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Worlds of the Dead by Evin AgerMonica Valentinelli
roleplaying-games
gaming
role-playing-games
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The Vampire Player's Guide
Andrew Greenberg - 1991
A large portion of the book's text is reprinted, updated, and revised from the previous version of the Players Guide to fit the Second Edition's rules and formatting style. Notable among the new content in this edition of the Players Guide is the introduction of two new bloodlines, the Daughters of Cacophony and the Samedi, along with their respective signature Disciplines.
Clanbook: Malkavian
Daniel Greenberg - 1995
No they don't. Madness is often only a step away from enlightenment and, for some, is a step beyond. No it isn't. Now learn how the Malkavians twist the world for their benefit. You won't learn a thing. Discover the truth of their madness. It's too late for that. Clanbook: Malkavian includes: * The history of the clan and the true depth of its member's insanities;* 10 sample characters suitable for players and Storytellers; and* ιφ ψου χαν ρεαδ τηισ, ψου αρε οφφιχιαλλψ τραγιχαλλψ ηιπ.
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
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!
Shadowrun
FanPro - 2005
The world is not only Awakened -- it's wired. Cyber and bioware implants make your meat body better-than-flesh, while the wireless Matrix enhances your perceptions with hyper-real senses. Deals are made in steel and lead more often than gold or nuyen; success and failure live only a razor's edge apart. Creatures of myth and legend walk the streets, while the arcane skills of spellslingers are in high demand. Above it all, monolithic megacorps bleed the world dry, sabotaging each other in covert cutthroat competition as they go to war over the bottom line You're a shadowrunner, a street operative, scratching out a living on the mean sprawl streets. You may be human, elf, dwarf, ork or troll. From lethal street samurai to well-connected info brokers, spell-slinging mages or code-cracking hackers. No matter what, you're a -- professional corporate pawn or "deniable asset," -- you get the job done. Shadowrun, Fourth Edition offers a completely new rules system that is simple, integrated and accessible. The state-of-the-art has also been advanced, introducing a new level of augmented reality, new gear, new magical discoveries, and more. This hardcover rulebook contains all the rules gamemasters and players need to create characters and ongoing adventures set in the popular Shadowrun universe. Note that the Shadowrun, Fourth Edition will replace the Shadowrun, Third Edition rules set. Source material from previous editions will still be compatible.
Dogs in the Vineyard
D. Vincent Baker - 2004
Sometimes, Dog, sometimes you have to cut off the arm to save the life.Does the sinner deserve mercy?Do the wicked deserve judgement?They're in your hands.DOGS IN THE VINEYARDRoleplaying God's Watchdogsin a West that never quite was.
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.
Exalted
Christopher Moeller - 2001
The Empire of the Dragon-Blooded -- an invincible colossus -- stands astride the ruins of the First Age. For millennia, the scarlet Empress held the world in her steel grip. But the empress is no more, and the Realm spirals toward chaos and civil war. Its enemies descend -- demon princes, deathlords, skin-changing barbarians and the twisted and inscrutable Fair Folk hammer at the gates. In this time of darkness are reborn the solar Exalted, heroes of legend once slain by the Dragon-Blooded. Will these living legends herald the return of the Golden Age... or the end of creation?Exalted is the latest hardcover rulebook addition to the World of Darkness -- -- but not the one you think you know. You've never seen or even dreamed of this land before, yet it's hauntingly familiar. Become one of the Exalted, one of the heirs to an Age of Heroes, now cast down and disparaged. Will you rail against the tyranny of the oppressive Realm, seek your destiny in the dangerous Threshold, or throw in with the bizarre creatures of the wilds? The fate of this new world is in your hands.
Clanbook: Tremere Revised
Jess Heinig - 2000
Bound not only by the traditions of the Camarilla but by those of her clan, the Tremere must find a place for herself in her own hierarchy and in the deadly world of vampires. Learn the magic of the Tremere and the rigors of earning status in the clan.The Ways of WarlocksAs part of the revised lineup of clanbooks, Tremere takes one of the classic sourcebooks for the game and brings it into a modern context. All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each 32 pages longer than the first-edition series) permits Storytellers to round out their chronicles.
Dungeon Crawl Classics RPG
Joseph Goodman - 2012
You're an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.
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
Star Wars: Imperial Sourcebook
Greg Gorden - 1989
Outnumbered and outgunned, the Rebellion nevertheless burns across a thousand-thousand worlds, flaming into a fire of hope.But the Emperor has ordered this fire extinguished, setting the massive war machine he had constructed into motion.
Arms and Equipment Guide
Eric Cagle - 2003
The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including:A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.To use this accessory, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.
Rise of the Dungeon Master: Gary Gygax and the Creation of D&D
David Kushner - 2017
Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.
Pathfinder Roleplaying Game: Advanced Player's Guide
Jason BulmahnSean K. Reynolds - 2010
Whether you're designing your own monstrous helpers as an enigmatic summoner, brewing up trouble with a grimy urban alchemist, or simply teaching an old rogue a new trick, this book has everything you need to make your heroes more heroic.The Pathfinder RPG Advanced Player's Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest 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 the new millennium.The 336-page Pathfinder RPG Advanced Player's Guide includes:- Six new base classes: the monster-hunting inquisitor, the explosive alchemist, the noble cavalier, the prophecy-haunted oracle, the monster-crafting summoner, and the hex-weaving witch.- More than a hundred innovative new feats and combat abilities for characters of all classes, including Steal, Point-Blank Master, and Bouncing Spell.- Variant class abilities, rules subsystems, and thematic archetypes for all 11 core classes, such as the antipaladin, the hungry ghost monk, and the urban ranger- Hundreds of new spells and magic items, from phantasmal revenge to the Storm King's Cloud Castle.- A wealth of fantastic equipment, such as fireblast rods and fortune-tellers' cards.- New prestige classes like the Master Chymist and the Battle Herald.... and much, much more!Cover art by Wayne Reynolds