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Your best RPG product

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Thread replies: 10
Thread images: 4

Okay /tg/ let's take a break from the caster vs martial funposting threads and do something constructive.

Share with us the best/most helpful roleplaying product you own.

It can be anything from a rulebook, to an adventure module, to a supplement of any kind. Any game or edition goes.

For me, it's the Forgotten Realms campaign setting (2E). I love Faerun and this baby has helped me run countless games. It's really the gold standard of how campaign settings should be laid out in my humble opinion.

What's yours and why?
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>>50468124
Even though I don't play D&D anymore, the AD&D 1E DMG is still one of the best resources for a fantasy campaign. Tricks, traps, castle building rules that aren't onerous, explanations for dozens of world things, random trollop table, it's got everything a GM needs and is a wonderful learning tool...if you ignore most of the actual rules.
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>>50468124

For utility, the 5e Monster Manual. 450+ monsters, 25 pages of animals, and 9 pages of NPCs is an outright embarrassment of riches in a system that's designed so that a CR1/8 Bandit and CR2 Bandit Captain are the only bandits you need for level 1-20. There's fuel for literally 1000s of game sessions in there and its guaranteed compatible with the entire 5e line by design. That's just an insane amount of value for 1 book.

For the one that helped me the most, personally, is D. Vincent Baker's Dogs in the Vineyard. Coming from a 3.PF background it gave me a wonderful opportunity to rethink so many things I thought I understood in terms of damage, consequences, story, motivations, connections, XP, Crunch vs. Fluff, prep, and even how to design a character sheet. It wasn't so much "oh, I've been doing this wrong all this time" so much as "oh, it can be that way, but it can also be this way."

Collectively, I'd say those are my two favorite systems, and I'd like to think that each informs the other.
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For me it is the Cortex Plus Hackers guide. By most measures it is shit. It is poorly organized, poorly edited, and full of half finished ideas that are, unfortunately, brilliant.

I do lots of Smallville RPG homebrew, and several ideas in this book have been incredibly helpful, once you take the time to finish them or cut away the useless portions.
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>>50472337
Hunh. As someone very interested in making hacking in RPGs better, I will look into this. Thanks.

Thread needs more replies, this is quality /tg/.
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>>50468124
Vol's Guide to Monsters, because my last campaign took every idea I had and it was barely playable. Hopefully, this thing will help me make something new.

And sup/tg/ because I, in an act of newfaggotry, based my one game on the Necromputer that had killed all but one of the other gods (who I also stole from sup/tg/ solely because my players would never check 4chan for D&D. Also because Uncle WW and Shoggy
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>>50472736
>Run-on sentences and not closing brackets

This is why you are a terrible GM.
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>>50468124

Stardrive Campaign setting. Well-written, in-depth locations to build entire sci-fi campaigns on. Pity the system went belly-up, but I've run campaigns in it as recently as 2014.
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my Samsung Tablet, so many PDFs stored on it

if that doesn't count the 5e DMG
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>>50468124
Faiths & Avatars. It's hands down one of the greatest fluff books about gods, their faiths, their worshippers, how they appear to their followers or how they torment or inspire them ever.
No other deity book came close, apart from Book of the Righteous and that was worse because of the lack of godly avatar stats.
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