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<blockquote data-quote="edemaitre" data-source="post: 3179582" data-attributes="member: 3372"><p><strong>Good haul!</strong></p><p></p><p>Here are my thoughts on these books:</p><p></p><p>Baylon 5 Core rulebook--Which edition? The latest D20 one is pretty good, but any of the three or so versions of JMS's space opera is a good resource.</p><p></p><p>Trinity D20 Core--Sadly, a game that came, went, and died. If you like White Wolf's flavor and conspiracy mixed with horror and science fiction, this is for you. Also, since it's D20, you can port much of it to many other modern/sf/horror games.</p><p></p><p>Starship Troopers D20 core--I don't have this one, but if my local game shops had it for sale, I'd be curious as to how well it reflects the military action/science fiction genre that Robert A. Heinlein helped create and that has been adapted into satirical movies and a computer-animated children's television show...</p><p></p><p>Rokugan--Not bad for fans of Asian fantasy. Again, is it the D20 version? I myself prefer the AD&D2 Oriental Adventures and D20 Legends of the Samurai for their more generic and historically-based approaches, but the card game and other Rokugan support are good.</p><p></p><p>Gurps Myth 3rd ed -- Good for fans of the fantasy videogame, and has some good advice on role-playing by post or e-mail. Note, however, that the core Generic Universal RolePlaying System engine has been revised with GURPS 4e by Steve Jackson Games.</p><p></p><p>Gurps Marital Arts 3rd ed -- One of my favorites, which describes numerous real-world styles in straighforward gaming terms. With some work, it can be used for any system.</p><p></p><p>Blood & Shadows: The Dark Elves of Tellene, Friend & Foe: The Gnomes and Kobalds of Tellene -- I like the D&D3 "Kalamar" take on somewhat lower-powered magic and well-described interracial and cultural interactions, in comparison with other settings.</p><p></p><p>Stealth & Style -- A bit specific, but again, Kalamar has some of the best D&D3 flavor, IMHO.</p><p></p><p>Book of Dragons (MGP) -- Although nearly every D20 publisher has a supplement about dragons, especially before the D&D3.5 Draconomicon came out, each one offers a few nuggets that could help keep these powerful monsters fresh for your player group.</p><p></p><p>The Tome of Drow Lore -- Not my favorite Drow book, but useful nonetheless. Even I've overused them as villains, and they've become too popular for Player Characters...</p><p></p><p>Tome of Horrors II, Tome of Horrors III -- The first one is still the best, but these give great "Scarred Lands"-flavor beasties.</p><p></p><p>Ultimate NPCs -- A nice trove of NPCs, but not the best organized.</p><p></p><p>and 4 other GURPS books tossed in free... -- For which edition? GURPS 3e had the best support, but 4e does streamline the rules somewhat. I'm a big fan of the generic genre sourcebooks (Supers, Space, Steampunk, Swashbucklers, Horror, Time Travel), as well as some of the licensed settings (Uplift, Traveller, Castle Falkenstein). Happy gaming!</p></blockquote><p></p>
[QUOTE="edemaitre, post: 3179582, member: 3372"] [b]Good haul![/b] Here are my thoughts on these books: Baylon 5 Core rulebook--Which edition? The latest D20 one is pretty good, but any of the three or so versions of JMS's space opera is a good resource. Trinity D20 Core--Sadly, a game that came, went, and died. If you like White Wolf's flavor and conspiracy mixed with horror and science fiction, this is for you. Also, since it's D20, you can port much of it to many other modern/sf/horror games. Starship Troopers D20 core--I don't have this one, but if my local game shops had it for sale, I'd be curious as to how well it reflects the military action/science fiction genre that Robert A. Heinlein helped create and that has been adapted into satirical movies and a computer-animated children's television show... Rokugan--Not bad for fans of Asian fantasy. Again, is it the D20 version? I myself prefer the AD&D2 Oriental Adventures and D20 Legends of the Samurai for their more generic and historically-based approaches, but the card game and other Rokugan support are good. Gurps Myth 3rd ed -- Good for fans of the fantasy videogame, and has some good advice on role-playing by post or e-mail. Note, however, that the core Generic Universal RolePlaying System engine has been revised with GURPS 4e by Steve Jackson Games. Gurps Marital Arts 3rd ed -- One of my favorites, which describes numerous real-world styles in straighforward gaming terms. With some work, it can be used for any system. Blood & Shadows: The Dark Elves of Tellene, Friend & Foe: The Gnomes and Kobalds of Tellene -- I like the D&D3 "Kalamar" take on somewhat lower-powered magic and well-described interracial and cultural interactions, in comparison with other settings. Stealth & Style -- A bit specific, but again, Kalamar has some of the best D&D3 flavor, IMHO. Book of Dragons (MGP) -- Although nearly every D20 publisher has a supplement about dragons, especially before the D&D3.5 Draconomicon came out, each one offers a few nuggets that could help keep these powerful monsters fresh for your player group. The Tome of Drow Lore -- Not my favorite Drow book, but useful nonetheless. Even I've overused them as villains, and they've become too popular for Player Characters... Tome of Horrors II, Tome of Horrors III -- The first one is still the best, but these give great "Scarred Lands"-flavor beasties. Ultimate NPCs -- A nice trove of NPCs, but not the best organized. and 4 other GURPS books tossed in free... -- For which edition? GURPS 3e had the best support, but 4e does streamline the rules somewhat. I'm a big fan of the generic genre sourcebooks (Supers, Space, Steampunk, Swashbucklers, Horror, Time Travel), as well as some of the licensed settings (Uplift, Traveller, Castle Falkenstein). Happy gaming! [/QUOTE]
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