List of Role-Playing Games I Own as of 10/8/99

  1. Hong Kong Action Theater, a cheap-ass game that's suprisingly very good and very true to it's source material. The rules are basically an excuse to do amazing stunts and fire twin .45's while jumping backwards.
    • To Live and Die in H.K., A great supplement! By far the best feature is the Adventure Generation Tables.

  2. Babylon Project, by Chameleon Ecclectic [who?], is a fairly good job of recreated the feel of the series, but there are several source material mistakes that are very distracting
    • EarthForce Sourcebook, good sourcebook for PC's with Ship-to-Ship combat rules.

  3. Revised Recon, a great Vietnam era RPG
    • Advanced Recon, a necessary addition to this out-of-print game

  4. Twilight 2000 v.2.2, A great game, though I haven't played it yet. The rules look well thought out and well presented. The world needs a little more fleshing out as what they give is pretty dry and overly technical.

  5. Teenage Mutant Ninja Turtles and Other Strangeness* , Good game, but no one really wants to play in the TMNT world. Use with After the Bomb, etc.
    • After the Bomb, Classic post-holocaust fantasy
    • > Road Hogs, companion to After the Bomb
    • > TMNT's Guide to the Galaxy, Easily modifiable
    • Mutants Down Under, another AtB sourcebook
    • > GM's shield

  6. Robotech*, A classic RPG that stresses real-life combat over Anime-style adventure and kinetics. For less militaristic fun, check out Mekton Z
    • Southern Cross, ho hum, useless addition
    • Invid Invasion, great adventure possibilities, easily the most playable of the Robotech series
    • > Sentinels, needs more background and less tech info
    • RDF Training Manual, good for it's NPC generator
    • Return of the Masters, Ugly combination of Vietnam and Robotech
    • Zentradei Sourcebook, great addition and necessary for Macross
    • REF Field Guide, no real game stats, but great background material
    • RDF Companion, almost necessary for a Macross campaign

  7. Macross II, another Palladium game that needs more background info
    • Macross II Companion, just some more stats
    • Deck Plans volume 1, harmless fluff.

  8. Cyberpunk*, classic award-winning game. Great great great game. Buy the newer Cyberpunk 2020
    • > Hardwired, useless
    • Solo of Fortune, essential for CP
    • > Near Orbit, great campaign material
    • Rockerboy, mostly harmless
    • Chrome Berets, cool mass combat system, but it really isn't Cyberpunk. It's more like small army warfare in the '70s or something. Picture Edie Amin in 2013.

  9. Cyberpunk 2020*, Perhaps the greatest RPG of all time. The Netrunner rules need a little sprucing up, but otherwise classic. note- if you can't tell by how many sourcebooks I own, I kind of like this game.
    • When Gravity Fails, great sourcebook, provides adventure ideas
    • > Chromebook 1, essential
    • > Chromebook 2, essential
    • > Chromebook 3, essential
    • > Chromebook 4, absolutely essential, seeing as some of my OWN material made it into the book
    • > Rache Bartmoss's Guide to the Net, essential for a Netrunner campaign
    • Night City Sourcebook, essential
    • Eurosource, ehh... mostly hamrless, crappy artwork
    • Night's Edge, Vampires. Great sourcebook but a can of worms
    • > Maximum Metal, essential for high firepower games
    • > Land of the Free, adventure that's great for ideas
    • > Protect and Serve, essential
    • > Listen Up You Primitive Screwheads, essential
    • Wildside, essential source for Fixers
    • Deep Space, essential, outdoes Near Orbit by a factor of 10
    • > CorpReport 1, good info if you need it
    • CorpReport 2, "
    • CorpReport 3, "
    • EuroTour, forgettable campaign
    • > Solo of Fortune 2, big ole' can of whoop-ass!
    • > Home of the Brave, great sourcebook for the country for non-night city campaigns
    • > Edgerunners Inc., good ideas for pay and adventures, forgettable NPCs
    • > Dark Metropolis, great source for city-living with some nifty artwork
    • > GM Screen, essential
    • > Eurosource Plus, a remake of the original Eurosource, this book replaces the original and is by far superior
    • Rache Bartmoss Brainware Blowout, a sourcebook for all netrunners similar to the Blackhand Weapon Guide, not essential, but handy
    • Rough Guide to the UK, a nice guide to the UK, but if you have Eurosource Plus, it's pretty much superfluous. Nice city guide, however
    • Tales from the Forlorn Hope, a campaign that centers primarily around Solos. The premise is a little old: it's tradition, I know, to have characters start the campaign in a bar
    • Morgan Blackhand's Guide to Street Weaponry, an essential tool that compiles all of the weapons into one book. Buy it and stop making up weapons
    • Firestorm: Stormfront, the absolute BEST sourcebook/adventure campaign ever made for the game. I feel it should have been the first sourcebook published. The book deals with the corporate culture, how corporate wars are fought, and how black ops are done. Excellent sourcebook
    • Streetfighting, an otherwise forgettable set of adventures that are as memorable as chewing gum stuck on the bottom of your shoe. It's great for a slight diversion, but as the introduction say, it ain't roleplaying
    • Pacific Rim Sourcebook, with the purchase of this book, I officially own EVERY sourcebook and book published for Cyberpunk by R.Talsorian and a good chunk of the Atlas and Ianus stuff too.
    • Firestorm: Shockwave, the second in a trilogy of Firestorm adventures heralding the end of the CP2020 line.

  10. CyberGeneration, A Great concept game, but you have to be into it to play.
    • Bastille Day, a nice adventure and you learn Spider Murphy's real name
    • Eco Front, first in the Documents of the Revolution series. Not much of use besides some data regarding the origin of the Carbon Plague, and a timeline of the infection.
    • Virtual Front, good backgound on the net and virtuality
    • Media Front, another good sourcebook in the Documents of the Revolution Series. It has an excellent tech section and is useful for straight Cyberpunk as well.

  11. Bubblegum Crisis: The Role Playing Game *, a great game but a little amateur around the edges. The source material is top-notch
    • Before and After, a required sourcebook, this included all new boomers and hardsuits plus much needed base generation and cybernetics and Mecha construction rules.
    • EX, another required sourcebook. Besides the tons of new boomers, vehicles, and mecha, my campaign was published in this book!

  12. Armored Trooper: VOTOMS, a Fuzion game, this book greatly improves the presentation and layout of the system and fixes several buggy rules. Much superior to BGC in layout. The source material is top notch as well
  13. Dragonball Z*, a Fuzion game, this book does a great job of recreating the super-powerful fights from the Dragonball Z TV series. It's super-simple and free-form, but a blast to play!
  14. Teenagers From Outer Space*, funny funny game but, like most R.Talsorian concept games, requires a certain state of mind to play

  15. Teenagers From Outer Space, second ed., slicker version of above

  16. Teenagers From Outer Space, third ed., Even SLICKER version of above with more recognition it's anime roots

  17. Dream Park, great adventure creation tables that work for every game system

  18. Castle Falkenstein, yet ANTOHER concept game that wins awards for R.Tal but no one wants to play.
    • Comme Il Fault, essential

  19. Mekton, The collector's item! The hard to find First Edition of Mekton! I was finally able to pick one up from a Wheaton, MD, used book store. Not really playable, but I HAD to have it. It does provide a lot of great background on the Algol setting that is lacking in the later editions.
    • Roadsriker, powered armor and vehicles.
    • Mekton Tactical Battle Screen, rules revisions and mass combat rules.
  20. Mekton II*, THE classic premier outstanding Mecha/anime RPG ever. buy the newer version: Mekton Zeta
    • Operation Rimfire, great campaign source material
    • > Mekton Techbook, required text
    • > Roadstriker II, unnecessary with MTS
    • > Mekton Empire, great campaign material, read my Rant on my Mekton page
    • > Jovian Chronicles, how campaigns are done!

  21. Mekton Zeta, new editon of the great Mekton game. Fixes some little problems and is glossier, but creates newer littler problems
    • Mekton Zeta Plus, required text
    • > Mekton Zeta GM Screen, definitely not harmless
    • Mecha Manual Vol. 1, mostly unnecessary
    • Mecha Manual Vol. 2, a lot of mecha for the Invasion:Terra campaign uneccesary if you're not playing that world, neccesary if you are
    • Invasion Terra Files, a book of scenarios, necessary for the mass combat rules
    • Starblade Battalion, a lot of background material for that campaign
  22. Usagi Yojimbo, a Fuzion game, this game recreates the adventures of "anthropomorphic" or Fuzzy-Animals in Feudal Japan. The Instant Fuzion rules are perfect for it's setting and the source material is again top notch. Read the comic too, it's excellent.
  23. Sengoku, a Fuzion game by the same people as Usagi Yojimbo. This is one of the best RPG's ever made. It's background is lush and well researched, it's rules are simple and clear, and it's presentation is professional and clean.
  24. Big Eyes, Small Mouth, a quirky little game that focuses on anime-style characters and action. The rules are very free-form and the character creation system is top-notch.
    • Big Robots, Cool Starships, a great mecha/vehicle/starship construction system that in many ways surpasses Mekton in flexibility and simplicity. Absolutey Required!
  25. Call of Cthulhu, 4th ed*, the BEST game ever. period.
    • Curse of Tsathoqqua, great little campaign, recently re-released
    • The Asylum and other tales, great little vignettes
    • S.Petersons Field Guide to the Mythos, great book, not really for any game, however. Fun read.
    • Field Guide to Dreamlands, another great book, not really for any game, very fun to read.

  26. Call of Cthulhu, 5th ed*, update of the BEST game ever. Needs the format and graphic design of the 4th edition however.
    • Miskatonic U., absolutely required
    • > Keeper's Compendium, definitely required
    • Investigator's Guide, almost unnecessary
    • GM Screen, pretty much superfluous
    • Encyclopedia Cthulhiana, required text
    • Compleat Arkham Unveiled, very thorough. Essential reference
    • Ye Booke of Monstres, a nice addition, but unneccessary
    • Ye Booke of Monstres II, another nice addition, especiall the inclusion of several non-mythos yet period creatures such as H.G.Wells' Martians

  27. Call of Cthulhu*, 5th ed revised. A new cover and new layout with some artwork and passages from the 4th edition added. 
    • Delta Green, the best sourcebook for any RPG. Delta Green offers the best gaming scenario for CoC in the 90's, infusing a little X-Files into HPL.
    • Machinations of the Mi-Go, a Delta Green sourcebook and absolutley required for any DG campaign.
    • Delta Green: Countdown, a companion book to DG and also required for any DG campaign.
    • 1990's Sourcebook, covers a lot of the same ground as Delta Green, but not as comprehensive and without the rich background.
  28. Runequest, 2nd ed., The best non-D&D fantasy game, excellent world
    • Cults of Terror, ehh... could live without
    • > Foes, ancient book that is hard to find

  29. Runequest, Avalon Hill ed., Much better rules, but sorely lacks due to the absence of the Gloranthan setting and feel

  30. SuperWorld, easier than Champions and just as fun. Lacks background

  31. Worlds of Wonder, Great introduction to all types of RPGs, easily modifiable. Comes with Magic World, Super World, and Future World.

  32. Stormbringer, Great Micheal Moorcock RPG but needs more quotes from the books

  33. Elfquest, Great background for EQ fans, but lacks adventure ideas

  34. Ringworld, roleplaying in the worlds of Larry Niven, hard to find

  35. Prince Valiant, roleplaying in the comic strip world of King Arthur by Hal Foster, interesting in that it uses coins in lieu of dice

  36. Pendragon, slightly more sophisticated roleplaying in King Arthur's court, very nicely done wth excellent source material

  37. Traveller, hardcover version of the classic game

  38. Traveller, classic game of interstellar exploration. Only problem is that you pretty much have had to have been playing since it was designed to understand the rules and the worlds
    • Alien sourcebook: Solomani, Great for Earth-centric adventures

  39. MegaTraveller, excellent update of the old game with scads more campaign material, still muddy and confusing however.

  40. 2300*, Great near-future low-tech RPG. You'd hardly notice it was Sci-Fi. Only problem is that it's a little too militaristic and not enough background or role playing.
    • Mission: Arcturus, great marines scenario
    • > Equipment Guide, mostly superfluous
    • > Operation Overlord, definitely NOT harmless
    • > Earth/Cybertech sourcebook, required
    • Worlds of the Rim, almost required
    • > Freighter Deckplans, forgettable
    • a Cyberpunk Adventure, ?

  41. Star Wars, 1st ed*, Classic classic great great game based on the movies. Don't buy the 2nd edition if you can help it.
    • Rebel Sourcebook, almost forgettable
    • > Imperial Sourcebook, required bad guy info
    • Han Solo and the Corporate Sector, great alternative to rebels vs. empire
    • Star Wars Sourcebook, required text
    • GM Screen , required
    • Tramp Freighters, required for any campaign
    • > Referee's Companion, required rules upgrade
    • Cracken's Rebel Field Guide, great dataslicing and jury-rigging rules but the cyberpunk enhancements are out of place in Star Wars.

  42. Star Wars Second Edition, Revised and Expanded*, Yes, I broke down and purchased the second edition. And there are a lot of rules I like in it too.
    • Gamemaster's Toolkit, useless
    • Fragments From the Rim, the rules for Jedi practice and Bounty Hunter Guilds are invaluable. The background info on bands and news agencies are stupid!
    • Criminal Organizations, mostly background info, great for a law enforcement campaign.
    • Dark Empire, adequate for that campaign
    • Dark Force Rising, adequate for that campaign
    • Thrawn Tilogy Sourcebook, excellent compilation of three previously seperate sourcebooks
    • Tales of the Jedi Companion, similar to the Dark Empire sourcebook, but details life as a Jedi millenia before Star Wars. Excellent alternative campaign.
    • Fantastic Technology, a handy sourcebook, but most of the tech is out of place in Star Wars.
    • Heroes and Rogues, great inspiration for creating new characters.
    • Fantastic Technology, Personal Gear, another handy sourcebook that gathers equipment from all the other sourcebooks. Again, however, much is out of place in Star Wars.
    • Rules of Engagement, great for its Martial Arts rules, but the Special Ops angle is out of place in Star Wars.
  43. Ghostbusters, 1st ed*, another great game, however, don't let the humor f the book based on puns put you off. Remember: Ghostbusters humor is based on characters and dialog, not puns!

  44. Paranoia, 1st ed, Classic award winning game of backstabbing and... well.. Paranoia. The 2nd edition might be better, I don't know

  45. Justifiers, A cheesy little sci-fi game with crappy artwork and little background material

  46. Legends of Underearth, A cheesy little boxed game that's actually concerned with small unit tactics, not role-playing. It is, however, connected to The Fantasy Trip and is the parent game of..
    • Dragons of Underearth, another cheesy little boxed game with few roleplaying rules and lots of hex-map man-to-man combat.
  47. Domination, A cheesy little sci-fi game from the makers of Justifiers that has the look and feel of Independence Day.

  48. Time Lord, A great Dr.Who game that needs a better artist

  49. Timelords, A really cheesy time traveller game from BTRC that sorely lacks in both brevity, history, and background. Needs a little less rules and a little more role-play. Nice character generator to play one's self, however

  50. Macho Women with Guns, a remarkably funny and streamlined game from BTRC. The new edition is out now. note, I have two copies of this game, an older one with Cthulhu and a slightly newer one with Bthulhu.

  51. GURPS %, Great game, but requires a lot of work on the GM's part
    • > GURPS Cyberpunk, great soucebook
    • > GURPS Cyberworld, adequate if not cliched background
    • > GURPS Horror, Call of Cthulhu is better
    • GURPS Illuminati, a collector's item. Crappy art but great source material for conspiracy or cyberpunk campaigns.
    • GURPS Warehouse 23, a great sourcebook for any game, conspiracy-themed or not!

  52. Universe, an obscenely old game from SPI whose rules look more like a physics text than a RPG.

  53. Fantasy Wargaming, another old and rare game that tackles realistic Old-World style medieval role-playing but falls short with little actual character development. Excellent for mood, magic rules, and setting. It's character generation rules based on the zodiac is wonderfully archaic

  54. Skyrealms of Jorune, an excellent game with an innovative rules system and richly detailed world. The artwork within is incredible and the style of the writing is thorough, lucid, and easily accessible in the form of guide books.

  55. Talislanta, a great alternative the old tried and true D&D style fantasy worlds. This game world is based more on H.P.Lovecraft than Tolkein or Howard

  56. Arcanum, a ho-hum fantasy world and system based on slightly skewed historical models where every bygone culture up to 1700 exists side by side.
    • Atlantis and Bestiary, an essential sourcebook for the above game

  57. Space Patrol, an absolutely CHEESY role-playing game from 1977 published by Gamescience. The rules are a re-write of D&D and amount to 15 or so pages of poorly typed and badly drawn fun. This is what role-playing games were meant to be. I bought it because it was cheap and easily modifiable. ...and because it had atomic hand grenades in it's weapons list.

  58. Willow Sourcebook, not a game, per se, but a sourcebook for any D&D-type game, that is 3-18 stats. Informative and sets a good mood piece, but lacks a rich history.

  59. Central Casting Heroes of Legend, Also not really a game, but an accessory to any game. This book allows you to create rediculously detailed histories for all of your characters. Beware, although the results are fun and informative and provide great adventure ideas, they can also produce effects counter to your character concept and can potentially unbalance a campaign.

  60. Central Casting Heroes of Tomorrow, A science-fiction version of the previous book

  61. Tunnels and Trolls, the classic alternative to D&D. Over simplified rules and virtually NO background. Great collector's item. Note- I have the paperback version, not the harder to find boxed set.

  62. James Bond, a slickly produced and well thought out game with tons of background and adventure ideas. Why this game went out of print, I'll never know.
    • For Your Eyes Only, essential sourcebook with LOTS of new material

  63. Shadowrun, The first in a line of wierd fusions of different genres of gaming. In this case, it was Cyberpunk and Fantasy. The first edition rules are sorely complex and convoluted. Buy the Second Edition. Note- I have the original print with artwork not in later printings.
    • Paranormal Animals of North America, almost unnecessary
    • Street Samurai Catalog, essential
    • Sprawl Sites, definitely essential
    • > The Grimoire, Updates the magic system, essential
    • > Seattle Sourcebook, Great sourcebook

  64. Shadowrun, 2nd ed.%, The new and improved version for an awkward game
    • Tir Tairngire, a Great sourcebook for an elf-based campaign. Perfect for Oregonians like myself!

  65. Aberrant, White Wolf's Super-power game. Note, I didn't say Super-HERO game, because it's more complicated than that. Super-powers in a realistic game world.
    • Aberrant: Expose', cheap-ass little booklet with some background info. Unneccesary.
    • Storyteller's Screen, very useful.
  66. Trinity, White Wolf's Science Fiction game where players play telepaths and other psionics in a multicultural world-beat future.
    • Technology Manual, most useful for it's Powered Armor rules and Spacecraft and Vehicle construction rules.
    • Storyteller's Screen, very useful.
    • Player's Guide, mostly useless except for the Merits/Flaws.
  67. Mage, White Wolf's game of arcane sorcerors living in secret among us. It's the best of the WoD games, in my opinion.
    • Dark Adept, the Mage Action-Adventure sourcebook, a great resource for high-octane action-movie play, and very useful in other White Wolf Games as well.
    • By-Gone Bestiary, monsters and mythical beasts, perfect for Mage or other WW games.
    • WoD Combat, martial arts and fighting based on the Street Fighter system. Absolutely required.
  68. Street Fighter*%, A suprisingly good game! It simulates the video-game's level of action and story very well. The rules are overly simplistic but are perfect for the cheesy kind of comic-book/martial arts movie/japanese anime/video-game world the game takes place in. Virtually any adventure idea is possible in this game.
    • Player's Guide, essential sourcebook
    • > Contenders, lots of new styles and weapons, NOT harmless!
    • Secrets of Shadoloo, Great sourcebook for M.Bison campaigns
    • GM Screen, Compiles all of the maneuver together. New stuff

  69. Toon, A classic game with lots of possibility. Unfortunately, all of the players minds need to be in sync to be able to play well.
    • Silly Stuff, essential sourcebook for a silly game
    • > Son of Toon, another essential sourcebook, note: these are all old edition Toon stuff, the new edition compiles it all.

  70. Star Frontiers*, I like this game, no matter what anyone else says. The rules are simplistic and lack a lot of standard Sci-Fi stuff like spaceships and planet generation, plus nothing is standard, but I like the world and the feel. The Rules are just right without being too complex. It's out of print now, however, which is too bad.
    • Zebulon's Guide to the Fontier, required text that changes the whole Star Frontiers world around.
    • Knight Hawks, essential Spaceship rules
    • > Mutiny on the Eleanor Moreas, a ho-hum adventure
    • Face of the Enemy, sequel to Mutiny
    • > Dramune Run, great adventure about drug smuggling
    • the Volturnus series, three adventures whose names escape me now
    note- I used to own EVERY Star Frontiers product ever made, but my stupid parents threw it all away accidently. What I have now is from years of searching for out-of-print material.

  71. Marvel Super Heroes%, A great simple alternative to Champions
    • > Ultimate Powers Book, lots of new and better powers

  72. Champions %, the ultimate Super Hero RPG that's a little too complicated for my tastes. It's hard to come up with villians without a graphing scientific programmable calculator, so I don't play it.
    • Gadgets, a really lame sourcebook with lots of super-inspired equipment examples, out of print

  73. Robot Warriors, Champions-based giant robot action. Buy Mekton unless you want to include it in a champions campaign.

  74. Hero System Rulebook %, the HERO rules sans any background material. All you really need if not playing in the published setting
    • VIPER, an adequate sourcebook for the man bad guys. Lots of good examples of how to build other stuff
    • CyberHERO, a ho-hum cyberpunk sourcebook for HERO. Strong ties to Cyberspace

  75. Champions: New Millenium, the new version of Champions uses the Fuzion rules system, similar to Bubblegum Crisis, and offers an updated look at the Champions Univese through Image Comics-like art and story. The rules are a lot fuzzier than the original Champions, so purists will be disappointed. Download the Fuzion Rules at their web site at Fuzion Labs for free, and don't buy the book
    • Alliances, an adequate sourcebook with lots of examples and setting data
    • Bay City Sourcebook, an excellent sourcebook for anyone playing in the New Millenium Universe.

  76. Cyberspace, The ultimate exercise in overly-complex table-ridden rules-checking hyphen-laden math-based RPGs.

  77. City State of the Invincible Overlord, not really an RPG, but a suprisingly CRAPPY setting for any FRPG. Don't buy it. Liche street?

  78. Mechwarrior, the RPG companion to Battletech. Most players I've talked too find it superfluous to the battle game. Why role-play when all the action takes place on a huge game map

  79. Boot Hill, 3rd ed., A good western RPG. My friends all long for the old 1st edition rules.

  80. DataCon, not a game, but a book of lists of conversions from one game to the next, not entirely useful, but interesting

  81. Aliens, A really crappy rules-laden game from Leading Edge, a company known for bad games. Yet they got so many liscenses, and for some wierd games: Lawnmower Man? Bram Stoker's Dracula? I had such high hopes for this game, but it ultimately disappointed me. Use the Aliens/Cyberpunk 2020 rules available on the net instead.
  82. TWERPS How to do Everything*, The World's Easiest Role-Playing System. So simple the basic rules fit in a paragraph. Expansions increase it's depth and potential.
    • Kung Fu Dragons*, Martial Arts
    • M.E.C.H.I. Tech, Giant Robots and Mecha Pilots
    • Robo-Punks*, Cyberpunk
    • How to do Everything Better, general expansion
    • Twisted Tales of Terror , Horror
and many more...


in addition, I own the following other games:

  1. Heroquest, fun alternative to D&D when no one has chasracters ready-to-play

  2. Battle Masters, Wargame companion to Heroquest that comes with 111 miniatures! Fun to play and overly simplistic.

  3. Battletech Rules of Warfare %, Battletech, giant robots, ka-blooey! I'v never personally played it, buy lots of my friends are waay into it.
    • 3020 Technical Readout, necessary from what I understand

  4. Solarquest, A completely cheesy outerspace version of Monopoly. Brings a smile to my face just thinking about it. Very fun. Monopoly with, if you can believe it: Lasers!

  5. Warhammer 40,000, also never played, but has become a classic from what I understand. Unless you're ready to shell out over $200 for decent miniatures, do not attempt at home.

  6. Hammer's Slammers, never even opened the box as far as I know, bought it real chep at a discount store. Bought Empire of the Petal Throne at the same time, so that might be saying something.

  7. Killer*, a great live-action game of assassination and paranoia

  8. Globbo, never even played it. Looks really dumb

  9. Car Wars Compendium, never played this one either. But it's a classic so I own it, just in case...
    • Mini-Car Wars*, a small pamphlet that works as a great introduction to Car Wars.
    • AADA Vehicle Guide Vol. 1
    • AADA Vehicle Guide Vol. 2

  10. Sticks and Stones, never played this one EITHER, sheesh. It's a Pre-historic wargame with Neandertals vs. Cro-Magnons and Mastodons, etc.

  11. Powered Assault, A mini-game by Steve Jackson. Good rules that are easily modifiable into a RPG

  12. Revolt on Antares, A mini-game by TSR. Great wargame with minimal tactics. Good introduction to wargames.

  13. Saga, another mini-game by TSR. This one is more RPG-like with the assumption of personas from Norse Mythology and Literature.

  14. Mutant Chronicles, a sci-fi/DOOM version of Heroquest. Bought it pretty cheap at a toy outlet store.

  15. Street Fighter Card Game, War ala Street Fighter, kid's game.

  16. Star Fleet Battle Simulator, not Star Fleet Battles, but an interesting little rip-off by GameScience. It apparently won some British Award and it does have a lot of collaboration with Star Fleet Battles. We'll see how it turns out.

  17. Star Fleet Battles Cadet Training Rules, an introductory rules set FOR Star Fleet Battles. Really, all I'll probably need to impersonate an SFB player if I had to
  18. Guillotine*, a fun card game of the French Revolution. Collect the heads of as many nobles as you can.
  19. Mag Blast*, another fun card game where each player controls a fleet of alien ships and fight for supremacy. Not complicated, but very strategic.
  20. Alien Encounters*, a truly simple and fun game of alien conflict. Basically, WAR with alien cards.
  21. Naval War*, a classic game of World War II Naval Combat. The best way to play is to seperate the Axis ships from the Allies ships and play head to head.
  22. Mille Bornes*, another classic game where the players are race-car drivers in France (it's a French game and all the cards are in French).
  23. Fight City, a Cheap-Ass Game. Haven't played it yet, but you must own more than one deck to play.
  24. Before I Kill You Mr. Bond*, a Cheap-Ass Game where the players are evil villains trying to catch and kill the master spies. Great fun, but only if you read your cards aloud and act out your part!
  25. Screaming Eagles*, a fun board game where the players control a Jet Fighter in an aerial dogfight. Simple but very evocative!
  26. Cybernaut, a game of hackers vs. the Man.
  27. Star Wars Collectible Card Game, too complicated. The two times I've tried to play it, I gave up. I'm not a fan of CCGs but a girlfriend bought it for me.
  28. Netrunner Collectible Card Game, I'm not a fan of CCGs but had to get this one for the Cyberpunk angle. Never played it.

and many more..., phew!

* denotes a game for which I have run a campaign in, more than 2 adventures
% denotes a game for which I have played in a campaign, more than 2 adventures


As one can plainly see, I am an avid Role Playing Game collector/player/GameMaster. This list is only what I own currently, it doesn't even count the games that over the years I've lost. Also, this is not complete, my memory is far from perfect. And this isn't even counting the games I've played or ran but have never owned.

And let no one tell you that RPG's are evil or Satanic or cause suicides. That's ludicrous! RPG's are no more Satanic or harmful than acting is or strategy games are! Watch out for that Chess game, I hear that some nihilistic kid in Des Moines offed himself because he lost a tournament! I'm staying away from that stuff. Shah-Right. As if..

Evil Schemer