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

Aus_Snow said:
http://greenronin.com/catalog/grr1306

Steve Kenson's, right?

If that's the one you mean, I agree - it's very good indeed. That guy can do no wrong, as far as I'm concerned, when it comes to d20/True20 material. . . including largely designing True20 itself, if I remember correctly.

Wow, yeah, I don't know how I flipped those two. Must be a side effect of being sick for 2 weeks with the same virus and having nothing to do but read EN World and Monster Manuals.
 

log in or register to remove this ad

I would have to add Necromancer's The Book of Taverns to the list... a very cool resource, pretty much exactly what it sounds like. I'd also really liked Atlas's Occult Lore and Dynasties and Demigogues, Eden Stuidos' Fields of Blood: A Book of War, and EGG's The Canting Crew from Troll Lord Games.

As PDFs go, I've purchased a lot of Phil Reed's work, and gotten far more value out of it than I had ever expected, and a lot of the EN Publishing offerings. A couple of better PDFs that nobody's mentioned would include Magic: The Science and Art of Causing Change from 93 Games, which is a really well constructed D20 Modern magic system, Malhavoc's Book of Iron Might, RPG Objects' GM Mastery: NPC Essentials by Johnn Four, and, most definitively, Expetitious Retreat's Magical Medieval Society: Western Europe, an invaluable resource for world builders.
 



Aus_Snow said:
Steve Kenson's, right?

If that's the one you mean, I agree - it's very good indeed. That guy can do no wrong, as far as I'm concerned, when it comes to d20/True20 material. . . including largely designing True20 itself, if I remember correctly.

So far, every rpg product that I am aware of Steve Kenson having worked on as been top notch whether it involved Mutants and Masterminds, d20, True20 or Shadowrun. Even his free alternate Marvel Superheroes Adventure Game rules drastically turned that game into something top notch.
 

ColonelHardisson said:
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.
You got me all excited about the Arcane Quarter: It looks like with the loss of their cartographer, this is in limbo currently. Which is a shame, since I was planning on using it as the sourcebook for my Vock Row Ptolus game. :(
 



XRP's Beast Builder really wowed me.
I even wrote a review here on ENWorld for it.
If you like making new monsters, this is THE book for you!

Speaking of monsters, I really have enjoyed The Wanderers Guild books too.
Monsters of the Boundless Blue was fun, and so was Monsters of the Endless Dark.
Maybe not mechanically perfect, but hey, I'm no number cruncher. The monsters are fun, and fun to play with, and very unique.
 
Last edited:

I'm pretty tough on monster books -- I find Monsternomicon to be a triumph of style over substance, and there's MAYBE five monsters in the whole book that I'll ever use. In contrast, I can see using more than 90 percent of the monsters in Creatures of Freeport.
 

Remove ads

Top