Best RPG books any system, any publisher

Old stuff!! Not in order!!!

1. Teenage Mutant Ninja Turtles and Other Strangeness
2. DC Heroes
3. Vampire the Masquerade (any edition)
4. Street Fighter RPG
5. Toon
6. Paranoia (any edition)
7. 1st Edition AD&D
8. Elfquest

Kind of a campy list... :)
 

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Savage Worlds - my current favorite, i can do most anything with it so easily, it's just a matter of where to begin...

Shadowrun - though I have fallen mostly out of love with it, when it came out it was not quite like anything else and did it well. The art sold the setting, the full-color monster pics, the whole layout...

Ghostbusters RPG - this was a gift to gaming, it made something very silly very cool, and is the origin of certain system mechanics you see in other games all over these days. It had one of the best random adventure charts ever...

Star Wars RPG (D6) - probably the best space opera setting in one of the best space opera games, with a good system, D20 SW will never be better than D6, and never have quite the "feel" of Star Wars. This game died a wrongful death. The original rulebook just looked like what a Star Wars rpg book should look like. Later editions, eh... better rules but a different look and feel. Still all good.

Adventure! - look how cool the Storyteller system can be...

Street Fighter - look how fun the storyteller system can be...

There's more, but that's pretty good.
 

Hello,

Posted by Crothian:
I'm in the middle of one heck of a no fun move and have been going through some rather old RPG stuff from the early 80's.

Gaming stuff from the '80's, eh? Many are the mighty gaming names from that era that are no more: Metagaming, SPI, GDW, FASA, Avalon Hill, Iron Crown (they had the TOLKIEN license, for Heaven's sake!); even TSR itself is folded without a trace into Wizards of the Coast. Steve Jackson Games, Hero Games, and Chaosium are probably the most prominent survivors of that era, and White Wolf was just beginning to emerge at the end of that period.

Posted by Crothian:
I'm curious to hear what you all think are some of the best RPG books, box sets, etc that have been produced since RPGs came out.

Well, this far into the thread, lots of the best stuff has inevitably already been mentioned; GAZ3 The Principalities of Glantri, Hero System 5th Edition, the Birthright boxed set, the D&D Rules Cyclopedia, GURPS Cabal, and the 3e Forgotten Realms Campaign Setting are my own favorites among these.

Other favorites of mine that haven't yet gotten any attention include:
  • the UNTIL Super Powers Database, an excellent aid for Hero System newbies, and also useful as inspiration and massive time-saver for even experienced Herophiles,
  • GURPS Mecha,
  • GURPS Swashbucklers, 3rd Edition and
  • GURPS Celtic Myth, all three of which evoke the spirit of their respective genres very well, and tweak the GURPS system just a bit for closer fits with them,
  • Sorceror, the best of the supplements for the only White Wolf game I can stand, Mage; it presents rules for lower-powered spellcasters who don't warp reality on whims and go insane doing so,
  • Flying Buffalo's fiendish Grimtooth's Traps series, diabolically clever and cruel, and presented with great humor,
  • PC1 Tall Tales of the Wee Folk, a wonderfully done supplement for fey in BD&D, and first of the excellent "Creature Crucible" series for that rule set,
  • the Dawn of the Emperors boxed set, which details the two major powers of BD&D's "Known World", Thyatis and Alphatia, and presents them to the players with beautifully written story-segments,
  • the Wrath of the Immortals boxed set, which brought cataclysmic changes to the long-established BD&D campaign world of Mystara - changes that had been hinted at for years in modules and other BD&D products, but which no one (certainly not me, anyway) thought they'd have the guts to actually carry out in a published product. Just my first look at the map in the boxed set was a "Holy [-expletive deleted-] !" moment for me.

Posted by Crothian:
What stunk then, but has somehow stood the test of time?

As I've mentioned before, my first impression of GURPS on opening the 2nd Edition boxed set was, "man, how did this lame Champions rip-off make it into Games Magazine's 'Games 100'?" I grew to like it after seeing the magic system (not included in the Basic Set in those days), which was the closest match to fantasy-literature magic that I'd seen at the time. The system has grown immensely since then, of course; most of the additions have been good and useful, and even the ones that have been horrible (*cough*GURPSSupers*cough*) can mostly be ignored given the system's modular nature.

So, there are a few of the opinions you asked for. Have fun with them! :)
 

In no particular Order:

- Dark Champions: Heroes of Vengance. Hero System. Roleplaying Dark Knights in an urban Abyss. Somewhat dated now, but still one of the finest bits of Genre simulation you will find anywhere.

-Vampire 1st Edition. White Wolf. This book came out when it seemed like each and every game was a new attempt at mathmatically modeling combat. Vampire boiled the entire combat section down into 2 pages. They said the story was what counted, then created a system to back that up. At one point in time their old moniker "a Rennessance in Games" was accurate.

- Manual of the Planes 1st edition. D&D 1st Ed. Every single dimension had a dozen cool details and a hundred implied adventures.

- Mage the Ascension 1st Edition. White Wolf. Reality is not what our minds tell us it is, it is what our minds tell it to be. Almost a decade before the Matrix.

- Viper 4th Edition. Hero Games. Cobra/Hydra/Spectre is coming for your heros, they are well organized, well equipped, and they will take you down without super powers.

- DMG 1st Edition. D&D. What other book in the history of gaming has a table to help you figure out how long a tunnel 3 orks, a Pixie, 2 Trolls, and a hill giant can dig in five days using axes and shovels? Then makes you glad that table is there because it makes you suspect that will come up?
 

Let me see...

* Pavis and Big Rubble (Runequest) - easily the best role-playing supplement I've read. It all fits together so well.
* Chicago by Night (Vampire)
* A Magical Medieval Society: Western Europe (d20)
* City of the Spider Queen (D&D)
* Forgotten Realms Campaign Setting (D&D)
* The original Ravenloft module (AD&D)
* Cults of Prax (Runequest)
* Harn

Roy
 

In no particular order (as I think of them)

1)White Wolf Storyteller system (circa 1994-96) - What kept me IN roleplaying.

2)Planescape Boxed set - What kept in in D&D.

3)Ars Magica - what kept me interested in Medieval fantasy.

4)Call of Cthulhu/Howard Phillips Lovecraft - For keeping me sane... ;)

5)Nephelim - Why are you so forgotten?? :confused:

6)Space 1889 - What keeps me rolepaying in civilized times.

7)Middle Earth(Rolemaster version) - For the man who brought me into this world of fun and games.

8)BattleTech/Mechwarrior - For those non-roleplaying breaks.

9)Traveller - Just...classic. :)

10)Cyberpunk - For the most ruthless modern combat I've EVER seen.

So many more, but these are the top ones in my book.

edit: How could I forget Talislanta!? :( I'm sorry Talislanta, I've named you now. :)
 
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SLA Industries by Nightfall games, I think it first came out in about 1990-91. Full of beautiful illustrations, background history and a pretty damn tough game to handle mentally, its heavily influenced by Thatcher's rein in England in terms of its bleak outlook, drug abuse, sex crimes, media sponsored mass murder and general failure of the powers that be to help the common man.
A real mature rpg, none of this try-hard crap I see a lot of D20 companies are trying to pump out and frighten/arouse purile gamers with.
Some time ago I wrote a 140,000 word supplement for the game which is still floating around on the net and helped make a CD full of other privately made material for it. I know the guys who wrote it pretty well and its comming back with a bit of revision next year with a few more books too which is good news, its pretty tough for an indi game company to make it in the current environment.

Funnily enough, WoTC used to own them about 4-5yrs ago, decided that they didnt make enough money out of it for that particular market and gave it back to them, IP and all. :)

I dunno, that game was just 'me' and I havent felt quite at home in any other system or setting yet.

Shadowrun also has a special spot in my heart, it was the first game I really played that was a rpg, though these days after all the years I think Ive run out of characters to play :)
 

I'm going to add my vote for the Wrath of the Immortals box set... I still have it to this day and I think it is amazing. I wish they had done Deities and Demigods this way. It's was so innovative and different that it gave playing "gods" exactly the feel and style I had hoped... something totally alien to mortal life.
 


What can I say, no other company has held my loyalty as long, nor sucked as much cash out of my pocket then the good ol' wizards. :)
 

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