By turns delightful, disturbing, and diverting, Fragile Things is a gift of literary enchantment from one of the most unique writers of our time.Contents:• A Study in Emerald • (2003) • novelette• The Fairy Reel • (2004) • poem (variant of The Faery Reel)• October in the Chair • (2002) • shortstory• The Hidden Chamber • (2005) • poem• Forbidden Brides of the Faceless Slaves in the Secret House of the Night of Dread Desire • (2004) • shortstory (variant of Forbidden Brides of the Faceless Slaves in the Nameless House of the Night of Dread Desire)• The Flints of Memory Lane • (1997) • essay• Closing Time • (2003) • shortstory• Going Wodwo • (2002) • poem• Bitter Grounds • (2003) • novelette• Other People • (2001) • shortstory• Keepsakes and Treasures: A Love Story • (1999) • shortstory• Good Boys Deserve Favours • (1995) • shortstory• The Facts in the Case of the Departure of Miss Finch • (1998) • shortstory• Strange Little Girls • (2001) • shortstory• Harlequin Valentine • (1999) • shortstory• Locks • (1999) • poem• The Problem of Susan • (2004) • shortstory• Instructions • (2000) • poem• How Do You Think It Feels? • (1998) • shortstory• My Life • (2002) • poem• Fifteen Painted Cards from a Vampire Tarot • (1998) • shortstory• Feeders and Eaters • (2002) • shortstory• Diseasemaker's Croup • (2003) • shortstory• In the End • (1996) • shortstory• Goliath • (1998) • shortstory• Pages from a Journal Found in a Shoebox Left in a Greyhound Bus Somewhere Between Tulsa, Oklahoma, and Louisville, Kentucky • (2002) • shortstory• How to Talk to Girls at Parties • (2006) • shortstory• The Day the Saucers Came • (2006) • poem• Sunbird • (2005) • novelette• Inventing Aladdin • (2003) • poem• The Monarch of the Glen • [American Gods] • (2003) • novelette
Dungeon Master's Guide
Skip Williams - 2000
Run game, non-player characters, magic items (including intelligent and cursed items, and artifacts), dictionary of special abilities, item pricing, and more.
Eberron Campaign Guide: A 4th Edition D&D Supplement
James WyattScott Fitzgerald Gray - 2009
This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.