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Your Favorite RPG Supplement, for any Game, Period
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<blockquote data-quote="Set" data-source="post: 3109024" data-attributes="member: 41584"><p>As with so many before me, I can't pick just one;</p><p></p><p>GURPS Timeline - more adventure seeds than you can shake a stick at, and particularly useful when playing Vampire and wanting some 'local color' about someting that happened 50 years ago.</p><p></p><p>Arcana Unearthed - I love Monte's magic system and flexible class structures (a half-dozen different types of witch, champion, totem-warrior, etc.). This is what the Warlock or Sorcerer could have been with a decent write up, divided out into those of Fiendish, Celestial, Elemental, Fey, Draconic, Aberrant, etc. heritage.</p><p></p><p>Unearthed Arcana 3e - So much variety, I love toolkits.</p><p></p><p>Players Handbook II - same as UA 3e. Nothing pleases me more than racial and class substitution levels. Get away from those lousy PrCs.</p><p></p><p>Mutants & Masterminds 1e - so streamlined, it's perfect for comic-book superhero action.</p><p></p><p>Trinity - best sci-fi setting I've ever seen, able to accomodate *everything* I'd want.</p><p></p><p>Luna Rising - the first, and, IMO, best Order book for the Trinity setting.</p><p></p><p>Adventure! - Pulp! What's not to love?</p><p></p><p>Tradbook: Sons of Ether for Mage - so much love!</p><p></p><p>GURPS I.S.T. - best superhero setting, with Aberrant nipping at it's heels. (Aberrant would win on flavor, but the IST setting accomodates all types of superheroic origins, such as aliens, mages and powered armor characters, while Aberrant is self-limiting.)</p><p></p><p>Guide to the Technocracy - why are the bad-guys always so much freaking cooler than the good-guys?</p><p></p><p>Al-Qadim campaign setting - best 2e campaign setting, with Kara-Tur and Greyhawk only a hair behind.</p><p></p><p>Scarred Lands campaign setting - best 3e campaign setting. Unlike 2e, I haven't seen anyone even get close yet to as evocative and compelling a setting for 3e.</p><p></p><p>Ultimate Power (M&M 2e) - breaks down the power construction scheme, allowing the GM or player to build anything using the basic tools. Just invaluable for tweaking powers to make oddball or just uncommon super concepts.</p><p></p><p>College of Wizardry - so cool, the Language Primeval was an amazing concept.</p><p></p><p>The Complete Necromancer's Handbook - yet another 2e product that remains a vital source of inspiration and sits proudly with my 3.x stuff.</p><p></p><p>Honorable mention</p><p></p><p>The Complete Sha'ir's Handbook - a dozen *amazingly* cool ideas, for the most part badly implemented. It's a great source for inspiration, even if the mechanics are wince-inducing.</p></blockquote><p></p>
[QUOTE="Set, post: 3109024, member: 41584"] As with so many before me, I can't pick just one; GURPS Timeline - more adventure seeds than you can shake a stick at, and particularly useful when playing Vampire and wanting some 'local color' about someting that happened 50 years ago. Arcana Unearthed - I love Monte's magic system and flexible class structures (a half-dozen different types of witch, champion, totem-warrior, etc.). This is what the Warlock or Sorcerer could have been with a decent write up, divided out into those of Fiendish, Celestial, Elemental, Fey, Draconic, Aberrant, etc. heritage. Unearthed Arcana 3e - So much variety, I love toolkits. Players Handbook II - same as UA 3e. Nothing pleases me more than racial and class substitution levels. Get away from those lousy PrCs. Mutants & Masterminds 1e - so streamlined, it's perfect for comic-book superhero action. Trinity - best sci-fi setting I've ever seen, able to accomodate *everything* I'd want. Luna Rising - the first, and, IMO, best Order book for the Trinity setting. Adventure! - Pulp! What's not to love? Tradbook: Sons of Ether for Mage - so much love! GURPS I.S.T. - best superhero setting, with Aberrant nipping at it's heels. (Aberrant would win on flavor, but the IST setting accomodates all types of superheroic origins, such as aliens, mages and powered armor characters, while Aberrant is self-limiting.) Guide to the Technocracy - why are the bad-guys always so much freaking cooler than the good-guys? Al-Qadim campaign setting - best 2e campaign setting, with Kara-Tur and Greyhawk only a hair behind. Scarred Lands campaign setting - best 3e campaign setting. Unlike 2e, I haven't seen anyone even get close yet to as evocative and compelling a setting for 3e. Ultimate Power (M&M 2e) - breaks down the power construction scheme, allowing the GM or player to build anything using the basic tools. Just invaluable for tweaking powers to make oddball or just uncommon super concepts. College of Wizardry - so cool, the Language Primeval was an amazing concept. The Complete Necromancer's Handbook - yet another 2e product that remains a vital source of inspiration and sits proudly with my 3.x stuff. Honorable mention The Complete Sha'ir's Handbook - a dozen *amazingly* cool ideas, for the most part badly implemented. It's a great source for inspiration, even if the mechanics are wince-inducing. [/QUOTE]
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