Best RPG Books to Read

Another vote for each of the following:

Planescape (except for maybe Faction War; even then, the Sigil specifics are good)

Denizens of Avadnu (can't wait for my players to "face" a Nightbeast!)

Dark Legacies Character Guide (Gnomes will never be the same...)

Monster Manual 3 (Ash Giant...nuff said!)
 

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I've never found too many of the d20/DnD books to be great reads, with the exception of the Iron Kingdoms books (especially the Character and World guides). I dug the Dragonstar stuff as well, though, and back in the 2nd edition days I was completely in love with Planescape.

Other rpg books I enjoyed reading are a bit far between. It's been quite some time now, but way back when Rifts first came out I picked up a copy and got wrapped up in the awesomeness of it all (well, I was about 13 or 14 at the time, so...).

In my mind, Unknown Armies 2E is quite simply the most readable rpg book ever. When I got my copy I almost went cover to cover in one sitting, something I haven't done in years. I wouldn't hesitate to suggest it to anybody, even those with no intention of actually playing the game.

I'd also give HOL: Human Occupied Landfill and its only supplement, Buttery Wholesomeness a nod. Though reading them can be challenging at times (both books are completely handwritten), they're absolutely hilarious. I don't remember reading a book that made me laugh so much. They're definitely not for those role-players that take themselves a bit too seriously, however.
 

I;ve enjoyed reading parts of WFRP, MERP, CP2020 and Earthdawn. . . for reasons I can't completely recall. Iit's actually pertty rare that I read an entire RPG book, as opposed to skimming it, reading 'necessary chapters' and looking at the charts/diagrams/artwork. Bad bad bad! :)

Quite like what I've seen of Avadnu so far, but I'm not sure how much of that is "wow, pretty", at this stage.
 

In The Cage: The Guide to Sigil and many other Planescape stuff.

Iron Kingdoms Players Guide and World Guide

Eberron Campaign Setting

Can't think of any others right now...blah, brain dead.
 

House of Tremere - by Robin Laws, for Vampire: Dark Ages. Twisted, brilliant ideas for D&D on every page.

Almost all of the Ars Magica books are great reads.
 

Loghar said:
Any of the Dungeon Crawl Classics modules.

I can't help but love anything that tells you not to play poker if you can't keep a straight face after reading a room description.

I laughed out loud after reading that one, too. The tone of all their writing is exactly what I'm looking for in a module.

City State of the Invicible Overlord is one of the more inspiring books I've read, and I'm not even done with it yet. That is my players' next stop for sure.
 

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I must be weird. I read Libris Mortis and Frostburn from WotC in the past month cover to cover and came away with great ideas, it was good inspirational reading.

Anything from Privateer for the Iron Kingdoms is totally entertaining and engrossing.

And I'll 'throw in a chit' for the Dungeon Crawl Classics too from Goodman Games. "Act like you know something, but don't. You, know, DM casual..."

-DM Jeff
 

Nyarlathotep said:
Hmm... for me it would be:

Beyond the Mountains of Madness (Call of Cthulhu)
Horror on the Orient Express (CoC)
Delta Green & Delta Green: Countdown
Word to your mommie, yo. Esp. the DG books. Yuuuuuuuuuuuuummmy. Throw in Masks of Nyarlathotep and the Innsmouth books and I'm happy.

Gimme IK books and Mignight, too, cuz they're groovy-licious!
 
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Sorry if this is out of genre, but these are just good reads:

Unknown Armies
Suppressed Transmissions
Silver Age Sentinels (Tri-stat version)
Sorcerer & its various supplements

I'm sure there are others, but I can't think of any more right now.
 

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