List of Role-Playing Games I Own as of 10/8/99
- Hong Kong Action Theater, a cheap-ass game that's suprisingly very good and very true to it's source material. The rules are basically an excuse to do amazing stunts and fire twin .45's while jumping backwards.
- To Live and Die in H.K., A great supplement! By far the best feature is the Adventure Generation Tables.
- Babylon Project, by Chameleon Ecclectic [who?], is a fairly good job of recreated the feel of the series, but there are several source material mistakes that are very distracting
- EarthForce Sourcebook, good sourcebook for PC's with Ship-to-Ship combat rules.
- Revised Recon, a great Vietnam era RPG
- Advanced Recon, a
necessary addition to this out-of-print game
-
Twilight 2000 v.2.2, A great game, though I haven't played it yet.
The
rules look well thought out and well presented. The world needs a little
more fleshing out as what they give is pretty dry and overly technical.
-
Teenage Mutant Ninja Turtles and Other Strangeness* , Good game,
but no
one really wants to play in the TMNT world. Use with After the Bomb, etc.
- After the Bomb, Classic post-holocaust fantasy
- > Road Hogs, companion to After the Bomb
- > TMNT's Guide to the Galaxy, Easily modifiable
- Mutants Down Under, another AtB sourcebook
- > GM's shield
-
Robotech*, A classic RPG that stresses real-life combat over Anime-style adventure and kinetics. For less militaristic fun, check out Mekton Z
- Southern Cross, ho hum, useless addition
- Invid Invasion, great adventure possibilities, easily the most playable of the Robotech series
- > Sentinels, needs more background and less tech info
- RDF Training Manual, good for it's NPC generator
- Return of the Masters, Ugly combination of Vietnam and Robotech
- Zentradei Sourcebook, great addition and necessary for Macross
- REF Field Guide, no real game stats, but great background
material
- RDF Companion, almost necessary for a Macross campaign
-
Macross II, another Palladium game that needs more background info
- Macross II Companion, just some more stats
- Deck Plans volume 1, harmless fluff.
- Cyberpunk*, classic award-winning game. Great great great game. Buy the newer Cyberpunk 2020
- > Hardwired, useless
- Solo of Fortune, essential for CP
- > Near Orbit, great campaign material
- Rockerboy, mostly harmless
- Chrome Berets, cool mass combat system, but it really isn't Cyberpunk. It's more like small army warfare in the '70s or something. Picture Edie Amin in 2013.
- Cyberpunk 2020*, Perhaps the greatest RPG of all time. The Netrunner rules need a little sprucing up, but otherwise classic. note- if you can't tell by how many sourcebooks I own, I kind of like this game.
- When Gravity Fails, great sourcebook, provides adventure ideas
- > Chromebook 1, essential
- > Chromebook 2, essential
- > Chromebook 3, essential
- > Chromebook 4, absolutely essential, seeing as some of my OWN material made it into the book
- > Rache Bartmoss's Guide to the Net, essential for a Netrunner campaign
- Night City Sourcebook, essential
- Eurosource, ehh... mostly hamrless, crappy artwork
- Night's Edge, Vampires. Great sourcebook but a can of worms
- > Maximum Metal, essential for high firepower games
- > Land of the Free, adventure that's great for ideas
- > Protect and Serve, essential
- > Listen Up You Primitive Screwheads, essential
- Wildside, essential source for Fixers
- Deep Space, essential, outdoes Near Orbit by a factor of 10
- > CorpReport 1, good info if you need it
- CorpReport 2, "
- CorpReport 3, "
- EuroTour, forgettable campaign
- > Solo of Fortune 2, big ole' can of whoop-ass!
- > Home of the Brave, great sourcebook for the country for non-night city campaigns
- > Edgerunners Inc., good ideas for pay and adventures, forgettable NPCs
- > Dark Metropolis, great source for city-living with some nifty artwork
- > GM Screen, essential
- > Eurosource Plus, a remake of the original Eurosource, this book replaces the original and is by far superior
- Rache Bartmoss Brainware Blowout, a sourcebook for all netrunners similar to the Blackhand Weapon Guide, not essential, but handy
- Rough Guide to the UK, a nice guide to the UK, but if you have Eurosource Plus, it's pretty much superfluous. Nice city guide, however
- Tales from the Forlorn Hope, a campaign that centers primarily around Solos. The premise is a little old: it's tradition, I know, to have characters start the campaign in a bar
- Morgan Blackhand's Guide to Street Weaponry, an essential tool that compiles all of the weapons into one book. Buy it and stop making up weapons
- Firestorm: Stormfront, the absolute BEST sourcebook/adventure
campaign ever made for the game. I feel it should have been the first
sourcebook published. The book deals with the corporate culture, how
corporate wars are fought, and how black ops are done. Excellent
sourcebook
- Streetfighting, an otherwise forgettable set of adventures that
are as memorable as chewing gum stuck on the bottom of your shoe. It's
great for a slight diversion, but as the introduction say, it ain't
roleplaying
- Pacific Rim Sourcebook, with the purchase of this book, I
officially own EVERY sourcebook and book published for Cyberpunk by
R.Talsorian and a good chunk of the Atlas and Ianus stuff too.
- Firestorm: Shockwave, the second in a trilogy of Firestorm adventures
heralding the end of the CP2020 line.
-
CyberGeneration, A Great concept game, but you have to be into it to
play.
- Bastille Day, a nice adventure and you learn Spider
Murphy's real name
- Eco Front, first in the Documents of the Revolution series. Not
much of use besides some data regarding the origin of the Carbon Plague,
and a timeline of the infection.
- Virtual Front, good backgound on the net and virtuality
- Media Front,
another good sourcebook in the Documents of the Revolution Series. It
has an excellent tech section and is useful for straight Cyberpunk as
well.
- Bubblegum Crisis: The Role Playing Game *, a great game but a little
amateur around the edges. The source material is top-notch
- Before and After, a required sourcebook, this included all new
boomers and hardsuits plus much needed base generation and cybernetics and
Mecha construction rules.
- EX, another
required sourcebook. Besides the tons of new boomers, vehicles, and
mecha, my campaign was published in this book!
- Armored Trooper: VOTOMS, a Fuzion game, this book greatly improves the presentation
and layout of the system and fixes several buggy rules. Much superior to
BGC in layout. The source material is top notch as well
- Dragonball Z*, a Fuzion game, this book does a
great job of recreating the super-powerful fights from the Dragonball Z
TV series. It's super-simple and free-form, but a blast to play!
-
Teenagers From Outer Space*, funny funny game but, like most R.Talsorian
concept games, requires a certain state of mind to play
-
Teenagers From Outer Space, second ed., slicker version of above
- Teenagers From Outer Space, third ed., Even SLICKER version of
above with more recognition it's anime roots
-
Dream Park, great adventure creation tables that work for every game system
-
Castle Falkenstein, yet ANTOHER concept game that wins awards for R.Tal
but no one wants to play.
- Comme Il Fault,
essential
- Mekton, The
collector's item! The hard to find First Edition of Mekton! I was
finally able to pick one up from a Wheaton, MD, used book store. Not
really playable, but I HAD to have it. It does provide a lot of
great background on the Algol setting that is lacking in the later
editions.
- Roadsriker, powered armor and vehicles.
- Mekton Tactical Battle Screen, rules revisions and
mass combat rules.
- Mekton II*, THE classic premier outstanding Mecha/anime RPG ever. buy
the newer version: Mekton Zeta
- Operation Rimfire, great campaign source material
- > Mekton Techbook, required text
- > Roadstriker II, unnecessary with MTS
- > Mekton Empire, great campaign material, read my Rant on my Mekton
page
- > Jovian Chronicles, how campaigns are done!
-
Mekton Zeta, new
editon of the great Mekton game. Fixes some little problems and is
glossier, but creates newer littler problems
- Mekton Zeta Plus, required text
- > Mekton Zeta GM Screen, definitely not harmless
- Mecha Manual Vol. 1, mostly unnecessary
- Mecha Manual Vol. 2, a lot of mecha for the Invasion:Terra
campaign uneccesary if you're not playing that world, neccesary
if you are
- Invasion Terra Files, a book of scenarios, necessary for the mass
combat rules
- Starblade Battalion, a lot of background material for that
campaign
- Usagi Yojimbo, a Fuzion game, this game recreates the
adventures of "anthropomorphic" or Fuzzy-Animals in Feudal Japan. The
Instant Fuzion rules are perfect for it's setting and the source
material is again top notch. Read the comic too, it's excellent.
- Sengoku, a Fuzion game by the same people as Usagi
Yojimbo. This is one of the best RPG's ever made. It's background is
lush and well researched, it's rules are simple and clear, and it's
presentation is professional and clean.
- Big Eyes, Small Mouth, a quirky little game that focuses on anime-style characters and action. The rules are very free-form and the character creation system is top-notch.
- Big Robots, Cool Starships, a great mecha/vehicle/starship construction system that
in many ways surpasses Mekton in flexibility and simplicity. Absolutey
Required!
- Call of Cthulhu, 4th
ed*, the BEST game ever. period.
- Curse of Tsathoqqua, great little campaign, recently
re-released
- The Asylum and other tales, great little vignettes
- S.Petersons Field Guide to the Mythos, great book, not really for
any game, however. Fun read.
- Field Guide to Dreamlands, another great book, not really for any game, very fun
to read.
-
Call of Cthulhu, 5th
ed*, update of the BEST game ever. Needs the
format and graphic design of the 4th edition however.
- Miskatonic U., absolutely required
- > Keeper's Compendium, definitely required
- Investigator's Guide, almost unnecessary
- GM Screen, pretty much superfluous
- Encyclopedia Cthulhiana, required text
- Compleat Arkham Unveiled, very thorough. Essential reference
- Ye Booke of Monstres, a nice addition, but unneccessary
- Ye Booke of Monstres II, another nice addition, especiall the inclusion of several
non-mythos yet period creatures such as H.G.Wells' Martians
- Call of Cthulhu*, 5th ed revised. A new cover and new layout with some
artwork and passages from the 4th edition added.
- Delta Green, the best sourcebook for any RPG.
Delta Green offers the best gaming scenario for CoC in the 90's,
infusing a little X-Files into HPL.
- Machinations of the Mi-Go, a Delta Green
sourcebook and absolutley required for any DG campaign.
- Delta Green: Countdown, a companion book to DG
and also required for any DG campaign.
- 1990's Sourcebook, covers a lot of the same
ground as Delta Green, but not as comprehensive and without the rich
background.
- Runequest,
2nd ed., The best non-D&D fantasy game, excellent world
- Cults of Terror, ehh... could live without
- > Foes, ancient
book that is hard to find
-
Runequest, Avalon
Hill ed., Much better rules, but sorely lacks due to
the absence of the Gloranthan setting and feel
-
SuperWorld, easier than Champions and just as fun. Lacks background
-
Worlds of Wonder, Great introduction to all types of RPGs, easily
modifiable. Comes with Magic World, Super World, and Future World.
-
Stormbringer, Great Micheal Moorcock RPG but needs more quotes from the
books
-
Elfquest, Great background for EQ fans, but lacks adventure ideas
-
Ringworld, roleplaying in the worlds of Larry Niven, hard to find
- Prince Valiant, roleplaying in the comic strip world of King Arthur by
Hal Foster, interesting in that it uses coins in lieu of dice
- Pendragon, slightly more sophisticated roleplaying in King Arthur's
court, very nicely done wth excellent source material
-
Traveller, hardcover version of the classic game
-
Traveller, classic game of interstellar exploration. Only problem is that
you pretty much have had to have been playing since it was designed to
understand the rules and the worlds
- Alien sourcebook: Solomani, Great for Earth-centric adventures
-
MegaTraveller, excellent update of the old game with scads more campaign
material, still muddy and confusing however.
-
2300*, Great near-future low-tech RPG. You'd hardly notice it was
Sci-Fi. Only problem is that it's a little too militaristic and not
enough background or role playing.
- Mission: Arcturus, great marines scenario
- > Equipment Guide, mostly superfluous
- > Operation Overlord, definitely NOT harmless
- > Earth/Cybertech sourcebook, required
- Worlds of the Rim, almost required
- > Freighter Deckplans, forgettable
- a Cyberpunk Adventure, ?
-
Star Wars, 1st
ed*, Classic classic great great game based on the
movies. Don't buy the 2nd edition if you can help it.
- Rebel Sourcebook, almost forgettable
- > Imperial Sourcebook, required bad guy info
- Han Solo and the Corporate Sector, great alternative to rebels vs.
empire
- Star Wars Sourcebook, required text
- GM Screen , required
- Tramp Freighters, required for any campaign
- > Referee's Companion, required rules upgrade
- Cracken's Rebel Field Guide, great dataslicing
and jury-rigging rules but the cyberpunk enhancements are out of place
in Star Wars.
- Star Wars Second Edition, Revised and
Expanded*, Yes, I broke down and purchased
the second edition. And there are a lot of rules I like in it too.
- Gamemaster's Toolkit, useless
- Fragments From the Rim, the rules for Jedi practice and Bounty Hunter Guilds are
invaluable. The background info on bands and news agencies are stupid!
- Criminal Organizations, mostly background info,
great for a law enforcement campaign.
- Dark Empire,
adequate for that campaign
- Dark Force Rising,
adequate for that campaign
- Thrawn Tilogy Sourcebook, excellent compilation of three
previously seperate sourcebooks
- Tales of the Jedi Companion, similar to the Dark Empire sourcebook, but details life
as a Jedi millenia before Star Wars. Excellent alternative campaign.
- Fantastic Technology, a handy sourcebook, but
most of the tech is out of place in Star Wars.
- Heroes and Rogues, great inspiration for creating
new characters.
- Fantastic Technology, Personal Gear, another
handy sourcebook that gathers equipment from all the other
sourcebooks. Again, however, much is out of place in Star Wars.
- Rules of Engagement, great for its Martial Arts
rules, but the Special Ops angle is out of place in Star
Wars.
- Ghostbusters, 1st ed*, another great game, however, don't let the humor
f the book based on puns put you off. Remember: Ghostbusters humor
is based on characters and dialog, not puns!
-
Paranoia, 1st ed, Classic award winning game of backstabbing and...
well.. Paranoia. The 2nd edition might be better, I don't know
-
Justifiers, A cheesy little sci-fi game with crappy artwork and little
background material
- Legends of Underearth, A cheesy little boxed game that's actually
concerned with small unit tactics, not role-playing. It is, however,
connected to The Fantasy Trip and is the parent game of..
- Dragons of Underearth, another cheesy little boxed game with few roleplaying
rules and lots of hex-map man-to-man combat.
-
Domination, A cheesy little sci-fi game from the makers of Justifiers
that has the look and feel of Independence Day.
-
Time Lord, A great Dr.Who game that needs a better artist
-
Timelords, A really cheesy time traveller game from BTRC that sorely
lacks in both brevity, history, and background. Needs a little less
rules and a little more role-play. Nice character generator to play
one's self, however
-
Macho Women with Guns, a remarkably funny and streamlined game from
BTRC. The new edition is out now. note, I have two copies of this game,
an older one with Cthulhu and a slightly newer one with Bthulhu.
-
GURPS %, Great game, but requires a lot of work on the GM's part
- > GURPS Cyberpunk, great soucebook
- > GURPS Cyberworld, adequate if not cliched background
- > GURPS Horror, Call of Cthulhu is better
- GURPS Illuminati,
a collector's item. Crappy art but great source material for
conspiracy or cyberpunk campaigns.
- GURPS Warehouse 23, a great sourcebook for any
game, conspiracy-themed or not!
-
Universe, an obscenely old game from SPI whose rules look more like a
physics text than a RPG.
-
Fantasy Wargaming, another old and rare game that tackles realistic
Old-World style medieval role-playing but falls short with little actual
character development. Excellent for mood, magic rules, and setting.
It's character generation rules based on the zodiac is wonderfully archaic
-
Skyrealms of Jorune, an excellent game with an innovative rules system
and richly detailed world. The artwork within is incredible and the
style of the writing is thorough, lucid, and easily accessible in the
form of guide books.
-
Talislanta, a great alternative the old tried and true D&D style fantasy
worlds. This game world is based more on H.P.Lovecraft than Tolkein or
Howard
-
Arcanum, a ho-hum fantasy world and system based on slightly skewed
historical models where every bygone culture up to 1700 exists side by side.
- Atlantis and Bestiary, an essential sourcebook for the above game
-
Space Patrol, an absolutely CHEESY role-playing game from 1977 published
by Gamescience. The rules are a re-write of D&D and amount to 15 or so
pages of poorly typed and badly drawn fun. This is what role-playing
games were meant to be. I bought it because it was cheap and easily
modifiable. ...and because it had atomic hand grenades in it's weapons
list.
-
Willow Sourcebook, not a game, per se, but a sourcebook for any D&D-type
game, that is 3-18 stats. Informative and sets a good mood piece, but
lacks a rich history.
-
Central Casting Heroes of Legend, Also not really a game, but an
accessory to any game. This book allows you to create rediculously
detailed histories for all of your characters. Beware, although the
results are fun and informative and provide great adventure ideas, they can
also produce effects counter to your character concept and can
potentially unbalance a campaign.
-
Central Casting Heroes of Tomorrow, A science-fiction version of the previous book
-
Tunnels and Trolls, the classic alternative to D&D. Over simplified
rules and virtually NO background. Great collector's item. Note- I have
the paperback version, not the harder to find boxed set.
-
James Bond, a slickly produced and well thought out game with tons of
background and adventure ideas. Why this game went out of print, I'll
never know.
- For Your Eyes Only, essential sourcebook with LOTS of new material
-
Shadowrun, The first in a line of wierd fusions of different genres of
gaming. In this case, it was Cyberpunk and Fantasy. The first edition rules
are sorely complex and convoluted. Buy the Second Edition. Note- I have
the original print with artwork not in later printings.
- Paranormal Animals of North America, almost unnecessary
- Street Samurai Catalog, essential
- Sprawl Sites, definitely essential
- > The Grimoire, Updates the magic system, essential
- > Seattle Sourcebook, Great sourcebook
-
Shadowrun, 2nd
ed.%, The new and improved version for an awkward game
- Tir Tairngire, a Great sourcebook for an elf-based
campaign. Perfect for
Oregonians like myself!
- Aberrant,
White Wolf's Super-power game. Note, I didn't say Super-HERO game,
because it's more complicated than that. Super-powers in a realistic
game world.
- Aberrant: Expose', cheap-ass little booklet with
some background info. Unneccesary.
- Storyteller's Screen, very useful.
- Trinity,
White Wolf's Science Fiction game where players play telepaths and other
psionics in a multicultural world-beat future.
- Technology Manual, most useful for it's Powered
Armor rules and Spacecraft and Vehicle construction rules.
- Storyteller's Screen, very useful.
- Player's Guide, mostly useless except for the
Merits/Flaws.
- Mage, White Wolf's game of
arcane sorcerors living in secret among us. It's the best of the WoD
games, in my opinion.
- Dark Adept, the Mage Action-Adventure sourcebook,
a great resource for high-octane action-movie play, and very useful in
other White Wolf Games as well.
- By-Gone Bestiary, monsters and mythical beasts,
perfect for Mage or other WW games.
- WoD Combat, martial arts and fighting based on
the Street Fighter system. Absolutely required.
- Street Fighter*%, A suprisingly good game! It simulates the video-game's
level of action and story very well. The rules are overly simplistic but
are perfect for the cheesy kind of comic-book/martial arts movie/japanese
anime/video-game world the game takes place in. Virtually any adventure
idea is possible in this game.
- Player's Guide, essential sourcebook
- > Contenders, lots of new styles and weapons, NOT harmless!
- Secrets of Shadoloo, Great sourcebook for M.Bison campaigns
- GM Screen,
Compiles all of the maneuver together. New stuff
-
Toon, A classic game with lots of possibility. Unfortunately, all of the
players minds need to be in sync to be able to play well.
- Silly Stuff, essential sourcebook for a silly game
- > Son of Toon,
another essential sourcebook, note: these are all old edition Toon
stuff, the new edition compiles it all.
-
Star Frontiers*, I like this game, no matter what anyone else says. The
rules are simplistic and lack a lot of standard Sci-Fi stuff like
spaceships and planet generation, plus nothing is standard, but I like
the world and the feel. The Rules are just right without being too
complex. It's out of print now, however, which is too bad.
- Zebulon's Guide to the Fontier, required text that changes
the
whole Star Frontiers world around.
- Knight Hawks, essential Spaceship rules
- > Mutiny on the Eleanor Moreas, a ho-hum adventure
- Face of the Enemy, sequel to Mutiny
- > Dramune Run, great adventure about drug smuggling
- the Volturnus series, three adventures whose names escape me now
note- I used to own EVERY Star Frontiers product ever made, but my stupid
parents threw it all away accidently. What I have now is from years of
searching for out-of-print material.
-
Marvel Super Heroes%, A great simple alternative to Champions
- > Ultimate Powers Book, lots of new and better powers
-
Champions %, the ultimate Super Hero RPG that's a little too complicated
for my tastes. It's hard to come up with villians without a graphing
scientific programmable calculator, so I don't play it.
- Gadgets, a really
lame sourcebook with lots of super-inspired equipment examples, out of
print
-
Robot Warriors, Champions-based giant robot action. Buy Mekton unless
you want to include it in a champions campaign.
-
Hero System Rulebook %, the HERO rules sans any background material. All
you
really need if not playing in the published setting
- VIPER, an adequate sourcebook for the man bad guys. Lots of good
examples of how to build other stuff
- CyberHERO, a
ho-hum cyberpunk sourcebook for HERO. Strong ties to
Cyberspace
-
Champions: New Millenium, the new version of Champions uses the Fuzion
rules system, similar to Bubblegum Crisis, and offers an updated look at
the Champions Univese through Image Comics-like art and story. The rules
are a lot fuzzier than the original Champions, so purists will be
disappointed. Download the Fuzion Rules at their web site at Fuzion Labs for
free, and don't buy the book
- Alliances, an
adequate sourcebook with lots of examples and setting data
- Bay City Sourcebook, an excellent sourcebook for
anyone playing in the New Millenium Universe.
-
Cyberspace, The ultimate exercise in overly-complex table-ridden
rules-checking hyphen-laden math-based RPGs.
-
City State of the Invincible Overlord, not really an RPG, but a
suprisingly CRAPPY setting for any FRPG. Don't buy it. Liche street?
-
Mechwarrior, the RPG companion to Battletech. Most players I've talked
too find it superfluous to the battle game. Why role-play when all the
action takes place on a huge game map
-
Boot Hill, 3rd ed., A good western RPG. My friends all long for the old 1st
edition rules.
-
DataCon, not a game, but a book of lists of conversions from one game to
the next, not entirely useful, but interesting
- Aliens, A really
crappy rules-laden game from Leading Edge, a company known for bad
games. Yet they got so many liscenses, and for some wierd games:
Lawnmower Man? Bram Stoker's Dracula? I had such high hopes for this
game, but it ultimately disappointed me. Use the Aliens/Cyberpunk 2020
rules available on the net instead.
- TWERPS How to do Everything*, The World's Easiest Role-Playing System. So simple
the basic rules fit in a paragraph. Expansions increase it's depth and
potential.
- Kung Fu Dragons*, Martial Arts
- M.E.C.H.I. Tech, Giant Robots and Mecha
Pilots
- Robo-Punks*, Cyberpunk
- How to do Everything Better, general expansion
- Twisted Tales of Terror , Horror
and many more...
in addition, I own the following other games:
-
Heroquest, fun alternative to D&D when no one has chasracters ready-to-play
-
Battle Masters, Wargame companion to Heroquest that comes with 111
miniatures! Fun to play and overly simplistic.
-
Battletech Rules of Warfare %, Battletech, giant robots, ka-blooey! I'v
never personally played it, buy lots of my friends are waay into it.
- 3020 Technical Readout, necessary from what I understand
-
Solarquest, A completely cheesy outerspace version of Monopoly. Brings a
smile to my face just thinking about it. Very fun. Monopoly with, if
you can believe it: Lasers!
-
Warhammer 40,000, also never played, but has become a classic from what I
understand. Unless you're ready to shell out over $200 for decent
miniatures, do not attempt at home.
-
Hammer's Slammers, never even opened the box as far as I know, bought it
real chep at a discount store. Bought Empire of the Petal Throne at the
same time, so that might be saying something.
-
Killer*, a great live-action game of assassination and paranoia
-
Globbo, never even played it. Looks really dumb
-
Car Wars Compendium, never played this one either. But it's a classic so
I own it, just in case...
- Mini-Car Wars*, a small
pamphlet that works as a great introduction to Car Wars.
- AADA Vehicle Guide Vol. 1
- AADA Vehicle Guide Vol. 2
- Sticks and Stones, never played this one EITHER, sheesh. It's a
Pre-historic wargame with Neandertals vs. Cro-Magnons and Mastodons, etc.
- Powered Assault, A mini-game by Steve Jackson. Good rules that are easily
modifiable into a RPG
- Revolt on Antares, A mini-game by TSR. Great wargame with minimal
tactics. Good introduction to wargames.
- Saga, another mini-game by TSR. This one is more RPG-like with the
assumption of personas from Norse Mythology and Literature.
- Mutant Chronicles, a sci-fi/DOOM version of Heroquest. Bought it pretty
cheap at a toy outlet store.
- Street Fighter Card Game, War ala Street Fighter, kid's game.
- Star Fleet Battle Simulator,
not Star Fleet Battles, but an interesting
little rip-off by GameScience. It apparently won some British Award and
it does have a lot of collaboration with Star Fleet Battles. We'll see
how it turns out.
- Star Fleet Battles Cadet Training
Rules, an introductory rules set FOR Star Fleet Battles.
Really, all I'll probably need to impersonate an SFB player if I had to
- Guillotine*, a fun card game of the French
Revolution. Collect the heads of as many nobles as you can.
- Mag Blast*, another fun card game where each player
controls a fleet of alien ships and fight for supremacy. Not
complicated, but very strategic.
- Alien Encounters*, a truly simple and fun game of
alien conflict. Basically, WAR with alien cards.
- Naval War*, a classic game of World War II Naval
Combat. The best way to play is to seperate the Axis ships from the
Allies ships and play head to head.
- Mille Bornes*, another classic game where the
players are race-car drivers in France (it's a French game and all the
cards are in French).
- Fight City, a Cheap-Ass Game. Haven't played it
yet, but you must own more than one deck to play.
- Before I Kill You Mr. Bond*, a Cheap-Ass Game where
the players are evil villains trying to catch and kill the master spies.
Great fun, but only if you read your cards aloud and act out your
part!
- Screaming Eagles*, a fun board game where the
players control a Jet Fighter in an aerial dogfight. Simple but very
evocative!
- Cybernaut, a game of hackers vs. the Man.
- Star Wars Collectible Card Game, too complicated.
The two times I've tried to play it, I gave up. I'm not a fan of CCGs
but a girlfriend bought it for me.
- Netrunner Collectible Card Game, I'm not a fan of
CCGs but had to get this one for the Cyberpunk angle. Never played
it.
and many more..., phew!
* denotes a game for which I have run a campaign
in, more than 2
adventures
% denotes a game for
which I have played in a campaign, more than 2
adventures
As one can plainly see, I am an avid Role Playing Game
collector/player/GameMaster. This list is only what I own currently, it
doesn't even count the games that over the years I've lost. Also, this
is not complete, my memory is far from perfect. And this isn't even
counting the games I've played or ran but have never owned.
And let no one tell you that RPG's are evil or Satanic or cause
suicides. That's ludicrous! RPG's are no more Satanic or harmful than
acting is or strategy games are! Watch out for that Chess game, I hear
that some nihilistic kid in Des Moines offed himself because he lost a
tournament! I'm staying away from that stuff. Shah-Right. As if..

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