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Haun tulokset 73 - 94 / 94



Path of the Planebreaker (HC)
Path of the Planebreaker (HC)

A cursed moon hurtles through the multiverse, crashing from one plane to the next, never at rest, forever fleeing a catastrophe that predates existence itself. Behold the Planebreaker!

The Planebreaker visits all planes, all demiworlds, and all dimensions. Some are known to sages and planar travelers. But in a multiverse stretching across epochs, the number of previously uncatalogued planes is vast. The Planebreaker races through all of them, in time, and the Path that trails behind it creates a route that links them all.

Path of the Planebreaker for 5e introduces this enigmatic interplanar object that unlocks access to the planes for characters of all levels.

Think the planes are just for high-level characters? The Planebreaker opens the way to characters of all levels. You can even begin your campaign on the Planebreaker, with character species and subclasses from the Planebreaker itself and the many realities it has visited. Inkarnates, for example, are tied to another dimension of being. Unlike genasi and assimar, that connection isn’t to a specific extraplanar race, but rather to a particular concept, such as uncertainty, belief, or being. Inkarnate are winged, their wings literally formed by glyphs representing this concept—glyphs that power their special abilities.

Another example is the traveler, a character born of another species but somehow planetouched at birth. Travelers are marked by a fragment of a cosmic map, etched tattoo-like on their skin. This is a source of power, but also of an unending yearning to explore.

Characters of any species can adopt planar subclasses such as the defacer wizard (who calls upon nightmares to gain terrible powers and an aberrant familiar); the shadow-stitched rogue (who has traded their own shadow for that of an extraplanar creature); the chaos blade fighter (who wields a weapon drawn from elemental chaos); or the cosmic judge warlock (whose pact is made with the spirit of the multiverse itself!).

Path of the Planebreaker opens the full range of planar exploration to low-, mid-, and high-level characters.

This book includes:
* The Planebreaker and its fascinating city of Timeborne—home to refugees, planar travelers, and residents from across the planes. Base an entire campaign in Timeborne, or experience its intrigues as you pass through.
* Dozens of exotic planes to explore. Venture into the Citadel of the Fate Eater, get lost in the Grove of Crows, or find despair in the Tomb of Tomorrow. They’re all connected by the Path, a sort of interplanar road that trails behind the Planebreaker.
* Two exciting, plane-hopping adventures that make it easy to introduce PCs to the Planebreaker and planar travel.
* For the GM: new creatures, NPCs, cyphers, and artifacts.
* For the players: new playable species descriptors, foci, and abilities (in the Cypher System version). Play a changeable chimeran, a Shadow-Stitched rogue, a cleric of the Multiverse domain, or a concept-embodying Inkarnate who wields a chaos blade!

By Bruce R. Cordell, Sean K. Reynolds, and Monte Cook

240-page hardcover

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66.00 €
Planar Character Options (HC)
Planar Character Options (HC)

Planar natives, multiverse explorers, and those touched by mysterious forces leaking through from the planes: these characters are shaped by backgrounds and experiences unlike those found in more conventional environs. From a Warrior who Strikes With an Amethyst Fist, channelling power through a psionically resonant prosthetic, to a traveller character with a mysterious cosmic map imprinted on their skin, to a character with the Limbo Touched ability, who can change objects at will—characters with ties to the planes are just a bit different.

Planar Character Options is brimming with new material and new choices to create and advance characters shaped by contact from beyond, including:

* Over two dozen new species descriptors, planar descriptors, and foci. Play a Cosmic Rambler, Crossplane Refugee, or Reformed Fiend, who Aspires to Angelic Perfection, Is Pledged to Annihilation, or Wields a Chaos Blade.
* Scores of new character abilities that can be integrated into any Cypher System game. Build or modify your own types, descriptors, and foci to bring a touch of the transdimensional to any campaign!
* Dozens of cyphers and artifacts from, or affected by, the planes. Wield a soul net, reality tuner, or crow’s eye.

This is an inspiring companion to Path of the Planebreaker, but you don’t need that book to enjoy everything this tome offers. This book duplicates some material from Path of the Planebreaker (so players can find all character-related content in a single place), but most of this book’s content is new and not duplicated from that title.

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36.00 €
Stealing Stories for the Devil
Stealing Stories for the Devil

Preview the Primer.

Stealing Stories for the Devil is a zero-prep fast-paced tabletop roleplaying game by legendary designer Monte Cook, in which you save existence as we know it by bending reality to carry out the perfect heist.

The perfect heist
Getting in, getting out. The disguises. The smooth-talking and careful bluffs. The stealth, the hacking, and—when the moment requires it—the quick action. And above all, the beautiful plan, so carefully researched and crafted.

Oh, you’re good at it. You and your friends, you do the impossible. It’s never as easy as it seems (not like it ever seems easy), but you pull it off—every time. And you look good doing it. Bond? Ocean? Neo? Yeah, they’re OK. You’re the real deal.

Because you’re not just master thieves. You’re master thieves from the future. And better yet: you’re Liars—a special kind of liar, a kind whose lies come true. When you lie to reality, you change it. A lock someone forgot to check. A guard who looks away at just the right moment, or a getaway car that somehow goes just a little bit faster than it can. If the mission isn’t going right, you change the rules. You take control of reality itself.

And that’s good. Because you aren’t the only liars out there.

Someone else is telling lies, and they’re big ones. Like, end-of-the-world lies. Punching-holes-in-the-universe lies. It’s not clear who they are, what they want, or how they’re doing it. What’s clear is that if you don’t do something, it’s all over. As in, all over.

Who’d have guessed you’d be the ones saving the universe? But hey, you always find a way to come out ahead, and this is no different. Because it turns out that each time you fix a little bit of reality, you get to take a touch of its essence for your own uses—and it’s powerful stuff. Grabbing that essence and making it your own? We call that…

Lying: It’s the Best!
Deceptions. Fabrications. Misrepresentations, shall we say? Yeah, you probably tell plenty of those, but that’s not the cool stuff. No, we’re talking about your kind of lying—when you lie to reality. Because here’s the thing: It always works. The guard gets too caught up in her Sudoku game? You say it, it happens. There’s road work blocking the bad guy’s getaway route? Yep. A massive blackout plunges all of Paris into darkness? Sure. Reality is your plaything. If you can think it, it happens.

That’s not to say that lies have no consequences. Lying is stressful, and the bigger the lie, the more stressful it gets. Small lies? You can usually pull them off without much cost. Bigger lies can actually hurt you. Lie big enough, and you could pay the ultimate price. So blacking out all of Paris is a pretty dangerous ploy—unless you happen to know some specific weakness of the grid. Some tiny little lie that sparks big consequences.

But, hey, you’re great at that sort of thing. That’s why you’re the one saving reality!

Did We Mention You’re from the Future?
Yep. A future that might not even exist, if you can’t fix the now.

The 31st-century interdimensional exploration ship Celeste has returned to Earth—but something is definitely wrong. You’d had inexplicable problems aboard the ship, and seen increasing reality decay in the dimensions you’d visited. When the Celeste returned to Earth’s orbit, things were downright catastrophic: You found yourself in ancient history—the 21st century to be exact. Even worse, this ancient Earth is increasingly riddled with anomalies. Improbable things are happening, and the Zones of Improbability are growing in both size and number. The stress is literally tearing reality itself apart.

These Improbability Zones are places where reality has taken a sharp right turn. Perhaps inanimate objects in downtown Cincinnati are randomly transforming into different objects. Or people in Manchester keep running into doppelgängers of themselves. There’s always some objective that should return reality to normal—most often a seemingly innocuous object that must be removed from the Improbability Zone. Whatever’s causing the reality disruption is somehow keyed to that object.

Fortunately, getting your hands on other people’s objects is your forté!

Building the Perfect Heist
Heists are hard. The most beautiful jobs rely on meticulous planning and perfect execution. And even then, some wrench always seems to get thrown into the works. An unexpected twist (or three!) that throws the whole plan into disarray. But you’re pretty awesome at pulling it all back together and coming out on top—with panache!

How do you do it?
A heist in Stealing Stories unfolds in three Acts. In Act One, the GM and the players work together to create the heist—the scenario and the plan, together at the same time. The GM starts the mission briefing with the objective and location, like: “The key is a thumb drive kept in an office building in the middle of Dallas.”

Then the group starts building the plan, suggesting elements that fit their strengths. If a PC is good at climbing, crawling, and getting through tight spots, the player might say there’s access to the office suite via the air ducts. But then the GM steps in with a complication: “Yes, but there’s no vent access from the ground level. They connect to the roof.” The players suggest a stairwell, fire escape, or access from a nearby building, and the GM adds in the security cameras, patrols, or other complications. In this way, the players and GM work together until they’ve created a detailed scenario, and an equally detailed plan, all at the same time.

Once you move into Act Two, the action starts. You’re good at what you do, but the universe doesn’t always play ball. You’ll call on your excellent skills, your wits, and your lies as you overcome the challenges you foresaw in your plan. But there’s always more to it than that, right?

The GM will throw a few Twists in here and there—things that no plan, no matter how careful, can fully anticipate. And then there’s the Turn: The moment where the mission goes in a surprise direction. Maybe there’s another team after the same thing. Or an unrelated emergency nearby puts the authorities on high alert. A storm rolls in, or a fire breaks out, or the target isn’t where or what you thought it was. Suddenly, everything is different.

It’s time to think on your feet!
In Act Three you close in on success (or at least a conclusion!). The stakes are higher. The results more definitive. Your actions are bigger, bolder, grander. It’s now or never.

But you’ve got even more at your disposal than wits, skill, and lies. Mission Cards give players an additional resource for playing heist-savvy characters. One might reveal that you brought a special tool perfect for the situation. Another might let a story from your past pertain to this one, making the current challenge easier. A third might provide a way in which your character is prepared or knowledgeable for the situation at hand (even when you, the player, are not). It’s all part of a game that makes the perfect heist come together.

A Zero-Prep Roleplaying Game. Really!
Prepping to run Stealing Stories for the Devil is easy—because there’s literally zero prep work. You start the session with a few key pieces of information, then build the scenario with the players in Act One. If you and the players are already conversant in the rules, you can all be playing within five minutes.

Stealing Stories for the Devil contains all the rules you need to play—and more importantly, the structure and resources that make a collaboratively created game session amazingly easy, fun, and successful with zero prep. Everything you need is included in the game.

That includes powerful GM tools. Loads of resources, ideas, and inspiration let you take the scenario you’ve created with the players and, in minutes, layer in the details that bring it to life. The game includes dozens of maps, images, NPC generation tools, Twist ideas, and more. Easy-to-use reference materials let you quickly answer the questions that come up for the scenario, like “How long will it take for the fire department to show up,” or, “What happens when the shaft is jammed with debris?” It’ll seem like you prepped for hours!

A Campaign Full of Astonishing Twists and Turns
A one-shot can be a fun way to play Stealing Stories for the Devil—and its zero-prep nature makes it ideally suited for a spur-of-the-moment game. A one-shot game is going to feel like a typical heist tale (think of films like Ocean’s 11, Heist, The Italian Job, etc., or television shows like Lupin or Leverage) with just a little bit of sci-fi.

But as you might have already surmised, there’s more going on here than meets the eye.

Stealing Stories gives you a fascinating meta-plot, filled with as many surprising twists and astonishing turns as any individual heist. It takes the PCs through a “season” of gameplay as they come to grasp the big picture and discover what’s really going on. You can also run an open-ended campaign, taking the story in any direction your gaming group desires.

The core twelve-heist season begins like a standalone adventure, but quickly introduces mysterious forces at play, delivers surprising twists, gets stranger (with more science fiction/science fantasy elements), and ultimately reveals the cause of all the reality disruptions. And the characters grow and develop, as each time they successfully return reality to its natural state, they gain a little of its power for themselves.

But you aren’t limited to the core season. As with most RPGs, an open-ended campaign can take on whatever style the group desires, focused more or less on the weird sci-fi elements as they wish. (You could, in fact, remove all the reality-changing aspects of the game and just run a standard, modern-day heist story.)

Everything You Need in One Box
Stealing Stories for the Devil contains everything you need to play with zero prep: The rules, resources, and game components, all in a handsome box.

Contains:
* Liars (the primary rulebook)
* The Devil (the GM’s book full of background information, secrets, and the twelve-heist season of games)
* The Stories They Steal (a GM’s reference book filled with resources and information—super handy for running heists on the fly!)
* Twist, Turn, and Mission cards
* Dice
* Character and reference sheets for the players
* Dozens and dozens of maps, handouts, and other resources

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84.00 €
Strange: Cypher Chest
Strange: Cypher Chest

Created as game aids to easily randomize and track transient items for The Strange, the Cypher Deck, XP Deck, and Creature Deck are now available in a single, easy-to-shelf package!

Creature Deck
99 Strange, scary, dangerous, and just plain weird creatures from the Shoals of Earth!

Build encounters quickly and easily, or create them randomly on the fly. Then give your players a look at their foes before plunging into combat.

The Strange Creature Deck contains 99 of the most commonly encountered creatures from the shoals of Earth, drawn from both The Strange corebook and The Strange Bestiary. When you need to build an encounter (either when prepping your game or at the gaming table), simply draw a card from this deck. You’ve got basic stats (with a reference to the corebook, for full stats and info) on one side, and an image to share with your players on the reverse. Even if you don’t choose cards randomly, you can still pick out the ones you need when prepping for your game–you’ll be astounded at the time you save!

The Strange Creature Deck saves oodles of time when prepping for your game sessions, and even more time when you need to create and run an encounter on the fly. And who couldn’t use a bit more time for the actual gaming?

Cypher Deck
Save time at the game table and in prep with these super-handy cards!

In The Strange, a cypher is a small device that can create a single, often spectacular effect. A cypher may look ordinary, but each one is something special—a manifestation of the Strange that we don’t fully understand. Players will regularly use cyphers to accomplish their missions. Hoarding cyphers is imprudent and a waste of needed resources; replacement cyphers are always around the next corner.

This deck of 120 full-color cards allows GMs and players to randomly generate cyphers on the fly. Twenty item cards describe the physical form the cypher takes, depending on the laws of the recursion in which it appears, while each of the 100 power cards offers multiple power options to match the device. Skip rolling on the tables and save time and effort, at the game table and while prepping your game, by simply drawing a card, which you can then hand to your player to keep until the cypher is used!

XP Deck
Track and trade XP without wearing a hole in your character sheet!

In The Strange, exploration and risk are everything. Players earn experience points not for killing monsters, but for making discoveries and facing unexpected challenges. You might rack up your XP between sessions, but most commonly you receive experience points during play, when events take an unexpected turn or you make a remarkable discovery. And XPs are a sort of currency, often changing hands between players.

The Strange XP Deck gives you a set of tangible tokens to represent experience points. They’re great for granting, tracking, and trading XP, and the card format makes your tokens easy to slip into your book alongside your character sheet between sessions. This 30-card deck is a useful, elegant tool at the game table.

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36.00 €
Strange: In Translation
Strange: In Translation

Character Options for The Strange

I’m a Meticulous paradox who Builds Robots
I’m a Jovial spinner who Pilots Starships
I’m a Sharp-Eyed vector who Channels Sinfire

Translating to a new recursion? It's not just about visiting, it's about becoming a part of it. About becoming a different version of yourself.

The Cypher System has one of the most graceful and imaginative character generation systems ever brought to roleplaying games. Focus, descriptor, and type create a sentence that elegantly descibes your character and lays the mechanical foundation for your abilities.

Now players have new options for character generation. In addition to new descriptors and foci, In Translation: The Strange Character Options offers new moves, twists, and revisions, the signature abilities of vector, spinner, and paradox characters. With the game’s world-hopping, character-altering setting, The Strange players are always in the market for new character abilities. In Translation: The Strange Character Options gives them what they want!

Players want options, especially in The Strange, where their character: foci can shift with each new limited world they visit. Character options are what In Translation delivers! This book provides a bounty of new material and new choices to help make character creation, and translation, even more fun, more interesting, and more varied.

In Translation: The Strange Character Options gives you:
* More than fifty new abilities for the three character types. Explore new moves for vectors, new revisions for paradoxes, and new twists for spinners.
* New descriptors, bringing the total number to more than thirty. Choose from options like Addicted, Crazy, and Slacker (because sometimes a character is best defined by a negative trait) as well as many standard descriptors like Introverted, Kind, and Jovial.
* Dozens of new foci, bringing the total to more than sixty available as characters translate between recursions. New foci include Builds Robots, Calculates the Incalculable, Casts Spells, Grows to Towering Heights, Pilots Starcraft, and more.
* Options for advancement beyond the sixth tier.

Softcover, 8.5” x 11”, full color, 96 pages

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30.00 €
Ten Years of Adventure (HC)
Ten Years of Adventure (HC)

Celebrating the tenth anniversary of Monte Cook Games, the 212-page limited-edition hardcover collection Ten Years of Adventure brings you ten exciting adventures for Numenera, the Cypher System, and The Strange!

Explore our fascinating worlds with fan-favorite adventures chosen from a decade of official MCG Gen Con events. Despite their popularity with GMs and players, these adventures have never before seen print. (The one exception—Tyrant’s Key—appears here in a special version optimized for a four-hour one-shot game, and gives you pregenerated characters not included with the adventure’s original appearance in Path of the Planebreaker.)

From fantasy and sci-fi one-shots, to multi-party mega-events, to highly replayable horror adventures, this book delivers an amazing assortment of great gaming experiences from masters of adventure design. This is a limited-edition hardcover available in limited quantities for a short time only.

Ten Years of Adventure collects these adventures into a 212-page hardcover with downloadable handouts and pregenerated characters:

NUMENERA:
* “Forgetting Doomsday” by Shanna Germain
* “The Hideous Game” by Monte Cook
* “Shards of the Looking Glass” by Charles Ryan (Gen Con 2022 adventure not yet published)
* “The Skein of the Backbone Bride” by Shanna Germain

CYPHER SYSTEM:
* “Assault on Singularity Base” multi-party adventure by Sean K. Reynolds
* “Castaway” by Charles Ryan
* “The Infinity Shift” by Dennis Detwiller
* “The Takings” by Charles Ryan (Gen Con 2022 adventure not yet published)
* “Tyrant’s Key” by Bruce R. Cordell (also presented for 5E; Gen Con 2022 adventure not yet published)

THE STRANGE:
* “The Eschatology Code” by Bruce R. Cordell

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60.00 €
We Are All Mad Here (HC)
We Are All Mad Here (HC)

“You must be mad,” said the Cat, “or you wouldn’t have come here.”

Jack climbing the beanstalk. The little mermaid finding her voice. Alice struggling with the madness of a place unruled by the laws of reality. The queen. The child. The woodsman. The knight. When you think about fairy tales, who do you become? Where does your imagination take you?

Fairy tales tap into myth and archetype, exploring the fundamental nature of the mind and of human experience. They’re filled with magic that’s big, bold, unexpected, and wondrous—and characters who, despite humble roots or broken foundations, achieve feats just as grand.

Run one-shots based on traditional stories or those of your own devising. Or build entire campaigns that take the fairy tale concept in whole new directions. We Are All Mad Here includes:

* A thorough exploration of the fairy tale genre: how it differs from conventional fantasy, how to build on common tropes, and how to bring fairy tale elements into other genres.
* Advice for running fairy tale games, including tips for one-and-done adventures reminiscent of fairy tale stories.
* Everything you need to build characters for fairy tale adventures. Become a Frumious Princess who Befriends the Black Dog, a Fragmented Knight who Feigns No Fear, or a Bewitched Woodcutter who Sheds Their Skin.
* Loads of fairy tale creatures and characters—specific names from tales you know, and archetypes you can use in any fairy tale game.
* The Heartwood, a complete fairy tale setting that draws upon the fictional concept of “madness” in a way that addresses our modern, realistic, and sensitive understanding of mental health. In this setting, characters touched with mental illness in the real world discover a realm where they are empowered, and the wild and imaginative adventures they have there allow them to find even greater strengths within themselves.
* An awesome index of fairy tale elements that makes it easy to find characters, cyphers, and mechanics individually, or to assemble all the components of a specific fairy tale.
* Three full-length adventures for use in the Heartwood or your own setting, plus two Cypher Shorts.

We Are All Mad Here is a setting and supplement for the Cypher System. It requires the Cypher System Rulebook for play.

By Shanna Germain

224-page hardcover

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60.00 €
Weird
Weird

Make every encounter, adventure, and even campaign more engaging, memorable, and fun!

Roleplaying games give us a chance to explore, discover, imagine, create, and face challenges. Our games shine brightest when they’re vivid, unique, and a little bit mind-bending.

So how do you make another room full of orcs, another space station full of aliens, or another dark cult really special? How do you make every game session truly new and memorable—a moment of real discovery and imagination?

You make it weird.

The Weird helps you make every encounter, adventure, and even campaign more engaging, memorable, and fun—no matter what game you’re playing.

From interesting to surprising to over-the-top gonzo—and even whimsical—these sorts of details fill your games with color and life. They engage the players, make encounters vivid and fun, and create moments your group will never forget.

And The Weird is full of them—literally thousands and thousands of specific suggestions you can pull straight from the book and inject into your adventures, encounters, and campaigns. Every chapter gives you advice on how to make a particular topic more interesting, then gives you literally hundreds of actionable ideas to run with. NPCs, creatures, places, magic items, gear, spells, abilities, names, appearances, backgrounds, plots, structures, vehicles—and yes, even player characters—each get a chapter. Make anything in your game more interesting!

Roll randomly or pick one you like. The ideas are sorted by level of weirdness (interesting, surprising, gonzo, and whimsical) so you can find just the right suggestion, and they’re organized by setting or genre type. Use these lists to make something normal into something weird, or build it weird from the very start. And of course the book provides guidelines and suggestions on how to insert the ideas into a campaign, a PC’s backstory, an adventure, or just a scene. Build a freewheeling campaign that’s totally over the top. Or add loads of interesting details to your down-to-earth adventures. Whatever your style of play, The Weird will help you make your game better.

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66.00 €
Your Best Game Ever (HC)
Your Best Game Ever (HC)

Not a Rule Book, But a Tool Book

We’ve all had them: games where the party clicked perfectly. Climactic moments when everything came together amazingly. Favorite characters everyone loved. Sessions and campaigns that became the stuff of legends—moments that were talked about for years! Sometimes, everything just turns out right. But why not every time?

You can make these games happen, and happen whenever you get together with your gaming group. You can make every adventure, every session, every campaign the most it can be. Your Best Game Ever unlocks the secrets of consistently awesome RPG experiences—for players and GMs.

Inside this gorgeous hardcover (perfect for your game table, but just as beautiful on your coffee table, too) you will find advice and suggestions for enhancing your RPG experience at the table and away from it. This is an insider’s look at everything that isn’t part of the game rules—building chemistry for a gaming group that really clicks, making a character you will love and remember forever, running engaging and exciting games your players will always look forward to, creating thrilling adventures, finding all the right ideas, hosting memorable game nights…and that’s just for starters.

Your Best Game Ever is not your typical RPG sourcebook. It’s not a book with adventures, spells, creatures, or magic items. It’s not a book for characters at all, but a book for players! If you play or run roleplaying games, this book is for you. Inside this gorgeous hardcover book, suitable for your coffee table or your gaming table, you will find advice and suggestions for enhancing your RPG experience at the table and away from it. This is an insider’s look at everything that goes into the hobby—finding a group, making a character, running a game, creating adventures, finding all the right ideas, hosting a game…and that’s just for starters.

If You’re an Experienced Gamer
You’ve been gaming for a while now. Maybe even years. You get the concepts, and you understand the rules. No one needs to explain the dice to you. Your Best Game Ever embraces the hobby you love, and provides real tips, immediately usable advice, and hands-on pointers you can use at your game table. You’ll find everything here from enhancing immersion, tips for running games online, creating characters with depth, worldbuilding, designing rules, dealing with personality conflicts that arise at the table, and more!

If You’re Fairly New to Gaming
Your friends play RPGs. You’ve maybe watched some streaming games, or given it a try a few times. You get the general idea, but where do you go from there? How do you really get into this hobby the way so many others have? This book will give you everything you need to learn how to choose the right game, how to fit into your game group or start your own group, and get you going on the fast track to being a great gamer.

Either Way, You’ll Love this Book!

Your Best Game Ever covers a range of general game topics, along with sections tailored to players and GMs. And this isn’t a stuffy book on theory, either. You’ll find loads of specific suggestions you can use every day to create better characters with their own interesting stories along with plot ideas, character ideas, real recipes you can make for game night (and spruce them up for your genre of choice), specific suggestions for music and ambiance depending on the genre, and hundreds of pages of other ready-to-use material. All bound up in a volume as complete, user-friendly, and beautiful as only Monte Cook Games can make it.

This 240-page book will enable you to become a better gamer. You’ll find ways to create and manage a great game group, tricks for game prep (and what to do if you haven’t prepared!), understanding and managing game balance, and taking everything around you and incorporating it as inspiration for your game.

Monte Cook, the principal author, has been playing RPGs for 40 years, and working on them professionally for 30 years. The MCG team, all of whom will be contributing, are an extremely seasoned group with a combined total of over 250 years of RPG experience. But we wanted to get an even wider and diverse set of experiences and points of view in this book, so we’ve recruited a team of folks that will provide feedback as well as their own contributions for the book.

This dream team of consulting experts includes:
Eric Campbell
Matt Colville
Luke Crane
Stacy Dellorfano
Tanya DePass
Ajit George
Jennell Jaquays
Eloy Lasanta
Tom Lommel
Matthew Mercer
Susan J. Morris
Alina Pete
John Rogers
Monica Valentinelli

The book will also feature comics and cartoons from:
John Kovalic (Dork Tower)
Vickie Lee (Dungeons and Doggos)
Aviv Or (Up to Four Players)
Brian Patterson (d20 Monkey)
Len Peralta (Geek-a-Week)
Alina Pete (Weregeek)
Stan! (10x10Toon)

Regardless of which game you play, how you play, or even where you play,Your Best Game Ever gives you a wealth of advice and a plethora of ideas. No RPG shelf should be without it!

240-page hardcover

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60.00 €

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