Stargate Rpg Pdf Free Download
There are free pdf-files all over the Zhodani Base that you can download. They may be difficult to find. This is a page to collect them all so that you can download them for free. Chanjitl Light Fighter (10 tons) by: Bleddyn Wilson. Aanz Class System Shuttle (50 tons) by: Bleddyn Wilson. Kroie Class Tug (100 tons) by: Bleddyn Wilson.
THE COST OF STARGATE RPG BOOKS
Rationale
I have usually been a very practical person when it comes to the dollars and cents value of my entertainment. When I ran Stargate, I was still a college student and had been for several years, so I had no choice but to be frugal. The books were also fairly new, so finding them used or at a good discount was a quest in and of itself. Although I've had a bit more cash to spend since then, I still love a bargain and I still look for games I know I can run for years to come. Since Stargate is one of those games, let's talk about the costs of the Stargate SG-1 game products, such as they are.
Keep in mind that I have a coherent goal here. I want other folks to play this game. I had a great time with it, and so did everyone I ran it for. At the same time, however, I want people to know that there is more than one place to get these books, and there is more than one set of prices being asked for them. Before you look for these books you should at least know what the base list prices are. That way, you'll either know how much cash you'll be spending, or you'll know what to compare other prices to. You can pay less than the listed price for all of the Stargate books if you really want to; you just have to know where to look.
The Cost of Entertainment
For those who already play roleplaying games, the prices of most gaming books are of little surprise. There's a loose standard and it's only been going up for mainstream games. Most roleplaying core books are sold for approximately $25.00 - $50.00, with many recent releases at the higher end. Additional resource books will cost anywhere from $10.00-$25.00, depending on the type and the depth of the resource. The prices may or may not be considered reasonable, but these are the prices that many gamers are willing to pay. For outsiders, the upfront cost may seem steep, but great gaming books give a lot more than you might think.
First and foremost, gaming books are resources that extend well beyond themselves. They are used for their own content, but they are also used as guides for creating many other things: people, places, creatures, and so on. Gaming books help to keep ideas in order and to provide methods for game creation, but you can also take the bits you like from one setting and use them with an entirely different system. Some books also give you entire stories that you can use, either in whole or in part. You can keep these books for as long as you like and use them over and over again, for years to come.
The first game I set out to run lasted, on and off, for around four years (for more information on this game, see my Dungeons and Dragons site in the links section). My group consisted of five people for much the time. We played most weekends of our years together, and I referenced my books often when we weren't playing in order to work on the upcoming session. I did not pay full price for my set of the core rulebooks for D&D; as I recall I paid about half the standard price, with very decent prices for shipping. So, for roughly $45.00, I got three books that I used regularly to entertain five people for almost half a decade. Even if I had paid full price, it would have been about $95.00 for four years' worth of fun.
Wanna think about what we would have paid going to the movies every weekend? Living right up against Los Angeles, movie ticket prices have been anywhere from $10.00 - $15.00 per person..
The Products
The Stargate SG-1 core rulebook book is a tremendous resource. It has information you can use in Stargate games and other modern d20 games, as well. It is about 500 pages in length, in full color, with tons of content and some pictures and diagrams for reference. It also has a decent index for a book of such a length. What's more, you really don't need much else to play the game. You don't even have to have the Player's Handbook with you, if you instead use the SRD available for free through Wizards of the Coast. (See the links section for a link to a hyper-text version of the SRD.)
There are four other resource books that have been put out by AEG for the Stargate game. They are on the same nice paper and fully in color. They all present information that is not to be found in the main book, so it's not like you're buying redundant products. Most of these books present game mechanics for things that have been shown on the television show, as well as characters. All of the books have new information, however, and one of them (I forget now which) features extended information on vehicles, which is missing from the main book.
Sony did not renew its license with Alderac in 2005, so everything that was released for the Stargate RPG has been out of print since then. Many of the books had decent runs, however, so you can still find them used for reasonable prices. Two of the books are available as PDFs from Drivethrurpg, as well, which hints at how the world of roleplaying books has changed since the Stargate RPG came to an end. The physical stores where you might have been able to find second-hand copies are largely gone (though if you do find a local gaming store and they have used books, always check the racks). Drivethru provides previews of the PDFs it carries, so you can get an idea about whether or not you want them, but only two of the books are being distributed that way and only in PDF. It seems unlikely that we will ever see print on demand versions of the SG-1 books, but you never know, and many gamers will do just fine without physical copies.
The Prices
As of this writing, on November 12, 2013, I was able to find the following prices for Stargate roleplaying products available online*:
Stargate SG-1 Roleplaying Core Book
List Price: $50.00
Found at: $19.96 (for PDF only) at Drivethrustuff.com
Found at: $17.99 at Amazon.com
Found at: $19.07 Buy It Now via eBay.com
Stargate SG-1 Fantastic Frontiers Season One
List Price: $26.95
Found at: $10.31 at Amazon.com
Found at: $11.01 Buy It Now via eBay.com
Living Gods: Stargate System Lords (seems to be quite rare, out of print, covering the villains, and thus is ridiculously inflated)
List Price: $26.95
Found at: $57.50 at Amazon.com
Found at: $93.50 Buy It Now via eBay.com
To craft items from the Ancient Warfare mod you first need to unlock the relevant research in your research book. Put the research book in the top left corner slot of the research table then click on the 'Adjust Reseach Queue' button. When you select. Place theegrid and l begin (t. Research will be required and all Ancient Warfare recipes will be craftable in the normal workbench. Research is done only at the Research Station, which may be crafted in the normal workbench or in an Ancient Warfare engineering station. Research requires a Research Book, which is also craftable in the normal workbench. Ancient Warfare Mod for Minecraft 1.9/1.8.9/1.7.10 World. Find this Pin and more on tutorial by oscar. Water Strainer 1.10 y 1.10.2 Ancient Warfare Mod This mod is dedicated to bringing all sorts of ancient-warfare, Mod developers will be given a personal flair when confirmed. This is a tutorial on how to get Ancient Warfare 2 mod 1.12.2 for minecraft (with forge on Windows) This is a part of RUBY TUTORIALS - INSTALLATIONS OF MINECRAFT MODS THAT ADD ONLY (OR MOSTLY. How to the ancient warfare mod guide. Ancient Warfare adds NPCs which live in the same town as the player and work around, helping the player grow the town. You can turn your people into soldiers, archers, commanders, workers, and much more. You can lead your people on to battle against enemies. Ancient Warfare adds new items and blocks.
First Steps: The Stargate Unexplored Worlds Sourcebook
List Price: $26.95
Found at: $10.79 (PDF only) at Drivethrustuff.com
Found at: $15.00 at Amazon.com
Found at: $18.99 Buy It Now via eBay.com
Friends and Foes : Stargate Season Two
List Price: $26.95
Found at: $5.00 at Amazon.com
Found at: $42.98 Buy It Now via eBay.com E8-10 accounting.
* I do not claim that these prices are steady, or make any claim about supplies. These figures could easily change in any direction, or supplies could become limited. Please do your own searches so that you get the most current prices available.
A Suggestion
You will need the core book to play, but the extra sourcebooks are just that - extra. They are good for more definition and flavor, but you can play quite well without them. Watching the show again can reveal a wealth of uncovered ground and plot hooks, particularly if you expand your viewing to include Atlantis and Universe, neither of which were hinted at in the RPG. If you want to run Stargate in the later years, you'll also want to hit up guides to the show's later seasons since so much happened that the game did not get to cover. In addition, if you run other space-faring games, those books will likely have things that you can throw into Stargate, or you could take Stargate's millieu and run it in a different system altogether.
If you run the base game, it is important to have at least two core rulebooks within the group. One reason for this is that the core rulebook has an amazing amount of gear, and players can choose new gear once per mission. This can take a decent amount of time if there is only one book for the players to use. Another concern is that there are a great deal of different combat rules, feats, and skill uses that players may need to look up for certain situations. It's nigh impossible to memorize them all, but a PDF of the main book would probably be sufficient for a second copy.
I had this RPG when I was a kid. Post-holocaust and all thatTwilight: 2000 is a complete role-playing system for survival in a devastated post-holcaust world. Rules cover character generation, living off the land, encounters, combat, skills and skill improvement, medicine, vehicles, ammunition, trade and much more.The combat rules are a major breakthrough.
One general combat resolution procedure covers all types of combat: hand-to-hand, melee weapons, small arms fire and fire against armored vehicles. Once the basic three-step combat sequence is understood (Did you hit? Where did you hit? How hard did you hit?), combat is quick and easy to resolve, but the wide range of weapons values keeps the system rich in detail.The background to the war is covered in detail, and extensive material on the state of the world is included to assist the referee. The beginning adventure is actually a campaign and is the most complete adventure of its type to appear in a role-playing game. It not only gets you playing quickly, it provides many gaming sessions worth of encounters and andventures and then easily blends into your own campaign.Game charts are in a seperate chart booklet, and are arranged so that each two-page spread of charts contains all the information needed to referee one aspect of the the game (travel, encounters, personal combat, vehicle combat, etc.) so there is no flipping back and forth searching for the correct chart during play. From the referee’s point of view, it is a very user friendly game.
The backdrop for the game is great. It’s literally GDW’s Third World War wargame, two years after.
There’s a limited nuclear exchange but mainly the warring powers just exhaust their resources and can’t afford to fight any more, so the command structures fall apart. Eventually the US splits into competing civilian and military governments.
In what’s probably the most depressing addon for an RPG ever, GDW made an “” sourcebook for the US which described the effect of a famine a year after the original game that, well, kills everyone. The game world eventually becomes Traveller: 2300, where the French fight aliens.
No, really.The game system itself is kind of wacky though, but an RPG set in modern warfare without magic or uber defensive tech or whatever in general won’t work very well given how good we’ve gotten at the whole kiling thing. RobertSharp:Interesting extremes here. Some of you think the game is awful; others think it is terrific.
Anyone think it is just average? I haven’t played it. Still, I wish they would do this with other out of print RPGs.
I could use some of the Dangerous Journeys books.It requires a very good, imaginative DM and some concessions to reality (damage calc was sort of odd, IIRC), and being groovy with a percentile system instead of a d20 or 2d6 or what the Hell ever (a good DM could make great use of it, though, with the 1-5% always a Fantastic Success and a 95-100% always a Catastrophic Failure).And hey, it came out back in them Cold War days, y’know? There were several editions, as I recall, and not all of them were held in equal regard. So that might go part of the way in explaining the different reactions.
I picked up the Far Future Enterprises reprint of Twilight: 2000 v1.0 and several supplements in one volume: Free City of Krakow, Pirates of The Vistula, The Ruins of Warsaw and The Black Madonna.Frankly, I didn’t get much into the rules but I really enjoyed the flavor and description of the setting. The supplements were good too. It’s a rather unique sober and grim, without getting morbid or angsty, setting with alot of little military and cultural details that bring out immersion.
The rule system sucks If you want to read the stories and create your own adventure, use a better rule system at least.The modules are stories. That’s my main beef. They are highly detailed in the information you have, who you can meet, what they will find, etc. But there is no break-down of specific events. For instance, it might say, “You and your friends will meet Victor Yargos in a bar. He will try and convince the party that they should help him recover some information.” But it doesn’t have dialogue of what Victor would say, or what his responses should be, etc.
And it has no real segway. If the party doesn’t accept the offer, he is just supposed to follow them and nag them until they do. If they do accept, you have to come up with all the details of how they get from where they are now, to where they will be in five days. It’s cumbersome and clunky. Sure you can play it, you can modify it, but there are better games out there that handle it better. Now, granted, you might like this as a GM who wants full control of every conversation from opening to close. But then my question is, why even buy a module?
Why not base your game on a Tom Clancy novel?And if you see the vehicle or weapons guides, they have no real game information in them. It’s like looking through a JANES catalog. You might like that, but you could also find that information anywhere for free, and probably with more useful information than a sketch and a few lines that say, “A nice gun with a serious kick, ammunition is hard to find.” If you want to get real detailed, how about telling me the odds of it jamming up, what sort of units would be found carrying it, where exactly would someone find a Ruger sporting rifle in Poland?And, beyond all that, don’t expect a whole lot of combat unless you plan on cheating. Because bullets kill you, and there is no magic in this game. You get shot, your character dies, end of story. One decent encounter will lay waste to your team and leave you with mortally wounded characters.K.
It’s a rare group of players that doesn’t take some bait laid out for them. “So this guy comes up in a bar and wants to make you a deal.” What’s your average player response going to be? “Nah, my character doesn’t trust him so let’s do something else.” I mean, it can and does happen and in some games like Vampire or Amber: Diceless it might even be the right response more often than not.
But most player groups metagame a bit and work along with the GM - they drove over here, bought chips, have their sodas laid out. Now it’s time to play what the GM brung.But I actually like the deadliness angle. Makes players more careful and causes them to think tactically about situations. Some players might like this style more than others of course. Some guy who likes creating ubercharacters in Champions and knocking tanks through brick walls might not want to have to check morale or look for cover. There’s no right answer there as it’s just a matter of taste. While I haven’t played Twilight 2000 I have played Harnmaster and Morrow Project both of which had pretty harsh combat and damage systems.
Harnmaster did have magic but it was very, very, low-key compared to D&D stuff. Most healing was skill based and involved various herbs and ingredients rather than magic potion quaffing and spell-slinging clerics.Where a deadly system could very much suck is in the hands of already sadistic killer GM. But if that’s your problem, that’s not the system’s fault. Well, the same could be said about Rolemaster and other games with instant kills. I kind of like the idea of an instant kill because it keeps players from thinking combat first. Combat becomes deadly and meaningfulsomething to be avoided.
It would, however, be nice to have some way to bring characters back (or have them only SEEM mortally wounded, or whatever). But a GM can do that sort of thing if necessary for story, cohesion, whatever.Personally, I prefer percentile systems. There is more leeway than a d20 system. I still think Dangerous Journeys by Gygax is a GREAT system, even though it is uber-complicated. With the difficulty modifiers and the percentile skills (of which there are about 500), it is a very flexible system while still being very complete. If I could run such a game online, I would, but those complicated systems also make combat take a long time, especially in PBEM (or even chat).That reminds me, anyone around here ever do online PnP games?
I’ve always wanted to do one, but I have never found a good method. I have tried before, but only in a sort of MUSH format.