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Well-written RPGs

 
  

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Captain Zoom
13:34 / 01.05.02
I find that this is the biggest flaw in the role-playing game industry. Someone can come up with a fantastic idea, market it really well, but when it comes to actually writing a book, they suck. I find that, regardless of the rules and information imparted by a text, if it's not entertaining to read, I feel as if I've been ripped-off somehow.

I'm told that White Wolf's books are really well written, usually from the perspective of a character in the game universe. That's cool, I can see that being entertaining as well as informative. But I've just picked up the D20 Call of Cthulhu, and it's a lovely book, nicely put together and all, but the text of it's just boring. I mean, I hated reading textbooks in high school, why would I want to read one for entertainment?

Atlas Games' Over The Edge and it's supplements are always well written. As are the vast majority of COC supplements. But I always had a hard time with things like the Wilderness Survival Guide for AD&D, 'cause for recreational reading, they were so damned dry.

So, have you read any good RPG's lately?

Zoom.
 
 
pointless and uncalled for
14:43 / 01.05.02
Dungeons & Dragons, the grand original - organism from the ocean of internationally marketed RPG's always came off as a little simple, but I think that this was as design consideration to make it accessible.

Advanced Dungeons & Dragons always came off as a little dry in the original books and while it was more interesting in the second edition wasn't exactly a riveting read. Some of the character sourcebooks were actually quite interesting and seemed to be reasonably well researched. I think my favourite reads were the Ravenloft sourcebooks. They always seemed to be well put together and a well balanced combination of details, rules and back story.

Cyberpunk, while not intellectually advanced, manages to be entertaining in a slightly tounge in cheek manner with the exception of the Janus publications which are pretty much Ravenloft for Cyberpunk.
 
 
Elijah, Freelance Rabbi
14:49 / 01.05.02
i was going to mention cyberpunk, as well as Shadowrun, where in the source books, usually boring and full of stats for guns and such, there were little chat room style quotes pasted to the bottom by chars that pop up both in adventures and the novels, that was kinda cool.

I've been playing Everquest lately and the instruction suppliments that come with the expansion continents always have some good fiction to go along with the maps and such--nothing highbrow but a nice read.
 
 
Fra Dolcino
14:55 / 01.05.02
Jeez! Zoom's gone RPG ape-shit!

I haven't RPG'd for a years, but I have played most systems in my youth [sigh, those were the days....when all this were fields]. I hate to say it but the Warhammer products were beautifully made, full of background material and a pleasure to use and read. But that was in the days when they were part of the RPG community.

Chill seemed to do nice stuff from what I can remember: very atmospheric. And the system hardly used dice, which cuts down on beardness.
 
 
cusm
17:56 / 01.05.02
Wraith - The Oblivion.

Wraith was so well done, it didn't sell and the line eventually folded. It is truely amazing stuff, worth reading even without playing it. That was part of the problem, it was more a read than a play. Some of White Wolf's best authors were involved in that one. Charnal Houses of Europe won awards even, I think.
 
 
The headmaster
18:54 / 01.05.02
Steve Jackson and Ian Livingstone was my limit. I was always kinda sad cause I couldn't win without cheating.

Anyone here read creature of havoc?
 
 
cusm
18:57 / 01.05.02
Crap, almost forgot: Little Fears. Its a new one last year about playing 4 year old kids being chased about by the boogie-man. There really are monsters under the bed! Its along those lines.
 
 
Captain Zoom
19:34 / 01.05.02
That sounds great. I'm kind of into the GURPS books right now. The Prisoner and Cthulhupunk books are excellent, as much background info if you just like the two genres as it is for the role-playing game. Steve Jackson Games has always had excellent quality control as far as I'm concerned, even back to the Fighting Fantasy books. I never did read Creature of Havoc, though the "Sorcery" series is still close to my heart. Even if I never did beat the fuckers.

Zoom.
 
 
luminocity
21:40 / 01.05.02
Does Chill still exist?
1920s era secret society detectives vs undead, emphasis on
deduction as much as combat. Well written and pretty funny
(at least relative to the competition).
Many years old now... anyone know it?
 
 
Captain Zoom
21:59 / 01.05.02
Chill does exist, but I don't think it's had any new material for a long while. I see it every now and then in bargain boxes, and I might pick it up now. It sounds much like Call of Cthulhu. And I'm nuts for that game.

Zoom.
 
 
luminocity
22:20 / 01.05.02
Let me know what you think if you do take a look.
Memories are already coming back... I still think
it was great, mixing humour and scare factor in
proportions exactly correct for our brand of beer.
CoC just wasn't as scary, but it might just have been
that we had a very skilled gm for the Chill games.
 
 
Laughing
23:20 / 01.05.02
The Legend of the Five Rings RPG is an entertaining and educational read, full of fantastic samurai fiction and (pseudo-)Eastern philosophy.

I've also always loved White Wolf products, especially the stuff put out nowadays. The material from a few years ago tended to be full of adolescent-targeted overly purple prose.
 
 
the Fool
01:15 / 02.05.02
I always thought warhammer40000 was the best RPG never written. There was enough material to make a very beautiful detailed game. Alas all I have ever seen from w40k is further minature francising...

Whitewolf's Aeon(trinity) and Aberrant games looked interesting.

My favourite RPG thingys though would have to be the dreamlands supplements for Call of Cthulhu, especially the very beautifully drawn creatures of the dreamlands guide...
 
 
Fra Dolcino
08:43 / 02.05.02
Zoom, you do know that Steve Jackson of the Fighting Fantasy range, isn't the same Steve Jackson of Steve Jackson Games! One's English, the other from the US. The English Jackson set up GW and ended up a heroin addict from what I heard, the other Jackson made the excellent Gurps (and OGRE, but I always was a sucker for the Mad Max, post apocalyptic stuff).

If you like Cthulu, definitely pick up Chill! The material can be pretty much interchangeable and seems a neater system. They did reprint it a couple of years ago in hardback and the artwork was stunning!


Not particularly well written, but did anybody ever play Paranoia?
 
 
invisible_al
08:48 / 02.05.02
Ah but this would be the orginal version of 40K with all the sarcasm and irony intact then :-).

But well written stuff, well the Call of Cthulhu: Delta Green books are excellent, cthulhu x-files style and the adventures are quite challenging :-). The mood fiction at the beginning is also brilliant sets the scene for a hopeless battle against conspiracies and elder gods perfectly. Btw has my favourite magic item of any game, a plank of wood with an elder rune on that exerts a force of 20 gravities in one direction, they only found a puddle of the bloke who made it :-).

Also in a similar vein, Unknown Armies which would suit most of the people in the Magick section down to the ground. Modern horror and the occult complete with decent modern schools of magic and a chance to ascend to become one of the 300 Archetypes or members of the invisible clergy and decide what the next world will be.

A major influence was Tim Powers book, Last Call all about Las Vegas, Tarot Cards, Archetypes and gambling with your soul.

It also has some wonderful in game fiction, the story in the front of The Stratosphere is all about how the first and last man, San Germain, has a moral quandry he needs to talk about. Its actually a really well written short story, surprised me who's used to the crap fiction that White Wolf sticks in their books.

Tons of stuff about it at http://www.atlas-games.com/.

I quite like Fading Suns as well, despite some of the more recent stuff being slightly less shiney than previously. Its big dark ages space opera, kind of like Dune but closer to dark ages in space. Has the universal church, guilds and nobles being the three pillars of society with a newly risen emperor on top. Also you have oppressed aliens, space vikings and space kahlifs (but in a good way). Its quite fun and you can do just about anything in the setting, it being very very big.

Writing is quite good as well, the second edition rule book is one of the best rulebooks I've ever read, the fiction in the books is good as well. They've collected the whole story on their website at www.fadingsuns.com, look out for 'my time among the stars' at the bottom of the page.

And I could go on about Ars Magica...but I'll stop :-)
 
 
Captain Zoom
12:26 / 02.05.02
They're not the same Steve Jackson? I just always assumed....

I keep meaning to check out the Delta Green stuff. There's a collection of stories for it as well. And the Dreamlands stuff is fantastic. The creature guide, and the waking world one, are beautifully done. Unfortunately I was only ever able to find poor-condition ones, but they're still lovely to look at.

I'm glad someone mentioned Atlas Games (thanks al!). They also make the amazing Over the Edge, as close to an Invisibles RPG as we're ever likely to see. Set on a Mediteranean island that's home to just about every conspiracy you can think of. Aliens, proto-humans immortals, mad scientists, demons, gangs, the mob, everything. The system is almost diceless (anyone ever played Amber?). I think the reason is seems so fantastic to me is that they set up a couple of long-term stories that can be inserted into any campaign. One is a machine that's created 20 years in the future that reaches back in time to protect it's creator and influences events in favour of it's creation. The other cool one is that the characters begin to realize they're only characters in a role-playing game. It's great. And still in print as far as I know.

I recently picked up a supplememt for MasterBook Indiana Jones called "Artifiacts". All it is is one and two page descriptions of real and imagined artifacts and possible adventure hooks related to them. Excellent historical reading. Plus I got it dirt cheap 'cause no one even knows what the MasterBook system is anymore.

Zoom.
 
 
cusm
15:19 / 02.05.02
And I could go on about Ars Magica...but I'll stop :-)

Salve Sodalis!

Aah, that one brings back memories. Still one of my favorites, even though its so played out for me I don't think I could do it again.

Lets see, other goodies:

Cult - another along the lines of CoC crossed with the Matrix. Great ideas, yet some of the worst writing I've ever seen. A sad mix, but a good oldie for idea material.

The Whispering Vault - another art house game, only has a couple of books and they're pretty slim. Fabulous read, its all about the cosmology for that one. Occasionally, one of the spirits who dream reality will wake up and escape into the world, and like a young God cause problems of the unspeakable horror type. You play Stalkers, once-human creatures made into "strange angels" who come form the realm of essence to answer the prayers of those troubled by the unbidden, so you can track them down and toss them into the Whispering Vault where they can do no more harm. Characters end up looking like Cenobites, and carry keys that are their badge of office and their manifested ties to humanity, like personality traits. They're all you have left. This one is very Clive Barker in feel.

Unknown Armies is great great stuff.

Can you tell I go for the dark ones much?

The Revised line from White Wolf is all pretty top notch, too. They basicly rewrote the games to make them work, and be a lot more adult. Vampire is actually a good read now, for once. Mage is even playable, and makes some sense. Sorcerer's Crusade is a good piece, too. Mage does Ars Magica circa Rennisance.
 
 
betty woo
16:01 / 02.05.02
RPG writing has a utlitarian element: you need to convey the tone, atmosphere, pacing and theme of a game through the style of the text. There's also the need to clearly convey rules, especially in more complex systems, which tends to be a direct counter to that first goal. Personally, I prefer games that lean towards the stylistic writing elements rather than explanation - but then, I'm prone to changing rules to fit each particular campaign, and the story is always more important to me than mechanics.

I haven't read the recent White Wolf revamps, but the original versions of the vampire clan books did a fairly good job of conveying the unique attitudes and tone of each different group. Never played Heavy Metal, but my ex encouraged me to read the books anyway and they were really well done, if you enjoy military history crossed with space opera stuff. HOL (Human Occupied Landfill) is one of my favorite games to read - laugh-out-loud funny in a psychotic Douglas Adams manner.
 
 
invisible_al
17:10 / 02.05.02
Do you mean KULT, by a swedish company who's name escapes me?
It was brilliant, the second edition was one of the finest looking rpg books ever, even if it wasn't as easy to read as some :-) Still took me less time to work out than D&D 3E though and the look of the book, black and white with grimey photographs, horror line art and the like caught the mood of the book perfectly.
The cover for the 2nd ed (the one without the big list of guns and martial arts) was a bunch of black silhouettes holding their heads in their hands. Looks great.

But enough about the look, the game is gnostic heresy in a can, the universe as we know it is a prison created for our imortal godlike selves so that we forget ourselves forever and stay trapped in the illusion. But God is missing and the prison is breaking down, the archangels or lictors (?) are waring with each other some want to set themselves up in gods place and one or two want to help humanity break its chains.

Its an excuse to run any horror film you want to, Hellraiser and the works of clive barker are some of the references they use a lot. The sanity system is also nice, positive and negative mental balence with the trick that the furthur you get away from balence the closer you are to breaking free. Could get gratitous but if you let your players get anywhere near that its your own fault :-)

Had it run for me once or twice and ran it myself once, didn't use the rules and ran completely freeform as I dragged my players behind the illusion into the city that all cities are part of an threw viscral horor imagery at them, its a great place because you can torture the players as much as you want but they don't actually die until they get back to the illusion. Nasty but lots of fun if you put the lights down low and have evil music playing in the background.

Oh Yeah Ars Magic, Salve Sodalis! :-)
Been in a permanent state of Ars Magica interupptus with playing a brilliant campaign that never really got into full swing, its a game that needs a long campaign and regular playing to get the most out of it. Also played a years worth of a very bad game where it was run as a D&D game with wizards, a travesty that I only survived because other players were cool.

And Human Occupied Landfill (HOL) you can tell a game is going to be funny when reading the 'claimer' at the front has you in stitches. Have you read Butterly HOLsomeness, the cash in book they wrote because Hol was so popular, its just as funny :-)

As for style, if you really want to expand your head Mage from White Wolf can be very nice but you do have to jetison a lot of new age hippy crap that has crept in, white wolf have been getting better but Mage can be on very dodgy philosphic and moral grounds some times. But I've played in a very good game of mage where some of this stuff was actually used to spark off discussions in game, its also a game where you can converse with the colour blue if you find the right part of the earths subconsious aka the umbra.
 
 
betty woo
17:46 / 02.05.02
I found Buttery HOLsomeness to be weaker than the original HOL book, in part because they introduced an actual mechanical system for building characters and running combat. Part of HOL's brilliance, imo, was jettisoning a strict set of rules in favor of providing a solid feel for the game style and setting, and letting you run with it from there.

There are two questions I'd like to throw out on this topic: What constitutes "good writing" in the RPG genre? And how important are the graphic elements to the quality of the book? Given the number of times that people have commented about the look of an RPG in this thread, I'm wondering if RPGs aren't closer to comix/graphic novels than they are to pure text works.
 
 
Captain Zoom
19:25 / 02.05.02
I'm not sure it's that important in the long run. The new D20 Call of Cthulhu caught my attention because it's a beautifully produced book. Nice paper quality, the cover looks like a musty old tome, the pictures of the creatures are nice to look at. But then I get to reading it and I hate the system, and they appear to have taken anything that's good in the book directly from the original CoC books. On the other hand, the original Monster Manual for AD&D had really terrible art in some instances, but I could read it from cover to cover right now. Much like anything, first impressions are important, and no more so than with a marginalized (medium? genre?) than RPGs. Or comics for that matter. When I see a comic that looks really good, I always hope it's got the writing to back up it's promise. I think the same thing applies to RPGs. When I see how nice the new D&D books look, I want the writing to back up the promise. If it does, then the art begins to complement the material. If it becomes a case of the art overpowering the writing, then the game's likely to be crap.

For me it's all about the background material. I prefer to get a really good sourcebook and adapt it to whichever system I'm playing, rather than learn a whole bunch of systems just to accomodate my books.

Zoom.
 
 
invisible_al
20:13 / 02.05.02
Well with so much in rpg's its all about creating mood for your players and if the book helps create an image in your head then that helps immensely. It's one reason I couldn't wuite get my head round D&D3E all rules and bugger all background. The rules may have been very professionally put together and the artwork was quite good, but I had no use for it.

Good writing, well it doesn't exactly have to be top notch in the fiction sphere, white wolf have survived without any good game fiction in their books for quite some time, but bizarrely their in-character notes on various things have at times been very good indeed. If the writers succesfully manage to get across their version of the world and how it hangs together plus a bucket load of ideas to hang adventures off they've succeeded. Unknown armies succeeds wonderfully here everything in the books helps put across the mood of dodgy occult goings on and hard boiled action. This includes the wonderful photos through the books, pity about some of the art but they're fixing that in 2nd ed.

Then theres the rules section, which if it doesnt support the feel of the game theres no point. Its why I don't like the Gurps rules or D&D, Legend of the 5 rings is all about Martial Arts, Figthing minions of Fu Leng and then committing sepuku when you have compromised your honour, all the rules for honour and glory are there and the fights all move in proper Honk Kong style.

The sanity systems in Call of Cthulhu and Unknown Armies are also great examples of rules that help convey a mood, CoC has slow creeping madness, UA has gradual hardening to anything or gradual breakdown but beware becomming hardened to everything, that way lies madness.

Over the Edge has a bunch of rules that allow anything, so they stick everything you need to know on a page and then leave the hassle up to the GM as to how mad he wants his campaign to be with some very good advice on how to handle your average loose cannon player.

Bloody hell I can't half talk when I get going on rpg's :-) I'll shut up and let someone else take over, oh anyone heard of Tribe 8 btw?
 
 
cusm
21:04 / 02.05.02
RPGs are tricky pices. They are in one part mathmatical models and systems for interactions, one another story meat ideas to inspire drama and creativity, while still trying to be entertaining to read as fiction and eye catching with illustrations like comics. Its a tough balance.

Has anyone read Nephelym? Its almost more a work of occultism than gaming. You basicly play the spirit from the movie Fallen, trying to unlock the secrets of alchemy and reach enlightenment while avoiding being hunted down by modern Templars. Its the sort of game that can come out of Focoult's Pendulem. Incredibly cool to read. Impossible to run. Fun to make character in though, as you roll out your past lives throughout history.

Ok, here's a test of gaming gem obscurity. Anyone heard of Empire of the Petal Throne?
 
 
Captain Zoom
02:57 / 03.05.02
I suppose the rules of a game are an approximation of physical laws, broken down into a chance based system. Now, if you're playing in a world that basically shares our physical laws, do you need a system to simulate them? Or could you just rely on what you know of the world? I realize that elements of chance take part in everyday life as well as RPGs, but do you really need a chart to tell you exactly how much and what damage a bullet does. A realistic system would have someone aim for the head and if the thing hits, the target is dead, right? Physically, in our universe, this is how it would happen. I think that's what really gets me when reading rules systems. I'll read something and think, "Well, if that actually happened in the physical world, well, it wouldn't happen that way." I think a well-written, well-conceived RPG system will take into account that the average person playing said game will, if not understand, at least sub-consciously be aware of the laws of physics. Anything that isn't written this way always just seems heavy-handed to me.

Looking back at that, I'm not sure it makes much sense, which is a problem I feel I'm having a lot lately. Gotta look into that.

Zoom.
 
 
invisible_al
09:13 / 03.05.02
Well I've never been one for realistic games, more for cinematic games where the players can bounce over moving cars and swordfight on top of trains :-).

I like rules with some flavour, crunchy bits. Unknown armies is a good example of a reasonably realistic system (well aprt from the magic et al) but with enough mood in the rules to do what its trying to do, sort of 'Things to do in Denver when your Dead' with occultism or 'The Usual Suspects'.

To be honest if you're up for occasionally fudging dice roles to make sure get the big confrontation where its cool where they die its not much point to go for total realism. But in CoC where the universe is big and unfriendly it works to go for realism in many things :-)

Empire of the Petal Throne, I've heard it about, something about a game that requires immense study to be able to play a character in the gameworld. Has quite a few fanatical fans on usenet :-)
 
 
Knight's Move
10:04 / 03.05.02
If you like cinematic bounce over trains with fu powers and twin guns blazing you should try to find Feng Shui. It had flaws but you could do those Jet Li kicks, wuxia style sword fights, twin gun fun, cybertronics, etc.
It was a battle for the control of Feng Shui sites by going back and foward in time, in order to reduce GM work this the players went into the Netherworld and exiting at certain junctures of which there were four.
AD69 Ancient China hopping vampires, demons, and evil eunuchs running the country in the name of the Emperor.
1869 Sholin monks fighting the British and technology. Magic no longer exists because a group of animals ascended to human form (maintaining certain powers) and won control of the sites to rule the world and now magic doesn't work very well as if magic returns to the world they become animals again.
Then present day all guns and triad bosses that are actually demons in disguise.
Then 2056 (or was that Shadowrun?) where the new world order has made a world wide police state and maintains its hegemony by going back in time to kidnap demons and cyber them up to make super soldiers, of course they are fought by a bunch of crazy terorists lead by intelligent apes (early Buro experiments).
Oh and there were the Dragons a Rag-Tag Bunch of Misfit Heroes (RTBMH) from across time consisting of all the good guys you ever saw in HK movies redeemed assassins worked with old masters and maverick cops. And there were one of the groups of original rulers of the world until a critical shift displaced them who ruled through magic and no live in the Netherworld and bicker.
It was great fun to do as you could do anything from HK movies run along buses, swing from ropes, run up trails of bullets and blow stuff up real good. Whilst it was basic it was fairly well written, lively certainly. It included basic background, films you could watch (some really good obscure ones which really got my love of this stuff going), rules were simple when you got the hang of it, the different powers were all explained fairly well, the characters were more hints. Many of them were basically the same save for the name, and it was difficult to actually create your own archetypes whichn is always a shame, but, hey ho. It was never anything we did often or seriously, it was just a good adjunct to a night of Tsui Hark and Ringo Lam films.

Paranoia was played in much the same vein, the benefit being it didn't matter how badly the rules were explained you never told the players what they were so you made up all the results for best deaths and fun.

We played Shadowrun an amazing amount - guns and spells and cyberware, we were in heaven...Kult and World of Darkness we played when we wanted to fuck ourselves up. In the case of Kult because we were always disturbed by each others mental states when we Gm'd and from the characters made (asylum escapee you say...). WofD because everyone's characters were random and often hated each other or were directly working against each other. Anyway, then we got paranoid and much note passing to the gm would be done ending in hideous firefights, but always of stage so to speak. The fun you can have when the characters sit in a resteraunt whilst outside police, FBI, Satanists, acolytes and the inquisition have a gun battle...

That was the White Wolf systems best feature. As well as the amopunt of work that went into each creatures powers and political background there were so many of them, you really could be anything you wanted (our group tended to include an Assamite vampire, a Troll, a Tzimisce Vampire disguised as an inquistion priest, a Glass Walker werewolf, and my own ghouled FBI mage-nt). The sheer number of books meant the GM could always keep suprising you everytime you played. Alln he had to do was buy the latest hunters book, or a new werecreature expansion and suddenly new roleplaying ideas, and the players running in confusion from something that none of the traditional (silver, stake, sunlight) remedies could hit. Although the huge size was partially a buy all our stuff ploy it did mean a constantly mutating playing field.

We played lots of roleplays but ulitmately we always came back to Warhammer, Shadowrun, Kult, and World of Darkness. In fact (blushes of shame) we still do...

Sorry I just realised how big this post was. Roleplays do that to me...
 
 
rizla mission
12:43 / 03.05.02
The Skool Roolz is the best game ever. One page of rules .. who the fuck needs more? it's all about the imagination..

I don't play RPG's, but I do own a bunch of Cthulhu, Delta Green, GURPS and In Nomine books .. they're terrific fun to read (and good sources of inspiration), I just wish they were fiction or comics rather than games..
 
 
Jack Fear
16:02 / 03.05.02
What Rizla said—although I gave away most of my RPG books precisely because I never used them as RPG books.

Still, you could write an entire by-the-numbers superhero comic from scratch using only a pair of percentile dice and a copy of the Villains and Vigilantes rulebook—and indeed, I've read some that seemed to have been written in just such a manner...
 
 
cusm
18:21 / 03.05.02
Feng Shui is possibly the coolest game I have ever played.

What I really dig in suppliments is when a setting is described in full social and political detail so that you really have a feel for how the place works. Add in characters with vivid backgrounds and you have the end result of a good setting novel, only the story is left open. That really strikes me as using game books as a medium, coming to a similar result as a linear story would. It sjust s different way to present the information.
 
 
Knight's Move
14:22 / 04.05.02
One of the best supplements I ever read was Suppressed Transmissions by Ken Hite (I think) for GURPS. It collects his Pyramid essays about weirdness. He basically takes a topic (e.g. Emperor Norton I) and then rambles and then connects it to GURPS products. Ultimately though there is not too much game stuff so what comes out is like reading a 'Lith thread that has been tidyed and had the disjointed rant removed (no offense meant, I'm guilty as anyone else). This book rules and I recommened it to anyone with the slighest interest in Secret History, Conspiracy Theory, whatever.
 
 
Imaginary Mongoose Solutions
18:50 / 13.05.02
Just a note:

Fighting Fantasy Steve Jackson and Steve Jackson Games (GURPS) are two entirely different people.

As far as well written gaming stuff?

UNKNOWN ARMIES: Consistently spooky and well written horror RPG that is unlike every other horror RPG. All from the minds of John Tynes and Greg Stolze.

HUNTER: White Wolf's most poorly marketed game line. While the art and ads bill the game as a Buffy/Blade/Preacher Hack n' Slash, the writing is solidly in the realm of psychological horror. Hunter: Wayward was fucking gripping.

DELTA GREEN: Dennis Detwiler, Adam Gulacy and John Tynes update HPL's mythos to the present day and turn the X-Files concept on its head in the process.

LITTLE FEARS: Creepy as fuck.

ADVENTURE: White Wolf's pulp heroes game. Features game fiction from Greg Stolze and Warren Ellis. Everything you need in one little well-written book.

Anything by KENNETH HITE especially SUPPRESSED TRANSMISSION I & II. A collection of his online Suppresed Transmission articles with massively expanded footnotes. Ever want to know how the Morigovian Kings link to The Winter's Tale to Christopher Marlow to the Invisible College to The Invisibles?
 
 
ThomasMunkholt
18:37 / 14.05.02
The Extraordinary Adventures of Baronn Munchausen from Hogshead (who are also keeping Warhammer Fantasy Roleplay alive, bless them, as well as publishing interesting new stuff like Nobilis) has got to be one of the best reads. A mere 20 pages but cheap and written by the great baron himself.

Here's an example on how the baron deals with the usual RP conventions:

Duelling
I am advised that it is fashion to name this part of the rules the 'combat system'. That is an ugly phrase which stumbles off the tongue, and sounds like a Prussian manual on methods of elementary sabreplay.


The game is about telling the tallest tales and is really a mixture of roleplaying, storytelling and a social thing. Drinking and lying is encouraged.


"Now pass the cognac. No, clockwise, you oaf.""
 
 
cusm
20:05 / 14.05.02
Wow, someone else who's seen Nobilis. Beautiful work, that. Really. It manages mythic, tragic, romantic, and creepy. Another art house work that you can also play as a game. Amber, as written by a poetic mad genius.
 
 
invisible_al
20:09 / 14.05.02
Yeah the New Style games by Hogshead are all quite fun ranging from Puppetland, a game where all of the players are rebel puppets fighting the evil overlord Punch and his nutcracker soliders to De Profundis, sort of call of cthulhu by mail but bending the line between reality and fiction until it twangs.
De Profundis is a really cool book to read, all written in in character letters from a games designer going slowly mad. Have no idea whether its playable though, as I took one look at it and went 'great game, would send me mad though'. Only game I know that has a label 'Only to be played by mentally stable adults'. Weirdness.
Can anyone explain it better than that?
 
 
invisible_al
20:21 / 14.05.02
AOh boy am I looking forward to Noblis, I mean take the orginal edition double its size and add art by such people as Charles Vess and Michael Kaluta.
Best description I've seen is by Kenneth Hite, "Imagine Neil Gaiman's Sandman and Clive Barker's Hellraiser on an absinthe bender, with flowers." If you liked In Nomine's idea of being angels with words, you'll like this.
Mmmm not only this but boy does it look good on a shelf.
 
  

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