Best of Role Playing
Games
These are my personal gaming
favourites of the RPG products from my experience as a GM and
player since the early 1980s. I tend to base my selection on
whether the product was innovative, inspiring, with unique ideas
or style which made me want to try it out at once. To a lesser
extent, I also considered how it was put together, that is the
presentation of the rules, quality of the writing and whether the
artwork complimented or detracted from the work. For example, the
artwork in some of the recent TSR products are an absolute
disgrace for a major gaming company and made me wince evertime I
saw them...

    - Call of Cthulhu 5th Ed (Chaosium)
 Classic horror roleplaying at its best, this book is the
        latest edition of one of the most enduring product lines
        in the industry. With more than 300,000 copies sold and
        an armful of industry awards this game is an excellent
        example of a complete system in one book In this game,
        the players are ordinary folks battling against the
        sanity-sapping horrors of the Cthulhu mythos made famous
        by H. P. Lovecraft. The basic rules have not changed much
        through five incarnations, mostly due to its completeness
        and elegant simplicity which made it such a joy to play.
        Call of Cthulhu also introduced rules for sanity and a
        whole range of phobias and pyschological disorders which
        often produced some of the most memorable experiences in
        gaming. This new version features tight, concise writing,
        terrific artwork, and wealth of information and ideas for
        GMs and players and is a sterling example of how a game
        should be put together. More importantly, this game
        actually encourages role play (since threatening any of
        the otherworldly horrors is a good way to die painfully)
        and captures the stark horror of the Lovecraft novels
        perfectly. A worthy addition to any rolegamers shelf.
 
 
- Warhammer Fantasy Role-Play (Games Workshop,
        Hogshead)
 This game was the gem in GW's product line (even if it
        didn't make as much money as they would have liked)
        before they dropped it aside. Now published under license
        by Hogshead, this game of gothic fantasy is set in the
        Warhammer universe made popular by the GW's Warhammer
        Fantasy Battle miniatures game. Described as 'grubby
        fantasy' by its creators, this game is a complete rules
        set in one volume with a unique atmosphere all its own.
        In this game, the central theme is the battle against the
        corrupting forces of Chaos both external and internal.
        Supported by what many players believe to be the best
        campaign series ever written - The Enemy Within
        - this game is a classic that should be in every
        rolegamers collection. See the WFRP
        section of this site for material on this game.
 
 
- Legend of the Five Rings (Alderac Entertainment
        Group)
 While there have been many other books that tried to
        capture the flavour of the Orient, notably Bushido,
        AD&D Oriental Adventures, Runequest Land of Ninja,
        this game does it better than any other and does it in
        style as well. Set in the fantasy land of Rokugan made
        popular by the collectible card game of the same name,
        this game features a truly elegant D10 rule system, great
        artwork and most important of all, immerses the players
        in a believable world of Japanese myths and legends. The
        PCs play herioc samurai and wise shugenja defending the
        honor of one of the Seven Great Clans in their struggle
        against their enemies both without and within. See the L5R section of this site for material
        on this game.
 
 
- The Masks of Nyarlathotep (Chaosium)
 Described by its authors as a 'Lovecraftian exercise in
        horror', this five chapter masterpiece for Call of
        Cthulhu takes the players on a globe-trotting adventure
        to thwart the machinations of Nyarlathotep. Very little
        could be improved in this adventure besides uninspiring
        art: A good balance of action and investigation, exotic
        locations brimming with roleplaying potention, memorable
        NPCs, and some truly original problems and situations. In
        addition, the book is so well organized as to be a joy to
        GM. For example, all leads to and from each chapter are
        set aside in a separate box which is a real boon to
        trying to keep track of the players' investigations.
 
 
- Power Behind The Throne (Games Workshop,
        Hogshead)
 There are relatively few published adventures featuring
        political intrigue and high society as its main focus.
        Fewer still do it well enough that the players do not
        lapse into boredom. This adventure is the best of the
        lot, featuring a multi-layered plot and a huge cast of
        NPCs all with unique objectives and perspectives. The
        scenario for Warhammer Fantasy Role-Play takes place in
        the city of Middenheim during the Middenfest celebrations
        and the PCs are faced with a immensely challenging
        investigation to unravel a devious plot by a Chaos Cult.
        While difficult to GM, this book will provide a serious
        challenge to PCs wanting something meatier than
        hack-and-slash. This book has recently been released by
        Hogshead with the Middenheim sourcebook (originally
        published separately by GW) as one volume - City of Chaos
        - which adds much more detail to the adventure. Check out
        the brief reviews on other WFRP
        supplements.
 
 
- Ravenloft (TSR)
 The original adventure for the 1st Edition AD&D by
        Tracy Hickman (one of the co-authors of the Dragonlance
        Saga) this one of the very few TSR products deserving of
        mention on this page. Set in the realm of Barovia, this
        classic vampire adventure features a rich, engaging and
        original storyline, terrific artwork, most important of
        all, the spirit of Abraham Stoker's timeless classic Dracula.
        The PCs will stumble around in the mists, dodging wolves
        and bats, receive advice from gypsy taroka (tarot) card
        readers, explore the haunted Castle Ravenloft and
        confront its undead master. The sections explaining the
        history, personality and motivations on the vampire
        villain Strahd von Zarovich are especially well done.
 
 
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