Roleplaying Books
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ia ia Cthulhu fhtagn!!!Review Date: 2005-04-19
Useful even to non-lovecraft fans...Review Date: 2005-04-03
That is amazing, considering exactly how LITE the rules system is. There are very few hard and fast rules, with almost everything being handled by percentile dice. The system is very organic, with characters increasing in skill by performing them.
The characters in a Call of Cthulhu game are more 'real' than some similar games from other companies. They have a great sense of depth due to the occupation system used. Also, considering how lethal combat is in the game, you are greatly encouraged to think your way out of problems.
One other area that has been found by my group to be important is the ease of transfer from one 'style' of play to another. Whenever we are wanting to run any type of realistic game set in any era, we always look to the Call of Cthulhu rulebook for ideas. So far, we have run a wild west game and several other genres using the rules in this book.
In his house at R'lyeh, dead Cthulhu waits dreaming...Review Date: 2004-06-22
An Unforgetable ExperienceReview Date: 2003-03-11
That old book, now tattered and yellowed with age, was read by my son and daughter, who now want to pass it on to my grandchildren. It's time for me to replace it with a new Penguin edition before is falls apart, totally!
Lovecraft's writing has many weaknesses, flowery language, poor characterizations and vague plots. I see all these faults now, but they never bothered me when I first read him. Women don't seem to be a part of Lovecraft's world, and that is a shame. His stories were too short to correct these faults. Modern full novels, in the Lovecraft tradition, like "The Riddle of Cthulhu," are written with many of HPL's faults corrected; like the inclusion, for example, of unforgetable characters, romance and a believable plot. Still, the "Call" is the source and the classic horror book. You must experience these classic stories, then move on to today's modern "Lovecraft Style" novels!
Yet another 5-star reviewReview Date: 2004-01-13
Some people will say the Basic Roleplaying rule-set is outdated. It's true that games like Unknown Armies and Godlike are pretty cool, and I know people who are using those rules for their CoC games. But just try introducing a newcomer to those rules, or getting someone who's only played D&D before to convert. They get dizzy, I tell you. Nope, for a simple, elegant rule-set that just about anyone can grasp right off the bat, Call of Cthulhu's Basic Roleplaying has still got it, after more than 20 years. The rules fade into the background, where they belong.
And unlike other games with their multivolume core rulebooks and endless splatbooks that you *need* if you want a fully fleshed-out campaign, everything you really need is right there in this one rulebook. Heck, every time Chaosium does a new edition, they comb all the supplements for spells, monsters, skills, and so on, and add them into the new edition--to save you time and money! Chaosium even printed the entire short story, "The Call of Cthulhu," in this edition, so newbies can get a taste of what it's all about.
If you've got an older edition of CoC, you don't need to buy this one--the rule changes are quite minor. Unlike D&D, a new edition doesn't make everything you already know obsolete--"editions" of CoC are back-compatible with older editions and old supplements. Chaosium does new editions to keep the book in print and to make it a little better every time, not to force the fans to spend money. I bought it because my old book was getting worn out, and I wanted a more durable hardcover edition. Now I can loan out the old book to players. But I'm really happy with the little changes, and it's nice to have some of the information that used to be in adventures and supplements all gathered together in one book.

one of my greatest paper/pencil RPG experiencesReview Date: 2008-04-28
Plenty here have praised the games mechanics, so I won't dive into that... ditto the excellent storyline (I haven't actually GMed a CP game in almost 10 years, and haven't played in five, yet I'll still flip through the rulebook every so often just to read about the local color and stories provided)
If the game has a downfall it is only in that the story lineage is a little dated by modern standards (although strangely prophetic). As 2020 is fast approaching us (being 12 years away as of this writing) much of what was theorized as being "part of the future" has actually come to pass: The internet (ok, not QUITE as they have invisioned it, but can it be far off?), cellphones, corperations wielding vast political power, even modern stem-cell research is a harbinger to the body limb-regrowth capabilities tauted in the game, ditto with cyberlimbs/prosthetics.
The game itself is still very much worth playing. Only now instead of a "dark future", the game has instead become more of a "grim alternate reality"... or alternately, you could just move the game's story ahead 20-30 years and adjust accordingly :)
I highly reccomend it. If I could find another regular crew to play with locally, I'd be all over it!
Other BooksReview Date: 2007-09-03
Cyber Punk- a clasic, and still greatReview Date: 2002-01-06
This game does tend to drag with its role to hit/role to dodge rules, but it is more believable then any other game I have seen or played. The setting for Cyber Punk is OURT world, with OUR history. It is science fiction. We can look at our own lives, make few changes to the timeline, and see that it IS possible. In reality, these things would never happen, but in the game, it is easier for us to adapt to this new world because it is so close to our own. Realy, what has changed? The world has met a sort of anarchy, like in Mad Max. The government is now run by Corporations. Bionics are common enough that you see people with mettle limbs on a regular basis. This world is more real then any other I have seen, and this makes more believable. Since it is more believable it becomes easier to enter your charactor and enjoy the game.
If I had to rate all the games I have played, I would put this on tope, even with its long combat and ineffectiveness with machine guns.
CP:2020Review Date: 2002-12-02
If you like CP:2020 check out the CyberSphere MOO, well coded and reasonably closely based on CP.
Telnet on over to:
cs.vv.com:6969
or
cs.vv.com:7777
The sound is like tracers through flesh...Review Date: 2001-11-30
Slim-line, fast, flexible, simple, expansive, effective. All words that describe Talsorian's game mechanics - it simply does not get any better.
As for the universe - this is a REAL world of darkness. No bright dawn, no happy ever after. Only your wits and tech, style and edge. No right or wrong, only power and death, a world of grey areas that seems only just around the corner.
If you are a gamer and you don't have this - get it now.
If you aren't a gamer but love the Dark Future setting, it's worth it.
Magnificent.

Used price: $34.68

An excellent adventure.Review Date: 2002-05-21
There are two main features to this module that I enjoy the most:
1. Encounters are challenging.
There appear to be very few of what I call "fluff" encounters. Most of them fully challenge the abilities of our group. In this respect, it gives everyone a chance to contribute to the success of the encounter, not just the fighter type characters. Rouges, wizards, clerics and bards can all play an important role. (Our bard has been especially helpful.)
2. Role playing opportunities.
This adventure is not just a dungeon crawl with only combat. There are a number of encounters that can give the player characters a chance to practice role playing.
I'd rather not say much more, because I don't want to spoil any surprises. I'll just add that there appear to be some plot lines that could extend beyond this adventure. Perhaps WotC is planning a sequel?
an adventure all nighterReview Date: 2002-09-28
I just got this book and it kept the players wide awake all night long.
The enemy encounters are real challenging and you should be well prepared.
The plots, items, spells, and new templets are great.
This will get you WAY up after you have finished.
This book, its worth EVERY cent!
regards,
A satisfied costumer
Definitely Worth The TimeReview Date: 2002-06-18
Great Adventure, Spotty campaignReview Date: 2003-05-20
Excellent product, but be carefulReview Date: 2002-07-05
DMs should remember before running this adventure that it is intended to be the backbone of an entire campaign, and if you run the entire thing, it most certainly will be just that. After conquering the Temple, your PCs will have saved the world (hope I'm not spoiling this for anybody), and the question for the DM is simply: Where do I go from here? Frankly my PCs are a bit disenchanted with the entire "Save the world, um, again" theme. I'll still give it five stars since it is the best module available as far as content is concerned, just make sure you want your campaign to be remembered as "When we did the Temple of Elemental Evil".


Delta Green, back in print!Review Date: 2007-06-26
Best game everReview Date: 2006-11-22
Delta Green- Best RPG book Ever?Review Date: 2005-11-30
The book is curently out of print, but I understand that it will be reprinted in 2006 as a hardcover with d20 rules. Anyone wanting to write or publish an RPG should read this book and use it as an example. A MUST.
Second Fiction Anthology for Award-Winning DELTA GREENReview Date: 2004-11-15
Dark Theaters has some fairly lenghty short stories, designed to flesh out the world of DELTA GREEN. Some clues and hints are elaborated on; what exactly happened during the fabled raid on Innsmouth in 1928? What was the final mission of Gen. Fairfield? We find out more about the summoning by the Karotechia that was a dress rehearsal for the end of the world, but the entirety of the episode remains tantalizingly removed.
Dark Theaters, like the rest of DELTA GREEN fiction, is about what it means to be human. Or not human. The monstrosities which are called up and cannot easily be put away serve to highlight our humanity. But in the end, humanity is just short-hand for a fundamental incomprehension of the universe. We are carrying on a rear-guard action against reality, buying our fellow-man time for ... what? To say that humanity loses in the end is to pretend that there are other players, rules agreed upon, some validity to having tried and lost. Life is a game of solitaire, and we're not playing with a full deck. All is meaninglessness, a blowing of the wind.
And yet humanity means staying in the game. Like Lucifer, the real patron saint of lost causes, we know that we will lose and darnit, we are going to keep playing the hand we were dealt. It gives meaning to life, death, and the passing of the seasons, the sacrifices we have made and those we have sacrificed, to play by the rules, even if there aren't any. So let us cheer for the hero and jeer for the villain, and not go gently into that dark night.
Best CoC Supplement, possibly best RPG book periodReview Date: 2003-07-22
Delta Green revitalizes the Call of Cthulhu milieu in two ways. First, it plants the setting squarely within our time, developed from a backstory that starts in 1929 and gets downright spooky in 1947. Eldritch horrors still stalk humanity from beyond - only now the entities that menaced the 20's are content to scheme behind the scenes. Unfortunately for the Earth, some humans are content to betray us all for the ephemeral promises dangled before them. These men are not the frothing cultists and brute savages of Lovecraft: they are scientists, priests, and four-star generals. Plus there are new foes and surprises to keep jaded players guessing.
Second, there is finally a good reason for unusual characters to find themselves allied against the dark. Will a cop balk at sharing forensic evidence with a detective, a journalist, and a Marine? Not anymore. All the PCs are members of or friendly to Delta Green, an illegal conspiracy operating within the federal government. Of course, it's not the ONLY illegal conspiracy operating within the federal government. While Delta Green has adopted the sensible tack of trying to blow away every Mythos problem they encounter, its opponents are convinced that some mysteries can be studied, contained, or even harnessed for their own use.
That's just an overview. There is so much to Delta Green that any gaming group interested in conspiracy-style RPGs could find something useful. There are sections on U.S. government agencies, modern firearms, and mind-blowing adventures that are not for the faint of heart.
With Delta Green, CoC players can feel more confident with a nice gun in their hands, and the assurance that a backup team of ex-SEALs in on the way. Their characters will still die or go insane, but at least they should enjoy the ride.

Most unique role-playing system out there.Review Date: 2005-09-22
Cosmic Horror in the Old WestReview Date: 2006-03-18
The year is 1876, and the American Civil War is still going on. Why? Because on July 4th 1863, a group of Indians crossed over into the spirit world and opened the door for hostile being to move from thier world to ours. Our fear is their currency and they are on a spending spree. California fell into the ocean, revealing deposits of something called Ghost-rock. It burns practically forever (imagine that as a power source), but wails like a banshee as it does. With the renwed power of the Indian tribes and the loss of California, the USA and CSA are at a standoff against each other. meanwhile, the released spirits are wreaking havoc and the deaD RISE AGAIN. Some of these things you can't shoot; that's where it helps to know how to handle the cards. That is, you can cast magic with a deck of cards if you know the right moves. Sometimes having religion will give you some supernatural tricks to pull too. As a setting, DEADLANDS is just incredible and has a lot of fascinating stuff going on.
The mechanics: As an old AD&D player and then a Cthulhu player, I had trouble understanding the mechanics. After having looked at a White Wolf product for the first time, I now understand that the mechanics of DEADLANDS are the World of Darkness dice pool with some proto-D20 aspects and a card-playing gimmick attached.
I think the basic concept is that you have a dice pool based on either your skill OR your attribute. However, the die-type ranges from d4 to d12. Your attribute is determined by a card draw; the value of the card determines the die type and the suit determines your pool size. If you get an "ace" (best number on a die), you roll again and ADD the rolled to the base. Your best value counts in a dicecheck against a target number chosen by the GM (this sufficiently reminds me of a DC that I'm interested in the d20 version as well).You have wound levels that track your health and you use experience to buy up your dice pool. You have merits and flaws and taking more flaws gives points to start your character with. Sound familiar?
The card playing motif returns for initiative (you draw cards for actions in a turn and follow order) and magic (the strength of your effect dpends on the poker hand that you draw). You also get fate chips, which allow you to add dice to your dice pool. There are also some color plates that show an archetypical character; this was a big help in figuring out character creation goes.
Content: A lot of the book is spent on mechanics (about third). ANother third is 1-2 page descriptions of character "classes", including being undead. Unfortunately, these are very short with minimal information on anything (obviously, you should buy all the splatbooks). My big beef is the huckster (spellcaster). For the hex to work, there is a minimum poker hand that must be drawn. Usually this is 1 pair or higher. Frankly, it's not that easy to get a pair without extra cards. I believe that the power level was raised in future splats, but the huckster seemed somewhat ineffective of a character.
The last third is for the GM only and tells of the ssecrets of Deadlands. Overall, a good section.
So to summarize, The Good, The Bad, The Ugly
The Good: very innovative concept, looks fun to play, great atmosphere. I like the fate chips (although I would make them more powerful; white rerolls one die, red choose a value for 1 die, blue allows a change of reality that is small, like the villain's holster is still buttoned or the character remembered to bring his pocketknofe after all).
The Bad: many aspects not well explained; more samples of rolling dice for different situations needed. Hucksters' magic seems ineffective
The ugly: EVERYTHING requires buying another splat, and the book is so vague, and the metaplot requires keeping up with the releases. Wait, who published this again?
Anyway, DEADLANDS was a fun read and looks exciting to play. If you are just starting, the d20 version might be more natural to the game but this version has many fun aspect, like drawing cards for attributes.
Deadlands: all roleplayers should try it, and like it.Review Date: 1999-04-30
It is the first time a Western Game has been good. And it will be hard to ever do better.
The French tinhorn with a Great name
new, innovative amazingly funReview Date: 1999-03-15
A totally innovative roleplaying systemReview Date: 1999-09-01

Used price: $0.04

Good book, but how many more do we need?Review Date: 2001-08-10
Thank The MakerReview Date: 2001-08-28
Wanna Buy a Used R2 Unit?Review Date: 2000-05-16
Another Life-SaverReview Date: 2000-02-11
At last, an essential 'Essential Guide'Review Date: 2000-05-27

Used price: $32.00

Greating Roleplaying GameReview Date: 2000-08-22
One of the best "unknown" games on the market!Review Date: 2006-05-24
This is fantastic. The game is excellent, the book is beautifull, and the layout is a big improvement. Sample characters have been included and the magick rules are greatly expanded. If you like gaming, get this book. If you like mythology, get this book. If you like modern fantasy or horror, get this book. In general, get this book . . . even if you have the old black and white version, get this book!
One of the Best Modern Fantasy RPG's out there.Review Date: 2006-05-18
The full pictures utilize an etheral style that fully compliments the content of the book. I was especially enchanted with the pictures in the Ghul section, as they manage to be both horrifying and strangely beautiful.
The content is on par, if not better, than the art. The book's set in the modern era. Magic is every where, but hidden from the eyes of mortals, save for a few Fantasts and Magicians. In this world there are the eldritch, the magical races of the world. The Book of the Unliving details the Vampires (Immortal blood-suckers that everyone should be familiar with), Ghuls (Mortals who drank Annecro and earned immortality as zombie like creatures who must feed on the flesh of dead humans or face physical and mental degeneration), Revenants (Dead souls who returned from the grave and possessed another's body), Dead Souls (Ghost's who, for whatever reason, do not rest quietly), and Re-animates (think Frankenstein's monster), as well providing barebones statistics for 10 other Eldritch (which are more thoroughly explored in the other three core books).
Like the other Foundation books of the Everlasting series, the Book of the Unliving can stand on its own, having rules (With variations for freeform, dice, or card draw methods of play), advice for GMs (Or DMs, Or STs, as you prefer), supernatural powers for the various undead, information on the setting, and a flexible magic system (Fans of the Everlasting system will no doubt rejoice at the all new break down of magickal effects by category and magnitude).
This is an all around excellent RPG and should be in any modern fantast fan's collection.
An excellent and solid RPGReview Date: 2005-09-12
I found the rule system light and flexible but still with enough meat to give you a solid idea about your character and what he can do.
The system itself offers several dice and character creation systems, a card based (Tarot or other) system and also instructions for gameing without a game master.
Included is also a way to directly reward or punish players for their actions and also personal Ethos, Beliefs ,Outlooks, Passions and Relations to further define the Character.
The overall Background is a world in between our "normal" World, called the "Reverie"(along with several other Planes of Existance) where supernatural beings of all kind and color dwell and carry out age old conflicts among each other. What appears to us a spooky abandoned house might be a huge Victorian Manor, the palace like dwelling place of a Revenant in the Reverie, a small patch of forest to us is a primeval forest where creatures straight from a fairytale live...
Each of the four foundation books provides an entirely different tone of play, with a set of supernatural creatures described in detail, magic paths and planes of existence that belong to the topic the book aims at.
All the Beings from the other Foundation Books are described
with their basic traits, enough to give the Gamemaster an idea how to describe and play those beings.
The Book of the Unliving introduces you to the dark, bleak, "gothic" world of all things Undead:
Vampires (Predators out for blood who can run the whole range from the beastial to the smooth and refined upper crust "party animal") and many of their "Bloodlines"
Revenants (ghosts that one way or another made their way back from the afterlife by takeing over bodies, living or dead, they sustain themself by draining the life force of others, ageing mortals, withering plants...)
Dead Souls (Spirits of the Dead,Ghosts) and the societies they created in the Underworld
Ghuls (people that drank from an ancient elixir that provided them with both, immortality and a decaying body and/or soul, who must feed on raw flesh to keep their bodies from Degenerating) dwelling in Tunnels and Crypts, living their unlives as outcasts even among the other supernatural beings.
Reanimates (Artifical Beings, crafted from Bodyparts, a fusion of dead flesh and metal, or entirely inorganic like Clay or Stone)
The plane of existence described (beside the Reverie) in this Book is the Underworld, dwelling place of the Dead Souls, with its most important places, rules and basic politics.
To sum it up:
With about 20 years of role playing experience under my belt I am delighted by the style of The Everlasting. The system supports many tastes, rule and background wise, without being too thin on one and too thick on the other. I can only recommend that you give it a try with the foundation book that most suits your taste.
Superior in every way to the new World of DarknessReview Date: 2006-05-18
The rules system is either card/tarot based or dice based (which is presented side by side rather than stuck at the back of the book like a forgotten step child).
The presentation and layout is fabulous. The artwork is breathtakingly dark and atmospheric, and the setting is what I've come to expect from modern horror/fantasy: grounded in real world beliefs. As opposed to the attempts made in the new World of Darkness, it has much greater strength IMO.
In addition, the messageboard at Visionary Entertainment is quite active with the publishers interacting with fans. I have since come to find out this is the way it has ALWAYS been. That kind of product support is heartfelt and always useful. This game, in it's first edition, so inspired one fan that he bought the company and has been hard at work helping produce more material.
Highly recommended!

Used price: $3.43

A simple and brillaint RPGReview Date: 2000-06-28
This is a grand game, not only in terms of system, but also in scope. You are not slogging around odd underground defense installations finding monsters sitting in room with a king's ransom in gems; instead, you are part of a community and your interests are first in foremost in the esoteric study of arcane lore and magic. Assuming you are a mage. The Companion and Custos (Grogs) have a slightly different take on life, but they are lower down the Great Chain of Being.
This game assumes that in the Middle Ages the world was what people believed it was. Demons are real. God is above all else. Faeries are around every corner. Within this context, you, the player, are an anomaly -- a mage with great power, socially shunned (at best), but in the end subject to the world around you and the constraints placed on your magic.
The system is elegant, requiring only 10-sided dice. The magic system is magesterial -- huge, flexible, yet limiting the lesser magi until they have a chance to learn. Most of all, the game puts you within a real world and makes you feel enmeshed in it.
If you are looking for a truly fine RPG, this is it, hands down.
My favorite RPG!Review Date: 2001-04-18
The final stage in RPG evolution is here.Review Date: 1999-08-21
One of the Best Roleplaying Magic Systems ever!Review Date: 2000-01-14
This system is one of my favorite Magic systems ever. The game world is rich and the whole concept behind covenants and mundanes in mythic europe is an exciting one!
Curse of chronosReview Date: 2002-12-27
Unfortunately, the current owners of the game do not get all that. They seem to think that its supposed to be a "realistic" simulation of the middle ages: not that the middle ages are not intresting enough on their own, but that just wasnt the point of Ars Magica. Its name means "the Art of Magic", and it was supposed to focus on what was OUTSIDE the medival world: its cosmology was one never thought of in medival times. The main characters are outcast wizards, not, say, knights.
Also, i have a terrible suspicion that the current owners overuse of historical material is due to a lack of ideas of their own. Even the colours used in the game - books have become more grey.
One last thing: the rules have always been a bit heavy - going (even a simplified version of rolemaster can manage to be quite complex), but the basic dice system is easy and logical enough, so with a bit of practice a storyteller should be able to manage with a few general rolls. The fourth edition people should have kept most of them unchanged, i understand.

Other BooksReview Date: 2007-09-03
This allowed characters to be whatever they wanted without classes, or other such distinctions.
The best fantasy roleplaying game every producedReview Date: 2003-07-05
It is true, this was the best RPG system created.Review Date: 2002-02-06
One of the best RPGs ever published!Review Date: 2004-05-28
Chaosium should of held onto the rights for the system and the Glorantha world, rather than move into Stormbringer. The current Call of Cthuhlu rules are a version of these rules, but it can be a limited at times in it's scope due to the limits of the world setting.
Runequest, with all it's quirks and sometimes amateurish publications, firmly remains one of the best roleplaying systems I have ever seen, easily playable in any genre. With minimal adaption it can be played in a typical Tolkienesque style fantasy setting (I have played it in Middle Earth, and it works fine), but it's own world of Glorantha was just as rich, with more elements in common with Ancient Rome or the Norse sagas.
Any gamemaster worth his salt should own a copy of the Runequest 2nd Edition rulebook or the Runequest 3rd Edition Deluxe Rulebook - this is fantasy rolepaying at it's height, when roleplaying was a spirited past time, and not just another marketable commodity to try and rival the computer game industry as it is today.
Buy these books if you ever come across them!
Fantasy Role-playing the way it should have beenReview Date: 2001-06-22

Used price: $14.99

Greatest RPG setting ever.Review Date: 2004-07-31
I must add that this is a GM only book. Players SHOULD NOT read this.
Perhaps the best RPG setting! Ever!Review Date: 2003-09-18
The creatures, NPC's, government groups, timelines, and zeitgeist make for a truly unique gaming world. And it all ties together. The explanation of how Dark Matter makes all magic, science, and alien beings come to Earth is creative and a cover all for everything a DM can imagine. Everything from mummies and sasquaches to gray aliens, men in black, and bering demons all exist with beautiful justification.
I've gamed for over 20 years, and this setting(mixed with d20 Modern rules if you can't get Alternity) is the best I've ever seen. Buy it now before it's gone forever--even if you don't role play, the research into the secret things around and beneath us is so accurate and thorough, you could teach a class from this source. In fact, I teach a college course on the paranormal and unexplained, and I've had to turn to this book for clarification on a few real-world dates.
A fantastic source, and I hope the rumors are true that Wizards is considering a d20 Modern remake of the setting. Cross your fingers...
Best RPG in DecadesReview Date: 2000-10-17
Pure inspirationReview Date: 2000-06-27
If you are a fan of Science Fiction and plan to GM a science fiction game then you will find a lot of benefit from reading this book. If you are a player then DO NOT BUY THIS BOOK unless you are buying it for your GM, in which case DO NOT READ THIS BOOK. Inside are a million and one ideas for a Sci-fi game which will delight, intrigue, and possibly even frighten your players.
So what does it contain?
Lots and lots of detail is what. Ignoring the Alternity Fast Play rules for now and the small section on creating Dark Matter characters, the book is filled with descriptions, from the Hoffman Institute to loads of different conspiracies to the secret history of the world.
What else do you need?
The fast play rules are not adequate for a full camapign so the Alternity Players Guide and Gamesmaster Guide are probably essential. Otherwise all you need is your imagination (whatching the X-files, the outer limits, and Buffy the Vampire Slayer may help stimulate your imagination if decades of excellent science fiction hasn't).
Downsides?
As with any product this one isnt perfect, it assumes that the Hoffman Institute will play a part in your campaign (it does provide a small section on alternatives, though IMO the Institute is so well detailed that it would be shame not to use it in some capacity). It is also a little light on rules (though remember it is a Sourcebook rather than a Rulebook).
In Conclusion.
If you are getting tired of Fantasy or far future rpg's then this game might make a welcome change, and if played right can be a real pleasure to play. Dark Matter IMO might just be the saviour of the Alternity system (which is good news because the Alternity system is damn good).
Great RPG Setting for Near Future GamesReview Date: 2000-02-29
This book is a great resource--from the Freemasons to the United Nations "New World Order", virtually any conspiracy or paranormal activity you can think of is probably described in this book.
It is also well organized including a good fast play adventure to introduce the setting, and a second, slighly longer, adventure at the end to get GM and players in the proper (and paranoid) mood. It includes some new skills, perks, flaws, psionics, and arcane and faith magic in addition to the great deal of history.
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If you want real horror, ignore the WoD and make it Cthulhu!