Best RPG books any system, any publisher

1. Dark Sun-My first full campaign was set here and the guy that DM'd it was awesome, probably my most memorable experience for gaming bar none. Troy Dennings writings of the land were great as well.

2. CoC-What we always played when we needed a break from the Dark Sun campaign, I loved HPL growing up and the feel for the gmae matches well when the mood is set right.

3. D20 system-For getting me back into role-playing after a long hiatus.
 

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Dark_Sun said:
1. Dark Sun-My first full campaign was set here and the guy that DM'd it was awesome, probably my most memorable experience for gaming bar none. Troy Dennings writings of the land were great as well.

2. CoC-What we always played when we needed a break from the Dark Sun campaign, I loved HPL growing up and the feel for the gmae matches well when the mood is set right.

3. D20 system-For getting me back into role-playing after a long hiatus.
I concur on all counts, provided you add Pagan Publishing (all their work is mind-staggering, but Delta Green/DG: Countdown was--and remains--their crowning glory).

{edit - oooops, did I vote twice? oh well, they're that good :D }
 
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Something no one mentioned that I have to tip my hat to is the Transhuman Space GURPS setting. It's a wide open hard SF setting with an evocative theme - What is the definition and what does it mean to be *human*? The amount of detail and the thought that has gone into this setting blow me away.
 

Just a quick recap!

The following games/supplements have recieved 5 or more recommendations:

Call of Cthuhlu (9)
Delta Green (8)
Ars Magica (8)
Warhammer FRP (6)
1e DMG (6)
Paranoia (6)
Shadowrun (5)
Traveller (5)
Star Wars [WEG/D6] (5)

Interesting combo -- looks like out group is Horror Happy! :D
 

Paranoia Core Rules
Paranoia, Orcbusters*
Runequest (2nd Ed.), Cults of Terror
Runequest (2nd Ed.), Cults of Prax
Runequest (2nd Ed.), Pavis
Runequest (2nd Ed.), Big Rubble
Runequest (3rd Ed.) Core Rules
Pendragon
Manual of the Planes (3E D&D)

Edit:
Players' Handbook (3.5E D&D)
Magical Medieval Society
From Stone to Steel
Keep on the Borderlands **
Gods of Harn

* Orcbusters had one of the funniest things I've ever read. The characters are transported to the world of D&D via the Transdimensional Collapsatron and begin wandering through this dungeon. One of the rooms is the Wandering Monster Waiting Room; a bunch of creatures of widely varying species sit around a table playing poker -- whoever gets the low hand has to leave the game and wander around the corridors for 15 minutes and try not to get killed.

** I got the book at the age of nine and grew up thinking "keep" was a verb, not a noun. Did this happen to anyone outside my circle of friends? Actually, a friend of mine recently produced a Neverwinter Nights adaptation of it entitled, "Keep Off The Borderlands" -- at the start of the adventure, in fact, the adventurer encounters a small wooden sign admonishing them to do just that.
 
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Here are my favorites in no particular order (other than being grouped by category):

Dark Sun: original boxed set
Ravenloft: original boxed set
Al Quadim Land of Fate: boxed set
Modules:
I6 Ravenloft
GDQ 1-7
Keep on the Borderlands
Isle of Dread
DND Gazeteers
Witches (Mayfair Games)
Complete Thief's Handbook
Complete Druid's Handbook
Shaman'd Handbook (Green Ronin)
Witch's Handbook (Green Ronin)
PO: Spells and Magic

Player's Handbook 3e: even if I strongly dislike the classes, the new system mechanics are a vast improvement over prior editions.
Monster Manual 3e

Rolemaster: classes (oops, I mean Professions) done right.

GURPS: Pretty much any of the historical sourcebooks

Sengoku: Another great reference

Ars Magica: Best magic system

Mage: Another great magic system

Shadowrun: Great setting. cool Magic system

L5R


Mutants and Masterminds: This is d20 done right!!!!

DC Heroes 2nd edition: Lots of goodness in that boxed set

Ultimate Martial Artist: a great reference book (and I was a playtester)

Until Superpowers Database: Good sourcebook for Champions that is long over due. If it had been released years earlier, I would probably still play Champions.

GURPS Martial Arts: another good reference book

Alternity
Top Secret S.I.
 


2nd Edition Planescape Boxed Set
CoC, both d20 and Chaosism
Delta Green (it comes complete with undead cannibal nazi cultists! what more could you ask for?)
 

Cordo said:
Something no one mentioned that I have to tip my hat to is the Transhuman Space GURPS setting. It's a wide open hard SF setting with an evocative theme - What is the definition and what does it mean to be *human*? The amount of detail and the thought that has gone into this setting blow me away.

I second that.

Transhuman Space has no faster-than-light-drive, no alien life forms (apart from a few microbes on Europa), and no supernatural powers. Yet it probably has the widest range of possible character types of any RPG setting. You could play:

- An artificial intelligence.
- An uplifted dog, dolphin, octopus, elephant, or any of the other animals humanity has given the dubious gift of sapience.
- An elder statesman - 140 years old, still healthy thanks to modern medical technology, and fully intending to be around forever.
- A human upgrade - your parents made sure only the very best human genes made it into your DNA.
- One of the myriad variants of parahumans - your parents weren't willing to stop with merely human DNA. You might be stronger, faster, or even smarter than most ordinary humans - or perhaps you are adapted to a special environment, such as the arctic wastes, the oceans, the surface of Mars, or even Outer Space! And that only begins to scratch the surface - the Hyppolyta parahumans of Margaret Station, for example, can control their pregnancies and produce only female offspring, while rogue elements of the Transpacific Socialist Alliance are rumored to have created parahumans that would make the perfect docile citizens...
- A Ghost - a person whose brain has been cut into tiny slices and recreated as a software personality simulation. This entity is legally considered to be the same person as the original in most jurisdictions, and now, free of the limitations of the flesh, effectively immortal. But is that worth the price? You be the judge...
- A bioroid - an biological android assembled piece by piece in a bio-factory. Created to be slaves or servants, most have been conditioned to enjoy their station in life. But some of the older ones yearn to be free...

And all of these could reasonably be in the same party!


The author, David Pulver, says it best in his Designer's Notes:

My purpose in writing Transhuman Space was to break away from the prevailing medieval paradigms that dominated past science-fiction roleplaying games and create a modern, hard-science future setting. What are these paradigms? They should be familiar: one or more of them appear in most fantasy and science fiction games:

* that our ancestors (or ancient aliens) knew more than we do.
* that there will be a dark age, global war, or fall of civilization, often with billions of dead, before the new order is rebuilt on its ashes.
* that the future will be worse than the present.
* that changing the human body inevitably corrupts and destroys the mind or soul.
* that there will be one world government on Earth.
* that "machines" can't be the narrative equal to humans, and that humans as they exist today will continue to dominate Earth-descended society.
* that the laws of physics, as we understand them today, will be broken, in order to achieve fast space flight or star travel, psionics, or anti-gravity, and that this is easier and more likely than sapient machines, human genetic manipulation, or developments in psychology and social engineering.

Mission accomplished. And how!
 


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