Your Favorite RPG Supplement, for any Game, Period

Umbran said:
I might have to go with The Ultimate Powers Book for the now out-of-print Marvel Superheroes game. It is an invaluable source of ideas for any supers game, whatever the system.

I thought of that one, I know it opened up our MSHA game quite a bit. GURPS CthulhuPunk was quite interesting too.

But I'll have to give the nod too The World of Greyhawk boxed set from 1983.
 

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I don't have just one.

AD&D: Complete Thief's Handbook
AD&D: Witch's (Mayfair)
DND 3.x: Psychic's Handbook (Green Ronin)
DND 3.x: Shaman's Handbook (Green Ronin)
DND 3.x: Witch's Handbook (Green Ronin)
d20 Modern: Blood and Fists
d20 Modern: Elements of Magic
Champions/Hero System: Ultimate Martial Artist
DC Heroes: Magic Sourcebook
GURPS: Arabian Nights
GURPS: Martial Arts
GURPS: Celtic Myth
GURPS: Vikings
Rolemaster Standard System: Channeling Companion
Shadowrun: Magic in the Shadows
 
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I really don't think I could limit it to one book.

I really like Draconomicon. I really like Armory for World of Darkness. I really like Deadlands Reloaded. I really like Exalted....etc. etc.

It'd be like asking me to pick among my children which is my favorite...I don't think I could.
 

This may put me in the minority, but I'd probably say GURPS: IST (International Super Teams.) With GURPS: IOU (Illuminati University) and GURPS: Fantasy ranking up there.

I'm really a GURPS sucker, I guess, but I just can't bring myself to move on to 4th edition.
 

Not really a supplement as such: B2 - The Keep on the Borderlands!

It was the basis for my first campaign and came with my first every RPG!!!

The D&D Basic Set (1981) . . . ah, the memories :D !

I also have very fond memories of the three 1st Edition AD&D "core rule" books.
 
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Here are my contenders. Roll 1d8 between:

1- Gazetteer 1: The Grand Duchy of Karameikos (TSR, B/ED&D, 1987)
2- La Cite Sainte de Laelith (Excelsior Publications, multisystem, 1991)
3- The Complete Masks of Nyarlathotep (Chaosium, Call of Cthulhu, 1996)
4- Ptolus: Monte Cook's City by the Spire (yes, already. Malhavoc Press, Dungeons and Dragons, 2006)
5- La France (Oriflam, Hawkmoon, 1991)
6- Les Dieux de Glorantha (Oriflam, RuneQuest, 1987)
7 - Genertela (Oriflam, RuneQuest, 1987)
8 - Shackled City Adventure Path (Paizo Publishing, Dungeons and Dragons, 2005)

If you make me choose, I'd say right now The Complete Masks of Nyarlathotep (which includes the Australian chapter not present in the original boxed set). The most complete, open campaign EVER, travelling between New York, London, Cairo, Nairobi, Shangai and more. You've got this and the Call of Cthulhu core book, you can play for years and years without needing anything else than dice, pencils and paper. It's that good.

Tomorrow, I simply could choose something else or roll the die.
 
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Ouch, this is difficult. Jeez, if I had to narrow it down to one, I'd pick Covenants for Ars Magica. This is simply because it is the supplement that has given me the most ideas and inspiration in proportion to its relative brevity. I'd love to run a campaign that pulled Val Negra from Winter to Spring.

But as soon as I say that, I can't not mention some really outstanding stuff that hasn't gotten much, if any, mention:

The Order of Hermes - for Ars Magica. A great supplement for anyone who wants a society of wizards.
Twilight Nightmares - for Twilight: 2000. Aliens, mutated critters, runaway robots...this adds a touch of the bizarre to an otherwise grim game.
Ranger - for 2300. Texans try to eak out a living on a hostile planet. Fun stuff.
The Kinunir - A very early Traveller adventure.
College of Wizardry, 2nd edition AD&D.
Blood Enemies - for Birthright. Details the bad guys of Cerilia.
Kafer Sourcebook - 2300. Details one of the most unusual and frightening alien races ever created for an RPG.
Queen of the Spiders - 1e AD&D. Collects the G, D, and Q modules and adds a bit of material. A good campaign.
HackMaster GameMaster's Guide - chock-full of readable fun.
Unearthed Arcana, 3e - a great source for customizing one's game.


A lot of people have mentioned stuff I have and hold dear:

Dragon Archive CD-ROM - One of the best RPG releases ever.
Sprawl Sites - Shadowrun
Delta Green & Delta Green: Countdown (usable for CoC and just about any modern-themed RPG)
Freedom City - Mutants & Masterminds. TB and I are of like mind on this one.
1E DMG
Manual of the Planes (3e)
Manual of the Planes (1e)
World Builder's Guide
Masks of Nyarlathotep Campaign (boxed set)
DarkStryder Campaign
The Wilderlands of High Fantasy
Birthright
 

Oooh...
So many to choose from!
I can't limit to just one.

I'll go with the "Roll 1d8" method (I could probably do triple that, just off the top of my head.)

1) "Beyond the Moutains of Madness" for BRP CoC.
2) "Masks of Nyarlathotep" for BRP CoC
3) "Horror on the Orient Express" for BRP CoC
4) "Guide to the Technocracy" for Mage: The Ascension
5) "Ars Magica 5th Edition"
6) "Midnight 2nd Edition" from Fantasy Flight
7) "Feng Shui RPG"
8) "Age of Worms" Adventure Path

Honorable mention to "The Dracomomicon", 'cause I'm a HUGE fan of dragons. :)
 
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This is very difficult, but I narrowed my choices as best I could...

#1 All-time Supplement: "Beyond the Mountains of Madness" for CoC
This selection ultimately won because of all products that I've ever read and played, this one caught and held my imagination, fed my dreams and evil plans, and now bewitches a handful of unwary investigators.

I chose BtMoM after narrowing my selections to:

GAME RULES ENHANCEMENTS
For D&D: Forgotten Realms Campaign Setting
For CoC: D20 CoC

GAME ADVENTURES
For D&D: The Shackled City Adventure Path from Dungeon Magazine
For CoC: Beyond the Mountains of Madness

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Job (the tortured one).
 

Complete Masks of Nyarlathotep. Hands down the best adventure i've ever read for any game system. It's BRP Cthulhu, but that hardly matters, as the book is mostly fluff and character handouts. There's so much stuff for the GM to read and absorb that the PC's won't ever have a clue about. Enough material for a full year long campaign of regular play.
 

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