I'm not going to include the D20 Core books...not that I don't like them or think they're excellent, but because you probably already have them.
In no particular order:
1) Hero 5th. An RPG without equal in terms of flexibility. (http://www.herogames.com/home.htm)
2) Mutants & Masterminds 2Ed. An RPG second only to Hero 5th in flexibility. (http://www.mutantsandmasterminds.com/)
3) Second World Sourcebook. Well designed and thought out. (http://www.second-world-simulations.com/)
4) Space: 1889. Love or hate the mechanics, this game is chock full of ideas for Victorian gaming in the vein of HG Wells or Jules Verne- I've not seen its equal in terms of a campaign world. (http://www.heliograph.com/space1889/)
5) Original Traveller. In many ways, the best sci-fi game ever made. Available in a quasi-compendium form. Other editions have their charms, and the game does have decent D20 and GURPS versions. (http://en.wikipedia.org/wiki/Traveller_(role-playing_game))
Honorable Mentions:
1) Paranoia XP. Mechanics aside, this game has 3 playstyles, the original slapstick sci-fi game, a toned down comedic game, and a gritty dystopic future setting. Very flexible. (http://www.mongoosepublishing.com/rpg/series.php?qsSeries=19)
2) Godlike. Supers in WW2- well researched with great atmosphere. (http://arcdream.com/godlike/)
3) RIFTS. Forget the mechanics completely- there are all kinds of problems with them- but KS's game is so imaginative you'll be able to mine it for any other RPG you own. Of its sourcebooks, my personal fave is Atlantis. (http://www.palladiumbooks.com/Merchant2/merchant.mvc?Screen=CTGY&Category_Code=R800)
4) Deadlands. Simply excellent fusion of fantasy & western. (http://www.peginc.com/games/)
5) Shadowrun. Simply excellent fusion of fantasy & cyberpunk. (http://www.shadowrunrpg.com/products/index.php)
6) Amazing Engine. A nice generic flexible system whose For Faerie, Queen, and Country setting is second only to Space: 1889 in its handling of Victorian adventuring. (http://index.rpg.net/display-entry.phtml?mainid=1720 and http://index.rpg.net/display-search.phtml?key=system&value=Amazing Engine&sort=nosort)
7) StarDrive. A good sci-fi game on its own merits, its the game that took 2Ed concepts into space and was sort of a test ground for some 3Ed ideas. (http://en.wikipedia.org/wiki/Star*Drive)
8) GURPS. I hate the system, but I love the supplements. If it weren't for the big following of their own game, I bet the SJG crew could produce excellent 3rd party products for anyone's game. (http://www.sjgames.com/ourgames/rpg.html)
In no particular order:
1) Hero 5th. An RPG without equal in terms of flexibility. (http://www.herogames.com/home.htm)
2) Mutants & Masterminds 2Ed. An RPG second only to Hero 5th in flexibility. (http://www.mutantsandmasterminds.com/)
3) Second World Sourcebook. Well designed and thought out. (http://www.second-world-simulations.com/)
4) Space: 1889. Love or hate the mechanics, this game is chock full of ideas for Victorian gaming in the vein of HG Wells or Jules Verne- I've not seen its equal in terms of a campaign world. (http://www.heliograph.com/space1889/)
5) Original Traveller. In many ways, the best sci-fi game ever made. Available in a quasi-compendium form. Other editions have their charms, and the game does have decent D20 and GURPS versions. (http://en.wikipedia.org/wiki/Traveller_(role-playing_game))
Honorable Mentions:
1) Paranoia XP. Mechanics aside, this game has 3 playstyles, the original slapstick sci-fi game, a toned down comedic game, and a gritty dystopic future setting. Very flexible. (http://www.mongoosepublishing.com/rpg/series.php?qsSeries=19)
2) Godlike. Supers in WW2- well researched with great atmosphere. (http://arcdream.com/godlike/)
3) RIFTS. Forget the mechanics completely- there are all kinds of problems with them- but KS's game is so imaginative you'll be able to mine it for any other RPG you own. Of its sourcebooks, my personal fave is Atlantis. (http://www.palladiumbooks.com/Merchant2/merchant.mvc?Screen=CTGY&Category_Code=R800)
4) Deadlands. Simply excellent fusion of fantasy & western. (http://www.peginc.com/games/)
5) Shadowrun. Simply excellent fusion of fantasy & cyberpunk. (http://www.shadowrunrpg.com/products/index.php)
6) Amazing Engine. A nice generic flexible system whose For Faerie, Queen, and Country setting is second only to Space: 1889 in its handling of Victorian adventuring. (http://index.rpg.net/display-entry.phtml?mainid=1720 and http://index.rpg.net/display-search.phtml?key=system&value=Amazing Engine&sort=nosort)
7) StarDrive. A good sci-fi game on its own merits, its the game that took 2Ed concepts into space and was sort of a test ground for some 3Ed ideas. (http://en.wikipedia.org/wiki/Star*Drive)
8) GURPS. I hate the system, but I love the supplements. If it weren't for the big following of their own game, I bet the SJG crew could produce excellent 3rd party products for anyone's game. (http://www.sjgames.com/ourgames/rpg.html)
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