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.




Gamma World Rules


Book Description




The Forever Engine


Book Description

Original Trade Paperback. The exciting debut of a steampunk masterpiece from legendary game author and creator of the staple steampunk role playing game, Space: 1889. The stunning unveiling of a perfectly formed steampunk past, from an author who helped define the genre. London 1888. His Majestys airships troll the sky powered by antigrav liftwood as a cabal of Iron Lords tightens its hold on a Britain choked by the fumes of industry. Mars has been colonized, and clockwork assassins stalk the European corridors of power. And somewhere far to the east, the Old Man of the Mountains plots the end of the world with his Forever Engine. Enter Jack Fargo. Scholar. Former special forces operator in Afghanistan. A man from our own near future thrust back in time¾or to wherever it is that this Brave Victorian World actually exists. Aided only by an elderly Scottish physicist, a young British officer of questionable courage, and a beautiful but mysterious spy for the French Commune, Fargo is a man on a mission: save the future from irrevocable destruction when the Forever Engine is brought to full power and blows this universe, and our own, to smithereens. At the publisher's request, this title is sold without DRM (Digital Rights Management). About The Forever Engine: _Chadwick balances scientific theory, steampunk imagery, and memorable characters with flair . . .Ó¾Publishers Weekly "An alternate universe story full of action and political intrigue in the great tradition of Keith Laumer's Worlds of the Imperium. It'll probably be labeled "steampunk," but this is the all-too-rare kind of steampunk where the coal dust is black and gritty, engines run hot and stink, steam boilers are dangerous, and blood-spilling isn't the least bit Victorian."_Eric Flint, New York Times best-selling alternate history master, creator of the Ring of Fire series About Frank Chadwick's How Dark the World Becomes: _How Dark the World Becomes is a crackling debut novel that speaks of great things to come! It's whip-smart, lightning-fast and character-driven¾in short it has everything required to be totally satisfying. Highly recommended." _Jonathan Maberry, New York Times best-selling author of Assassins Code




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.




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




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




Playing at the World


Book Description

Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.




Gamma World 2754


Book Description

In the summer of 2013 a group of friends rolled up characters for what would become 'Gamma World 2754', a science-fiction role playing campaign based on a heavily modified and extended version of the original 2nd Edition 'Gamma World' rules published by TSR in 1983. Many players came and went over the years, but everyone contributed to the story in ways great and small across 90 gaming sessions. Our adventures came to an end in February 2017. Thanks to the many players who helped create this saga of the 28th century. This book recounts their exploits.A web version of this document is available along with an extensive wiki at gamma-world-2754.obsidianportal.com.




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.