Player's Option: Skills & Powers


Dale Donovan - 1995
    Player's Option Rulebooks present an alternative approach to AD&D characters. Custom-craft your next PC, selecting the profession, skills, and abilities you want! Characters can even have additional ability scores such as Stamina, Muscle, Balance, and others. New proficiencies, talents, and updated psionics round out the Player's Option character. Be ready for anything with Skills & Powers!

You Can Be the Stainless Steel Rat


Harry Harrison - 1985
    The newest recruit in the Special Corps, you take your orders from the legendary Slippery Jim diGriz. Rogue. Rascal. And master-criminal turned cop. Linked by a hi-tech mind-meld, he'll be with you every step of the way. But you deal with his heckling.Your mission: kidnap the mad scientist Professor Geisteskrank from the planet Skraldespand. Why, you ask? Because he's invented a device that could end life as we know (and love) it in the entire universe.Oh yes, and did we mention that the planet Skraldespand is a prison planet and home to the felonious refuse of a thousand human and alien worlds? Good luck. You're going to need it.

Clanbook: Assamite


Graeme Davis - 1995
    Once hunted, these vampire assassins are now sought out by the Kindred to dispose of their enemies. Fearful tales are told of their skill in hunting the most dangerous prey, their bravery in combat, and their fierce loyalty to their clan. Yet the tellers of these tales do not guess at the truth: the millennia of warfare, the roots of the Jyhad, and the clan mysteries which no outsider has ever seen.Clanbook: Assamite includes:* The history of the clan, frmo the First City to the present day;* The clan's treasure, beliefs and internal culture; and* New Skills, Quitus powers and advanced combat rules.

The Complete Thief's Handbook


Douglas Niles - 1990
    If you thought that was all a thief was good for, think again. The masters of skulking and skullduggery are a force to be reckoned with. Is anyone or anything safe from a person that might be anywhere, anytime? Learn the thief's most closely guarded secrets in this devious accessory for the AD&D game.

Star Wars: The Roleplaying Game


Greg Costikyan - 1987
    Experience the drama and epic scope of the greatest space fantasy of all time! Adventure in a universe of epic heroes, fearsome villains, amazing technology and strange aliens. Pilot an X-wing against the Empire's devastating TIE fighters! Trade blaster fire with vicious bounty hunters! Smuggle contraband cargos through Imperial blockades! Learn the ways of the lightsaber-wielding Jedi Knights, and master the powers of the Force!This 176-page rulebook features:• Sophisticated yet simple rules covering all aspects of the Star Wars universe. Completely revised, with a conversion system for first edition materials.• Extensive information on the Star Wars universe, with guidelines on designing your own adventures set during the time of the movies or after the Battle of Endor!• Includes a beginning adventure.• Detailed skill descriptions, with many new skills and special abilities for aliens! • New movement, chase and combat rules covering everything from landspeeders to Imperial Star Destroyers!• 16 full-color pages, with never before published material.

Wilderness Survival Guide


Kim Mohan - 1986
    Opportunities and challenges await characters brave enough and hardy enough to take on the biggest "monster" of all --the wilderness!

Dragon Age RPG Set 1


Chris Pramas - 2010
    Based on the smash hit Dragon Age: Origins computer game, the Dragon Age RPG brings the excitement of BioWare's rich fantasy world to the tabletop. Make your own heroes and control your own destiny in the lands of Ferelden and beyond. Designed by award-winning author Chris Pramas (Warhammer Fantasy Roleplay, Freeport), Dragon Age features an all-new game system that's both easy to learn and exciting to play, the perfect portal to tabletop roleplaying. This classic style boxed set includes a Player's Guide, Game Master's Guide, poster map, and dice: everything you need to get started, from character creation and rules of play to GM advice and an introductory adventure. So gather your friends, grab some dice, and get ready to enter a world of heroes and villains, of knights and darkspawn, of gods and demons...the world of Dragon Age

Designing Virtual Worlds


Richard Bartle - 2003
    It's a tour de force of VW design, stunning in intellectual scope, spanning the literary, economic, sociological, psychological, physical, technological, and ethical underpinnings of design, while providing the reader with a deep, well-grounded understanding of VW design principles. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.Designing Virtual Worlds brings a rich, well-developed approach to the design concepts behind virtual worlds. It is grounded in the earliest approaches to such designs, but the examples discussed in the book run the gamut from the earliest MUDs to the present-day MMORPG games mentioned above. It teaches the reader the actual, underlying design principles that many designers do not understand when they borrow or build from previous games. There is no other design book on the market in the area of online games and virtual worlds that provides the rich detail, historical context, and conceptual depth of Designing Virtual Worlds.

Ars Magica, Third Edition, First Printing


Ken Cliffe - 1992
    

Into a Dark Adventure


Belart Wright - 2016
    Inspired by a dark masterpiece. Twenty years into the future, an independent virtual reality developer named Fulton Milner creates a VR program that is so immersive that it truly fools the mind. His program, a virtual resort, created such pleasurable immersion that he is soon recruited by a renown games studio. Here, one of Milner's projects, a virtual fantasy game, catches the eye of some investors and he is finally given the approval he needs to begin the project that would define his career. It's a dark fantasy adventure simulator known only as Project DH. Sam Nagai thought testing videogames would be a dream job until he got saddled with a ton of barely playable mobile games that used very wonky holographic gimmicks. The lack of fun in these games and small pay makes Sam typically reluctant whenever he gets a call for a new gig, but customers for his art commissions have been scarce and Sam needs all the money he can get. He finally gets a call for a new gig with potential bonus pay, but not much else is known about the game itself. From what he does know, it sounds sort of interesting. Virtual reality, dark gothic fantasy world, role playing game mechanics, and uber hard difficulty? Sam's all in for that. After all, even if he gets in over his head, the simulation isn't truly real so there's not really any danger. Join Sam in a virtual sword and sorcery role playing adventure where the main goal is survival at all costs. It's an adventure that's filled with diverse starting classes, customizable combat options, upgradeable weapons and armor, upgradeable statistics, open ended questlines, realistic NPCs with classically trained voice actors, a dark and atmospheric immersive game world, multiplayer content, eye popping creature designs, and so much more. Players say its the perfect blend of simulation and fantasy, where their imaginations can truly run wild. **Note to readers: If any of you are sensitive to swearing, then this book isn't for you. There is copious swearing from the main character, Sam, that's mainly played as a character flaw/trait for laughs and dramatic effect.

Hyperspace (Choose Your Own Adventure, #21)


Edward Packard - 1983
    One day he invites you into his secret laboratory to show you his most daring invention—the hypolaser. Before you can stop him, he pulls a red lever—and vanishes into another dimension!What should you do?If you decide to pull the red lever too, turn to page 26.If you decide to pull the green lever and try to bring your professor back, turn to page 33.Be careful! If you enter this strange new universe you might meet your own double, or become the ruler of an alien race—or even be turned into a bat!

Dungeons and Dragons Rules Cyclopedia


Aaron Allston - 1991
    Whether you're a player or a Dungeon Master, the DUNGEONS & DRAGONS Rules Cyclopedia is now the comprehensive sourcebook you need for the original fantasy role-playing game! For ages 12 and up, the Cyclopedia contains the complete game system and hundreds of features including:

Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games


Jon Peterson - 2012
    From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.

High Score!: The Illustrated History of Electronic Games


Rusel DeMaria - 2002
    Featuring hundreds of interviews with game creators and thousands of never-before-seen photos from the early days, this book honors the games that have captivated youngsters and the young-at-heart for more than 30 years--making this the ultimate tribute to electronic games.

Grey Star the Wizard


Ian Page - 1985
    Ever since that fateful night, they have raised you as one of their own, teaching you the mysteries of their magic in preparation for an epic quest. The time has now come. You must find the legendary Moonstone and with its power crush the evil Wytch-king of Shadakine. For only you can save the land of your birth from the cruel grip of his empire. But be warned! Ahead lies a terrifying journey into the unknown, where survival or death confronts you with every turn of the page!