Especially the pre-d20 adventures and supplements. The rules info that appears is pretty much the "generic D&D" stuff that was popular prior to the OGL.Wraith101 said:A lot of the Kingdoms of Kalamar stuff is excellent setting fluff with very little crunchwise. I use them as constant inspiration for my games, no matter what the setting.
Wraith101 said:A lot of the Kingdoms of Kalamar stuff is excellent setting fluff with very little crunchwise. I use them as constant inspiration for my games, no matter what the setting.
All the Magical Medieval stuff my XRP is great too, a great series that apply no matter what the system (ok, maybe fantasy only!)
I also steal a lot of stuff out of The Book of the Righteous for other fantasy games as well. My last Burning Wheel game had several of the churches prominently featured.
Same here...I've got a small collection that I use a lot for world-building. When I was putting together my Egypt-themed campaign, I used the GURPS: Egypt book a *lot* for the setting...it had all of the fluff that I needed to flesh out the culture.Korimyr the Rat said:I don't play GURPS, I don't know how to play GURPS, and I've never once even read the GURPS Basic Rules.
But I've got a bookshelf full of the sourcebooks. Money better spent than many of the books I've purchased for games I actually play.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.