Best RPG books any system, any publisher


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2nd Ed World Builder's Guidebook. Possibly the msot-used book I own.

1st Ed DMG. Oooooh, tables ! Random smells ! Dungeon dressing !

Birthright. In the name of the Emperor Roele, I defy you to name a better campaign setting !

Legend of the Hero Kings : One of the better adventure anthologies, fleshing out 'random domain events' from BR.

Shadowrun. Fun to play... yet baffling... so baffling. You have to learn a new culture, philosophy and thought-toolbox to play it. Still, has probably the best chargen system I've seen (I gather RoS is similar).

Book of the Righteous. Best. Gods. Ever.

Path of the .... Splatbooky goodness.

Trinity's Descent/Passage/Ascension adventures. Man, I love metaplots.

Battletech. Mechs that don't transform into planes or require schoolgirls to pilot. HUH-zah!

The Babylon Project (the old one, not d20). I don't know why, but something about having to spend a WHOLE HOUR figuring out the damage from one shot appeals to me. No stats for Kosh, unfortunatly.
 

Best is such a subjective word ... best in what regard?

Well, I shall list the ones I have found the most intriguing or enjoyable over the years.

1) Paranoia, 2nd ed. Dead brilliant. Funny -- scratch that -- hysterical! The combat example still makes me laugh, but is also still the basis for how I think combat should be conducted -- fast, loose, no time to think and weigh options, lots of mayhem and danger.

2) Ars Magica, any ed. I love this game. I played it nearly exclusively for about a decade. This game does two things very, very right for me -- first, instilling a sense of wonder and awe into magic, and second, developing a sense of community and continuity that most other games fail out.

2a) Lion of the North. This is a supplement for Ars Maigca that hits all the right notes. There are campaign and adventure ideas, brilliant NPCs, new mechanics that are not broken, a top-to-bottom description of the land and the society without getting too academic, history, culture, mores, and all the rest. This is what a regional supplement in any game should be patterned after.

3) Nobilis, 2nd ed. To quote from Alice, "It fills my head with all manner of ideas, but I'm not sure exactly what the ideas are; somebody killed something, that's clear at any rate." Nobilis puts a sense of wonder back into everything! This is the only "no randomizer" game that has a working system. It also has the greatest involvement of the players in both character development and the shape of the world of any system I have ever run across. To top this off, it just constantly strikes small chords in my mind, filling me up with ideas for hundreds of campaigns.

4) Chrome Book 1. Want an example of an equipment supplement that actually enhances the tone of your game, rather than just the "more things" factor? This was it. The equipment included in this supplement added to the "style" side of Cyberpunk -- most of the items listed were non-lethal, several were of minimal adventuring aid, but all, ALL were in keeping with the ethos of Cyberpunk.

5) Blue Planet, revised. Another idea mine, a setting that just doesn't end, a system that is highly flexible, enough to include both high power and low power characters in the same campaign, and an open enough view of its own setting that there are no set and absolute "White Hats/Black Hats". I ran in a very good campaign (sadly briefly) where the corporations were the good guys. Unlike most campaign settings, this one allows for multiple points of view, no overly-imposed metaplot, and hordes of room for the GM to step in an tailor the campaign to the tastes of his players. No other campaign setting has even come close to this.

Well, there are probably about a dozen others I could name (Over the Edge, Pendragon, etc.), but this will do for now. ;)
 

GURPS: Russia
Weird Wars: Blood on the Rhine
The End d20 (despite all the typos)
Call of Cthulhu - any source book or adventure/scenario/campaign book for either system and from any era

These are the books I am most likely to pull off the shelf just for some fun reading.
 

AD&D DMG, 1e
D&D Rules Cyclopedia
Call of Cthulhu 5th edition (BRP system)
GURPS:Cthulhupunk
1983 boxed World of Greyhawk set.
GURPS Horror 3e
Warhammer FRPG
 

In no particular order:

Deadlands: Weird West- the whole dang line!
Savage Worlds- Pinnacle's new game- incredible and simple system
Deadlands: Hell on Earth- more campy, creepy Pinnace goodness, this time post-apocalypse
Ars Magica: The whole line of books- an incredible, if underrated game
1st ed DMG: still the best DMG out there
WHFRP and the Enemy Within Campaign: how a dark fantasy campaign and world should be done
Call of Cthulhu BRP system and many of its adventures
Delta Green and Delta Green Countdown
Path of Series by FFG
Midnight by FFG
Fading Suns- the system sucks, but the world is inspired
GURPS- a classic, and their supplement books are next to none (esp Horror, Cabal, Russia, Rome, Undead, and Swashbuckling)
Car Wars- not an RPG, just plain old fun!
 
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In no particular order:

Call of Cthulhu
Delta Green
Ars Magica
RttToH
RttToEE
Spycraft and it's sire, Top Secret
James Bond 007
The End (d20 version)
Gamma World (1e-3e)


I think CoC would have to top the list, however. I have owned all of the supplements 3 times in my life and keep getting them again. Don't get much of a chance to play it, though. :(
 
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Let me add in a word for Ars Magica as well. System fits, the setting is different, and the whole thing hangs together well. The magic system can be ported to other games as well.

Dark Matter: Gloom and doom near future with eldritch bits done right.

Guns, Guns, Guns and the companion More Guns: A bit technical for some (including me.:)), but it does a fine job of helping a game designer determine how much damage a weapon should do in his system. Try it with your favorite system, and see how far out of line the weapons are. (BTW, could someone help me with the equations? They use symbolism I never saw back when I was in school (1959-1974)
 

Original AD&D Players Handbook, DMG, Monster Manual- Nostalgia, plus it was groundbreaking at the time. This is what got me into RPG's and other games.

Mutants and Masterminds- best superhero game if you ask me, I think the book is pretty, the rules are great.

Dark Matter- Alternity rules are okay, but the look and feel of the book is so right for the setting. It is fantastic. If they would just do a verbatim reprint, but update the rules to d20 modern. In any case it is the best sourcebook I own.

3E Forgotten Realms Campaign setting. The look is great, and the content is very good. Obviously if you don't like FR, it might not be for you- glance at it at your friends house though, it really communicates the setting.

Those are my favorites.

I give an honorable mention to the 3rd Edition Players Handbook, Monster Manual, and DMG. In some ways (rules maybe) they are the equal or better of the first, and if these had gotten me into gaming, they would be on my list- but they are fighting for a slot with the original.

The Manual of the Planes for 3E is great for GM's and game ideas... it might be a favorite as well, but it doesn't really appeal to players and GM's. I can't say a book is the best if it doesn't have a little something for everybody.

Exalted, Feng Shui, the WEG Star Wars, and Dark Sun nearly made the list, but all have some fatal flaw that kept them off the list. They are all fantastic, but somehow they just don't quite have the whole package (art, rules, setting, writing, editing, players stuff, gm stuff, crunch, fluff).

-E
 

Erratic K said:
Exalted, Feng Shui, the WEG Star Wars, and Dark Sun nearly made the list, but all have some fatal flaw that kept them off the list. They are all fantastic, but somehow they just don't quite have the whole package (art, rules, setting, writing, editing, players stuff, gm stuff, crunch, fluff).

-E

All right, I gotta say that I put Feng Shui a bit higher then it perhaps deserves simply because I think the few things it does exceptionally well make up for some flaws. The bibliography and manner it explains its relationship to its source material may not be as deep/detailed as Pendragon, but it struck me as much more practical and, in some ways, informative. I know that it hit all the marks for describing interrelationships between works that I hope to achieve with my own work. Loved their system, all it lacked were proper character creation and advancement mechanics.

The Way of the Dragon and Seal of the Wheel were also fantastic source books. Liked the one for their future setting too.

Savage Seas, Book of Three Rings, and Manacle and Coin from Exalted were truly excellent. As was the view of the underworld in Abyssals which did a much better job of doing Wraith then Wraith did. Savage Seas and Manacle and Coin go into the same category as Magical Medieval for puttin together a very nice synthesis of source material, magical modifications, and good principles for narrating it all.

The sidebar in Savage Seas on religion in a high magic world is worth the price of the book alone.

Shadowrun and Oathbound both had a lot of pinache. Great environment and metaplots. Even if the art in Oathbound actually managed to turn away some of my players.

I liked it.
 

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