Library

Library

This is a repository of books and other materials that I have found useful.

BooksGames


Books

Kavalier & Clay coverChabon, Michael. The Amazing Adventures of Kavalier & Clay [Amazon].

I highly recommend this novel about the golden age of comic books. The characters are wonderful, Chabon has a light and precise touch, and the bits about their superhero are inspired. Manages to include the Golem of Prague and spying in the Antarctic. The only thing lacking for perfection is an airship — although, one scene takes place in the oservation deck of the Empuire State Building, just below the dirigible mooring post which was never used.


FlashmanFraser, George MacDonald. Flashman [Amazon] and divers sequels.

The history is rollicking and well—told; the portrait of the Nineteenth century cad is complete. Flashman was everywhere of interest on three continents (thus far — I've one more book to go) during the Victorian era. The Flashman papers represent the ultimate “unreliable narrator.” I'm nearly finished with this entertaining and edifying series.


Games

Adventure! by Andrew Bates and Bruce Baugh, et al. White Wolf, 2001.

Excellent fiction by Greg Stolze, a plethora of adventure ideas, and potential for cooperation (or competition!) with the Æon Society recommend this new pulp game.


Call of Cthulhu RPGCall of Cthulhu [Amazon] by Sandy Peterson. Chaosium, 1998.

Years ago, I thought all of those CoC gods described in the old AD&D Deities and Demigods were just weird — now, I Understand. CoC books stand out as examples of well written and compelling gaming material. The 20th Anniversary tome presents CoC as it should be. As Ken Hite notes, you will be able to play for five years with the material in the core rules alone.


Castle FalkensteinCastle Falkenstein [OOP] by Mike Pondsmith. R. Talsorian Games, 1994.

Setting, presentation, and rules combine to render this an original. While the core rules are currently out of print (save in the GURPS incarnation), the supplements are still available. The players guide Comme il Faut provides excellent guidance for getting into authentic Nineteenth century character — even dressing like one, should you care to. The Lost Notebooks of Leonardo Da Vinci and Steam Age will inspire for Nag Technology. Six Guns and Sorcery is simply one of the best RPG supplements I have ever read.


Daredevils by Bob Charrette and Paul Hume. Fantasy Games Unlimited, 1982.

As with many games from FGU, the text is extremely dense, reflecting the nature of the rules. Includes guidelines for dealing with almost anything that might arise anytime, ever. See the FGU site for ordering information.


Dark • MatterDark * Matter Campaign Setting for Alternity by Wolfgang Baur and Monte Cook. Wizards of the Coast, 1999.

Completely captures the spirit of the X Files in an RPG. The writing is excellent, detailed, inspiring. The tone of the game is compatible to Terra Incognita, if darker. The supplementary Arms and Equipment Guide and Xenoforms are useful. Wizards decided to cancel the Alternity line, but you can still find these books about.


Firgotten FuturesForgotten Futures [Amazon] by Marcus L. Rowland. Heliograph, Inc., 2000.

Based upon the science fiction (properly termed Scientific Romance) of Rudyard Kipling, Arthur Conan Doyle, and others. Forgotten Futures includes advice on game mastering and campaign design, copious period illustrations, and detailed adventures. The books serve as examples of literature skillfully adapted to the RPG genre. You can purchase the text files as shareware. Currently being published in trade paperback format by Heliograph Incorporated.


FudgeFudge Expanded Edition [Amazon] by Steffan O’Sullivan and Ann Dupuis. Grey Ghost Press, 2000.

A flexible, adaptable game engine that encourages customization by the players and game master. Fudge inspired this author to try his hand at game design. I'm proud to be a small part of something this good. The original Fudge rules are, as always, freely available at the Grey Ghost Press website.


GURPS (Generic Universal Role-Playing System) by Steve Jackson Games, 1999.

The variety of genres covered by sourcebooks for the GURPS system is astounding. Many of the sourcebooks would be helpful to players and GM’s in any number of genres.


Into the Shadows [free download] by Craig Griswold, 2000.

An excellent free horror/adventure RPG based upon West End Games’ d6 system. A gold mine of ideas and inspiration. The website contains a number of excellent adventures. Mr. Griswold did it right.


Mercenaries, Spies, and Private Eyes by Michael Stackpole. Flying Buffalo Games, 1986.

One of the first games I played after AD&D, MSPE includes excellent advice for creating adventures. The Stormhaven adventure is a masterpiece. The rulebook is useful for the detailed discussions of firearms. Beautiful in its simplicity.


Space: 1889Space: 1889 [Amazon] by Frank Chadwick. Game Designer’s Workshop, 1988; reprinted by Heliograph, Inc., 2000.

The original hardcover is one of the most beautifully produced rulebooks I have ever encountered. Space: 1889 is a science fiction game based upon the same literature as Forgotten Futures in which explorers achieved space travel in the Victorian Age. The rulebook is interspersed with tidbits about Victorian culture, politics, and personalities. The illustrated equipment list is gorgeous. Space: 1889 is a perfect example of how an alternate world can integrate history and literary speculation. Heliograph plans to reprint the entire Space: 1889 oeuvre.