Burning money in my pocket, what to get?
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Burning money in my pocket, what to get?
I've got some leftover birthday on an Amazon gift card (got a Small World expansion & a Doctor Who novel), and I've decided to use the remainder on a book for an RPG. Do you guys have any advice?
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
- Avoraciopoctules
- Overlord
- Posts: 8624
- Joined: Tue Oct 21, 2008 5:48 pm
- Location: Oakland, CA
Do you want mechanics or cool setting ideas?
Last edited by Avoraciopoctules on Mon Jul 07, 2014 10:10 pm, edited 1 time in total.
I am currently running a long-term SR4 campaign with EotM, have just begun an M&M 2E campaign that intended to only last a couple months, plan on running a heavily homebrewed 3.X fantasy campaign (Dungeon Crusade level of homebrew) after it. My most successful campaigns have been 3.X of some flavour or another for the most part, with the occasional enjoyable one-shots in CoC, Eclipse Phase, Star Wars FUDGE, Feng Shui, & Deadlands.Laertes wrote:That depends. What do you play?
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
If you're into CoC one-shots, I am a massive fan of the Gumshoe adaption. If you can buy into Robin D. Laws's vision of how Gumshoe should work, then it is amazing fun.
Last edited by Laertes on Mon Jul 07, 2014 11:16 pm, edited 1 time in total.
Mouseguard can be rather pricey, and supposed to be somewhat interesting. Other than that, I'm always on the watch for Cartoon Action Hour (D12 system about old 80's cartoons like Transformers, GI joe, Thundercats), Street Fighter RPG, and TMNT w/all its wacky supplements evidently.
Maybe some well designed Adventures for a campaign of your choice could work? Alternatively, if you wanted to blow Silva's pants off, ye could buy......yeah.
Maybe some well designed Adventures for a campaign of your choice could work? Alternatively, if you wanted to blow Silva's pants off, ye could buy......yeah.
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries
"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
I lied about something?TiaC wrote:I recommend new pants to replace the pair that just caught on fire.
There is such a strong disinterest in Silva's drug of choice. Any adventures would have to be ideal for one-offsAryxbez wrote:Maybe some well designed Adventures for a campaign of your choice could work? Alternatively, if you wanted to blow Silva's pants off, ye could buy......yeah.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
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Stubbazubba
- Knight-Baron
- Posts: 737
- Joined: Sat May 07, 2011 6:01 pm
- Contact:
Cortex+ Hacker's Guide.
Really quirky system, but kind of like FATE, and because this is a hacker's guide it includes full rules for 3 different variations and a dozen or so alternate rules and other little essays that take it in different directions.
The last half of the book or so is dedicated to using the aforementioned pile of rules and building game ideas out of them, usually aping a popular work of fiction (intrepid space explorers in the utopian future, mobsters managing the family, the rugged crew of a space junker in an unfriendly corner of the black, teenage mutants in high school, mech pilots angsting over relationships and politics, and even kitchen-sink fantasy). Obviously none of it is developed in depth, but it's got a lot of breadth and harvestable ideas that it might scratch both crunch and fluff itches, so long as you don't need anything too deep.
Really quirky system, but kind of like FATE, and because this is a hacker's guide it includes full rules for 3 different variations and a dozen or so alternate rules and other little essays that take it in different directions.
The last half of the book or so is dedicated to using the aforementioned pile of rules and building game ideas out of them, usually aping a popular work of fiction (intrepid space explorers in the utopian future, mobsters managing the family, the rugged crew of a space junker in an unfriendly corner of the black, teenage mutants in high school, mech pilots angsting over relationships and politics, and even kitchen-sink fantasy). Obviously none of it is developed in depth, but it's got a lot of breadth and harvestable ideas that it might scratch both crunch and fluff itches, so long as you don't need anything too deep.
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Matters of Critical Insignificance
Matters of Critical Insignificance
