Six 19-mm dice.
Nothing says Chaos like these random number generators (as long as you only need numbers from 1 to 6). These six attractive dice will add an extra dose of Chaos to any Munchkin game . . . and they come with four new Munchkin Warhammer 40,000 cards!
Six 6-sided dice and four Munchkin Warhammer 40,000 cards in a blister.
Robin's Laws of Good Game Mastering (Reprint)
Has your game got the blahs? Are your players spending more time thumbing through your book collection than hunting down clues, more energy heckling one another than in crushing their cruel foes?
Never fear, Game Masters! Robin D. Laws, noted game designer (Feng Shui, Hillfolk, GUMSHOE) and podcaster is here to help.
Know your players! Analyze your system! Build your campaign! Design adventures! Prepare to be spontaneous, and improvise like a fiend!
Whether you're running your first adventure or you've been gaming since the womb, the insights in this book will improve your Game Mastering faster than you can say, "Roll for initiative!"
The second issue of Hexagram is another 36 pages of TFT goodness, including three combat scenarios by Phil Reed, an adventure by Guy McLimore, two articles by Stefan Jones, and Steve Jackson's own take on the natural history of the Octopus! And more . . . we filled those little pages very full of Stuff. Come for the astrology, stay for the shadow sharks . . .
The Contact advantage is a vital way to represent background helpers in the lives of GURPS characters, but players have found it challenging to harness their full potential . . . until now. GURPS Social Engineering: Keeping in Contact is your guide to all things Contact-related. Coloring in the friendship-forging aspects of GURPS Social Engineering, this supplement features an in-depth exploration of Contacts, including insight into how they compare with other interactional traits.
It offers new options and clarifications to extend the scope of Contacts, including new modifiers to expand the possibilities of what Contacts can do. Whether you've got old friends in the occult, confidantes in the criminal underworld, or associates in the artistic community, Keeping in Contact is your guide to interpersonal power!
Welcome to Ogrezine Mark II, an additional collection of fan-submitted work, further exploring the world of Ogre through another 18 articles. Delve into the psyche of Ogres via "A Fire in the Distance," "Artificial Irreverence," and "Mercy Well Met." Examine the debate over the Superheavy in "The Superheavy Controversy" and decide where you sit on the issue. Revisit the classic scenario and fiction, "Iron Mountain," now updated to Ogre Sixth Edition standards. These and more are collected for you in Ogrezine Mark II!
A big part of what makes a game world interesting is its inhabitants – especially the nonhumans. This doesn't just mean the elves and dragons of fantasy, the aliens and robots of science fiction, the zombies and werewolves of horror, and the "toons" of animated features . . . GURPS lets you define real-world animals, plants, and machines using points, too. But creating a racial template for every important species and model in your setting is hard work.
GURPS Template Toolkit 2: Races shows you how to create solid racial templates for your campaign without going nuts. It starts from basic principles, like body morphology, native gravity and atmosphere, and what the being is made of (flesh, metal, fire, spirit . . .), so you can be sure the race's traits make sense for its role and habitat. But it also provides guidelines for tweaking the results to suit your dramatic needs.
All this comes with ample advice on what races imply for worldbuilding. Players aren't left out, either – there are guidelines for letting players modify or create racial templates. And even if your goal is to build a one-off character rather than an entire species, you're sure to get good use out of the many new traits, features, and meta-traits.