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<blockquote data-quote="the_myth" data-source="post: 3660858" data-attributes="member: 20081"><p>hmmm...Unlike other posters, I'll stick with fairly contemporary products:</p><p></p><p>In no particular order:</p><p></p><p>1. <em>Psychic's Handbook</em>: excellent generic Psychic rules based on a Feat + Skill system</p><p></p><p>2. <em>Mutants & Masterminds</em> 2.0: excellent generic Supers rules that can be adapted to many other settings.</p><p></p><p>3. <em>True 20</em>: just got the free PDF and all I can say is WOW! Some flaws, for sure, but I am impressed with the attempt at generics. I need to watch for sales on the supplementary products now.</p><p></p><p>4. The <em>Dark Matter Setting</em> for the <em>Alternity</em> rules set. Despite being an awesome ruleset, <em>Alternity</em> never had a chance, but the supplement for the Dark Matter setting was superb, from the content to the quality of the book as a product. I do not own the d20 equivalent, but I somehow suspect I shall find it inferior.</p><p></p><p>5. The <em>Forgotten Realms hardcover </em>for D&D 3.0. It's just a damn good basic book with interesting, useful new rules.</p><p></p><p>hmmm...I never realized that 3 of my all-time favorite products came from Green Ronin. Rock on, Green Ronin! Keep up the great work. I am sure I'll acquire more of your stuff in the future.</p><p></p><p></p><p>Honorable Mentions (with old-but-useful stuff):</p><p></p><p><em>Stargate RPG</em>: I literally was in awe after reading these rules. So complicated yet elegant. A friend and I both slobbered...</p><p></p><p><em>Spycraft</em> 2.0: a progression of the rules from <em>Stargate</em>. I don't think it was as well done. Some rules overly byzantine, which I hear they've corrected with a second printing or something. *shrug*</p><p></p><p><em>Call of Cthulhu d20</em>: Sadly, I never much cared for the Basic system used in <em>CoC</em>, so I liked this adaptation of the setting to d20 rules. Plus it actively incorporated magic, which I liked.</p><p></p><p><em>The Complete Guide to the Fey</em>: Just got it for $3. VERY impressed! Especially at the potential of creating viable fey characters without unwieldy level adjustments.</p><p></p><p><em>Elves</em> by Mayfair Games: great variation on Elves and Elven societies</p><p></p><p><em>Dark Conspiracy</em> + the <em>Empathic Sourcebook</em>: a great idea much-copied but not as well.</p><p></p><p><em>The Compleat Spell Caster</em> by Bard Games: VERY old, but a decent, very basic spellcaster system adaptable to lots of rulesets if you just wanna throw in a little magic.</p><p></p><p><em>The Arcanum</em> by Bard Games (apparently resurrected recently as Atlantis: The Second Age): A progession from the rules in the "Compleat" line mentioned above. Interesting pseudo-Conan setting with generic yet kinda complicated magic system. New version is in my wishlist, but the old rules have a long following.</p><p></p><p>There are others, but I think these can all be useful in games using contemporary systems.</p></blockquote><p></p>
[QUOTE="the_myth, post: 3660858, member: 20081"] hmmm...Unlike other posters, I'll stick with fairly contemporary products: In no particular order: 1. [I]Psychic's Handbook[/I]: excellent generic Psychic rules based on a Feat + Skill system 2. [I]Mutants & Masterminds[/I] 2.0: excellent generic Supers rules that can be adapted to many other settings. 3. [I]True 20[/I]: just got the free PDF and all I can say is WOW! Some flaws, for sure, but I am impressed with the attempt at generics. I need to watch for sales on the supplementary products now. 4. The [I]Dark Matter Setting[/I] for the [I]Alternity[/I] rules set. Despite being an awesome ruleset, [I]Alternity[/I] never had a chance, but the supplement for the Dark Matter setting was superb, from the content to the quality of the book as a product. I do not own the d20 equivalent, but I somehow suspect I shall find it inferior. 5. The [I]Forgotten Realms hardcover [/I]for D&D 3.0. It's just a damn good basic book with interesting, useful new rules. hmmm...I never realized that 3 of my all-time favorite products came from Green Ronin. Rock on, Green Ronin! Keep up the great work. I am sure I'll acquire more of your stuff in the future. Honorable Mentions (with old-but-useful stuff): [I]Stargate RPG[/I]: I literally was in awe after reading these rules. So complicated yet elegant. A friend and I both slobbered... [I]Spycraft[/I] 2.0: a progression of the rules from [I]Stargate[/I]. I don't think it was as well done. Some rules overly byzantine, which I hear they've corrected with a second printing or something. *shrug* [I]Call of Cthulhu d20[/I]: Sadly, I never much cared for the Basic system used in [I]CoC[/I], so I liked this adaptation of the setting to d20 rules. Plus it actively incorporated magic, which I liked. [I]The Complete Guide to the Fey[/I]: Just got it for $3. VERY impressed! Especially at the potential of creating viable fey characters without unwieldy level adjustments. [I]Elves[/I] by Mayfair Games: great variation on Elves and Elven societies [I]Dark Conspiracy[/I] + the [I]Empathic Sourcebook[/I]: a great idea much-copied but not as well. [I]The Compleat Spell Caster[/I] by Bard Games: VERY old, but a decent, very basic spellcaster system adaptable to lots of rulesets if you just wanna throw in a little magic. [I]The Arcanum[/I] by Bard Games (apparently resurrected recently as Atlantis: The Second Age): A progession from the rules in the "Compleat" line mentioned above. Interesting pseudo-Conan setting with generic yet kinda complicated magic system. New version is in my wishlist, but the old rules have a long following. There are others, but I think these can all be useful in games using contemporary systems. [/QUOTE]
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