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What's The Last RPG-Related Purchase You've Made?

Started by Zachary The First, August 28, 2007, 11:27:03 PM

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Roger Calver

Currently doing nothing.

alexandro

Evernight (Savage Setting)- a bit bland, but some good ideas
Fantasy World Builder & Fantasy Character Generator Toolkits (again Savage Worlds)- pure, solid gold
Pirates of the Spanish Main Players Guide (you guessed it: Savage Worlds)
Tap Out (a neat little mini-game about professional no-holds barred combat)
Blood Games II
Why do they call them "Random encounter tables" when there's nothing random about them? It's just the same stupid monsters over and over. You want random? Fine, make it really random. A hampstersaurus. A mucus salesman. A toenail golem. A troupe of fornicating clowns. David Hasselhoff. If your players don't start crying the moment you pick up the percent die, you're just babying them.

Malladin

Cthulhutech just before the holidays. Interesting despite some wonky mechanics and a bit too much Derleth in the mythos.
 

PaladinCA


Caesar Slaad

World on Fire and Spycraft 2.0 second printing.



Sweet. :cool:
The Secret Volcano Base: my intermittently updated RPG blog.

Running: Pathfinder Scarred Lands, Mutants & Masterminds, Masks, Starfinder, Bulldogs!
Playing: Sigh. Nothing.
Planning: Some Cyberpunk thing, system TBD.

Roger Calver

Currently doing nothing.

architect.zero

Last Saturday I picked up the most current printing (3rd ?) of Castles and Crusades for $11.50.  It was on the 50% shelf, I couldn't say no even though I still have a copy of the 1st printing.

I also picked up Fistfull of Zombies (normal price).  I wasn't really big on westerns, but I'm going for a complete AFMBE collection.  Turns out this book is extremely well written.  It's managed to get my creative juices flowing.  Very happy with it so far.

Haffrung

Castle Whiterock from Goodman games arrived yesterday. It's frickin' huge: four thick dungeon books, a regional gazetter, book of player handouts, pre-generated PCs, book of indexed NPCs and items, foldout map of the nearby city, and a thick book of dungeon maps.

After reading through some of the material, I'm pleased to see that Whiterock has high quality as well as quantity. Lots of intriguing adventure hooks in the nearby town, and lots of ways to draw PCs into the dungeon itself for specific missions. So far, it looks like a mega-dungeon done right.
 

Greentongue

Just picked up 50 Fathoms and 2 copies of Savage Worlds: Explorer
I hope to "infect" a few other people. ;)
=


The Good Assyrian

I just scored GURPS Celtic Myth at Half Price Books because of the setting ideas being bandied around in this thread.  


TGA
 

RChandler

Rafael Chandler, Neoplastic Press
The Books of Pandemonium

Zachary The First

A good-condition Dark Sun boxed set for $5.98 at Half-Price Books.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

GrimJesta

The newest edition of Call of Cthulhu. I was still playing fourth edition. Time to upgrade.

-=Grim=-
Quote from: Drohem;290472...there\'s always going to be someone to spew a geyser of frothy sand from their engorged vagina.  
Playing: Nothing.
Running: D&D 5e
Planning: Nothing.


newtmonkey

I won Burning Wheel Revised, Monster Burner, and Blossoms Are Falling off Ebay this week, all for a very good price.  

This is a game I've bought and tried to get into two times already.  I thought I'd give it another go so I went looking on Ebay and there it was.  I love the production values and layout and I like a lot of the concepts behind it.  

I get stuck on the contrasting rules detail; you have some hand-wavey abstract stuff like a wealth mechanic and the bizarre abstract range system, but then you have all this book keeping on top of it where you have multiple kinds of experience.  And then you have the combat and argument systems that almost play like non-collectable mini card games.  I need to sit down and play out some examples to see how the rules are in play.

I placed a bunch of other orders for Japanese games and it's all starting to come in now.

I got the Shin Megami Tensei Mato Tokyo 200X rulebook.  This is based on the video games of the same name, specifically on the first two games.  It's basically an occult cyperpunk game (or a post apocalyptic occult cyberpunk game if you are playing in the background of the second game).  It's a very traditional game, including classes, exp points, dropped items and money and a huge list of monsters with stat blocks that include charts for randomly determining which attack is used.  You could almost play it solo!  It's basically a percentile system.  The big thing about the video games is that you could communicate with monsters and depending upon their alignment and personality you could convince them to join or ignore you if you say/offer the right things.  Then you can combine them with other monsters to make new ones.  That system is brought over in the pen and paper game.

I got Yuuyake Koyake and Mononoko Koyake.  These are two games I would probably never play but wanted them because they are gorgeous books and would be fun to read.  You play as an animal spirit that can take human form.  You basically have to go around and solve problems for people.  There's not any fighting in it at all.  It's also diceless and you gain power by helping people out, improving connections with NPCs and the other players.  You then spend that power to make things happen with whatever skills/powers you've chosen based on your animal form.

Finally, Meikyuu Kingdom Kingdom Book and Meikyuu Kingdom Dungeon Book came today.  This is a really difficult game to wrap my head around.  It has some traditional aspects: you choose a class, you can fight random enemies in dungeons, etc.  However, it's almost like a board game mixed with a tactical game mixed with a kingdom sim mixed with an RPG.  Adventures have a dungeon phase and a kingdom phase.  Each player controls one character, but they all also control a single kingdom.  They can use the resources they gain in the dungeon to build up their kingdom.  Dungeons are mapped by a GM using a standard sheet included with the game.  It's basically a sheet with a bunch of rooms drawn on it and you determine what is in each room and then decide how they connect.  Combat also takes place on a special sheet, which is a little tactical abstract board.

All skills, facilities, items, monsters, and traps are drawn on little cards printed in the rule book you can photocopy.  On the card are all the stats and a description and an illustration.  So it's also got some (non random) card game aspect to it.  Expansions include more cards, and you can also go out and just buy cards in sets.  So it's sort of collectible but again not random.

It seems pretty fascinating but because it's not really traditional it's a lot harder for me to read than, say, the Shin Megami Tensei game.
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