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<blockquote data-quote="Desdichado" data-source="post: 3663332" data-attributes="member: 2205"><p>Huh. Top five of all time, huh?</p><ol> <li data-xf-list-type="ol"><strong>Call of Cthulhu d20</strong>. While purists may mock, I honestly think this game is better than the BRP version. And it's certainly prettier! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><br /> <br /> It gets extra props due to the <strong>excellent</strong> GMing advice, among the best I've ever seen, as well as the fact that since it's compatible with D&D, it allows me to have Hounds of Tindalos, Byakhee and other Mythos critters in any d20 game, which is a value that I think has been under-rated. But seriously; the game is excellent in it's own right. Probably my favorite campaign (which sadly fell apart when scheduling difficulties made sessions almost impossible to hold) that I've played in for the last ten years was a d20 CoC game.<br /> <br /> </li> <li data-xf-list-type="ol"><strong>Monsternomicon</strong>. I'm going to cheat just a bit and include both volumes here. Monsternomicon 2 is just as good as the original. This is the first monster book that I literally <em>devoured</em> cover to cover because it was so interesting to read, and every single entry just seems to shout ideas right in my ear on how to use them. I always turn here first when looking for monsters for my PCs to face.<br /> <br /> </li> <li data-xf-list-type="ol"><strong>d20 Modern</strong>. The game itself is OK... perhaps not excellent... but the fact that I can do literally <em>anything</em> with it is a huge draw. Whenever I've got some oddball setting in mind and I'm wondering what system would best represent it, I almost always find myself turning to d20 Modern first: from Thundarr the Barbarian to Victorian horror to Doom.<br /> <br /> </li> <li data-xf-list-type="ol"><strong>Fiendish Codex I</strong>. Someone earlier called this the perfect marriage of source material and authors... I agree. Maybe it makes the list because it's still relatively new and has some lingering novelty value, but this book more than any other published in the last several years made me sit up with a fiendish grin on my face and wish I was running again.<br /> <br /> </li> <li data-xf-list-type="ol"><strong>Delta Green</strong>. Sadly, this isn't very flexible, it can only be used as a Delta Green game, but this is probably the best setting ever written for any RPG. Period.</li> </ol><p>Honorable mention goes to:</p><p></p><p><strong>Mutants & Masterminds</strong> as the best supers game ever written, and probably the slickest RPG book ever, with the best art.</p><p></p><p><strong>Manual of the Planes</strong>: The first truly modular 3e sourcebook; this was just crawling with ideas. I'm still impressed years later.</p><p></p><p><strong>Lord of Madness</strong>. To me, aberrations are usually too weird, too lacking in horrible cultural resonance, and too self-referential to really cut the mustard as campaign antagonists, but this book nearly convinced me otherwise.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 3663332, member: 2205"] Huh. Top five of all time, huh? [list=1] [*][b]Call of Cthulhu d20[/b]. While purists may mock, I honestly think this game is better than the BRP version. And it's certainly prettier! :) It gets extra props due to the [b]excellent[/b] GMing advice, among the best I've ever seen, as well as the fact that since it's compatible with D&D, it allows me to have Hounds of Tindalos, Byakhee and other Mythos critters in any d20 game, which is a value that I think has been under-rated. But seriously; the game is excellent in it's own right. Probably my favorite campaign (which sadly fell apart when scheduling difficulties made sessions almost impossible to hold) that I've played in for the last ten years was a d20 CoC game. [*][b]Monsternomicon[/b]. I'm going to cheat just a bit and include both volumes here. Monsternomicon 2 is just as good as the original. This is the first monster book that I literally [i]devoured[/i] cover to cover because it was so interesting to read, and every single entry just seems to shout ideas right in my ear on how to use them. I always turn here first when looking for monsters for my PCs to face. [*][b]d20 Modern[/b]. The game itself is OK... perhaps not excellent... but the fact that I can do literally [i]anything[/i] with it is a huge draw. Whenever I've got some oddball setting in mind and I'm wondering what system would best represent it, I almost always find myself turning to d20 Modern first: from Thundarr the Barbarian to Victorian horror to Doom. [*][b]Fiendish Codex I[/b]. Someone earlier called this the perfect marriage of source material and authors... I agree. Maybe it makes the list because it's still relatively new and has some lingering novelty value, but this book more than any other published in the last several years made me sit up with a fiendish grin on my face and wish I was running again. [*][b]Delta Green[/b]. Sadly, this isn't very flexible, it can only be used as a Delta Green game, but this is probably the best setting ever written for any RPG. Period. [/list] Honorable mention goes to: [b]Mutants & Masterminds[/b] as the best supers game ever written, and probably the slickest RPG book ever, with the best art. [b]Manual of the Planes[/b]: The first truly modular 3e sourcebook; this was just crawling with ideas. I'm still impressed years later. [b]Lord of Madness[/b]. To me, aberrations are usually too weird, too lacking in horrible cultural resonance, and too self-referential to really cut the mustard as campaign antagonists, but this book nearly convinced me otherwise. [/QUOTE]
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