Freaking Awesome 3rd Party Books That Don't Get Enough Praise

Kamikaze Midget said:
Describe that a bit more. What is it? What does it do so well? :)

Pretty much what it sounds like. Self-contained quarters - Thieves, Temple, Arcane (the three produced so far) - of a fantasy city that can either be dropped into a DM's campaign as part of a homebrew city, or as part of the whole city the series will add up to. A good, solid, generic product that provides enough detail and hooks without being overwhelming. Plus the modular nature of the series means one can pick and choose what quarters one does and doesn't want.
 

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Divine and Defeated is a ridiculously good god book. Ridiculous. If WotC did something like that for the D&D mythology...

Well, I can't even really imagine it.
 

Nightfall said:
Deekin,

2000 XP for you! Yes, if you want GOOD psionics, this is the place to look it. It comes right after Hyperconscious and before the XPH. ;)

And Steve Jackson's Psychic Handbook comes just after, IMO. Great book, especially for d20 modern games.
 


Whizbang Dustyboots said:
Redhurst, Academy of Magic. If this hadn't been released just as 3.5 dropped, I'm convinced this would be as popular as Freeport.
A great book. I designed a Harry Potter-esque campaign for my daughter using this book as the base but her interests changed so we never got around to doing it. Thankfully I have a younger son with an overactive imagination so I'll get another chance to use it in a couple of years.
 


I'd suggest Dog Soul's Kitsunemori Campaign Setting ($13.95). I picked it up last year when my OA game was in a lull.

If you looking for a smaller setting to run an OA game, and I mean by that nothing BIG like Kara-Tur or Rokugan, this is a fun and interesting place. It's set in a large isolated valley of a much larger island, where there's plenty to do. I ran one game from this and the players had a great time. It also has race guidelines for playing a Kitsune (trickster fox-person) and rules for a more shamanistic approach to magic.
 



I'm going to toot my horn:

Occult Lore from Atlas Games is one of the credits that I did. Most of my work is for Rolemaster's e-zine, the Guild Companion. But I teamed up with some of the best in the Industry to put out this book.

Occult Lore has rules for alchemy, astrology, sympathetic magic, dream magic, geomancy, Herbalism, and many others. Including my own Elementalism. Its available at Warehouse 23, and at e23.

Elton.
 

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