D and D Gamma World Roleplaying Game


Book Description

Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils. This product is a complete, stand-alone roleplaying game that uses the fourth edition DD Roleplaying Game system as its foundation.




Non-Stop


Book Description

A “brilliant . . . classic of the field” generation ship adventure from the Golden Age of Science Fiction by the author of the Helliconia Trilogy (Encyclopedia of Science Fiction). Non-Stop is Grand Master of Science Fiction and Hugo and Nebula Award–winning author Brian W. Aldiss’s debut novel. Written in response to Robert Heinlein’s Orphans of the Sky and published in the late 1950s, it is set in a primitive world, home to tribes of inhabitants who endure their harsh and stunted lives in a maze of corridors. Though legends exist that they’re actually on a ship traveling through the universe, no one really believes it. But that conviction doesn’t stop a group of people from embarking on a mission to find the rumored “Forwards” section and its control room. Through a tangled, hydroponic jungle, they’ll encounter telepathic animals, giants, outcasts, and mutants in an epic race to uncover the truth—and survive . . . “A breakneck ride filled with some truly disturbing and chaotic imagery . . . Aldiss’ world is visceral and powerful.” —Science Fiction and Other Suspect Ruminations “Worth reading, and quite a significant contribution to the long SF history of generation ship novels.” —SF Site Praise for Brian W. Aldiss “A major figure in world SF . . . Whatever else Aldiss may be, predictable he is not.” —The Guardian “One of the most influential—and one of the best—SF writers Britain has ever produced.” —Iain M. Banks, award-winning author of the Culture series “One of the most important SF writers of the 20th century.” —Publishers Weekly




Gamma World Rules


Book Description




Out of the Vaults


Book Description

"Requires the use of the d20 Modern Roleplaying Game or Dungeons & Dragons Player's handbook. Version 3.5 published by Wizard of the Coast, Inc."--Cover back




The Shadowfell


Book Description

This boxed set is for Dungeon Masters interested in taking their heroes on excursions to the Shadowfell. The kit includes a 128-page book detailing the city of Gloomwrought, a 32-page book of encounters set in Gloomwrought and beyond, two card stock sheets of die-cut monster and villain tokens, a foldout battle map, and a deck of 30 cards.




Ultraviolet Grasslands: 2E


Book Description

Welcome to Ultraviolet Grasslands: 2E the roleplaying game of heroes on a strange trip through mythic steppes in search of lost time, broken space, and deep riffs.Ultraviolet Grasslands is a tabletop role-playing game book, half setting, half adventure, and half epic trip; inspired by psychedelic heavy metal, the Dying Earth genre, and classic Oregon Trail games. It leads a group of 'heroes' into the depths of a vast and mythic steppe filled with the detritus of time and space and fuzzy riffs.




Midnight at the Well of Souls


Book Description

Entered by a thousand unsuspected gateways - built by a race lost in the clouds of time - Well World transforms creatures of any sort into different forms. So, spacefarer Nathan Brazil is not surprised to find himself accompanied by a batman, an amorous female centaur and a mermaid as he sets out on his strange mission. Yet Nathan Brazil's own metamorphosis is more terrifying than any of the others - and with the gradual return of his memory comes the secret of the Well World.




Stars Without Number (Perfect Bound)


Book Description

Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution




World of Darkness Core Rulebook


Book Description

The world is not what you think. Beneath skyscrapers' leering gargoyles, factories belching smoke and streets packed with the human throng lurk things we are not meant to see. Creatures dwell in the shadows and hidden places. They watch you, stalk you and prey upon your body and soul. The life you lead is a lie. Your darkest fears aren't make-believe. They're real. And now that you have glimpsed this world of darkness, there's no place to hide. The Storytelling System Rulebook is a stand-alone game for the World of Darkness, and is meant for use with Vampire: The Requiem, Werewolf: The Forsaken and Mage: The Awakening.




Monsters, Aliens, and Holes in the Ground, Deluxe Edition


Book Description

A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play. The deluxe edition will include a foil-stamped cover and slipcase with a cloth binding, a ribbon, gilded edges, and an 8.5x11-inch card stock poster of the regular edition.