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Follow the links to pages with detailed information about each game.
Check out our digital store, Warehouse 23, for both print and PDF supplements – including PDF versions of out-of-print books!
A fun hack 'n' slash campaign challenges unique heroes with clever dungeons. To get the most out of your fantasy adventures, you need a game that lets you customize and perfect characters, monsters, treasures, and traps.
That's where the ready-to-play Dungeon Fantasy Roleplaying Game comes in. It harnesses the customizing power of the award-winning Generic Universal RolePlaying System (GURPS), and streamlines it so you have exactly what you need to take fully-realized characters on fantastic adventures.
GURPS has been the leading "universal" game system for almost three decades, and is now well into its fourth edition. You can roleplay in any background using just the
GURPS Basic Set . . . but we've released in excess of 250 other GURPS Third Edition supplements, most still useful with GURPS Fourth Edition, and there are over 150 GURPS Fourth Edition titles available, with more appearing every month, thanks to both print releases and PDFs sold by our online store, Warehouse 23.
GURPS continues to cover the broadest range of topics for roleplaying, anywhere! Some supplements – like
GURPS Dungeon Fantasy,
GURPS Horror, and
GURPS Supers – tackle genres. Others present historical material:
GURPS SEALs in Vietnam, and many more. And still others offer settings, from our own GURPS Banestorm and
GURPS Infinite Worlds to licensed properties such as the
Discworld and Vorkosigan
roleplaying games. To support all this, we offer rules expansions like
GURPS Martial Arts and
GURPS Powers, and equipment and vehicle catalogs such as
GURPS Spaceships, and
And because GURPS is one consistent rules set, from one professional publisher, all of these supplements work well together, whatever combination you pick. Buy GURPS books to play . . . or as sourcebooks for other systems . . . or just to read and enjoy.
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, o beleaguered Game Masters, for Robin D. Laws, noted game designer (Feng Shui, Hero Wars, Dying Earth, Rune) and columnist for Dragon magazine is here to help – with Robin's Laws of Good Game Mastering.
Killer is a live roleplaying game . . . of assassination. Watch your back. Someone IS after you. He may have a water gun, a rubber snake . . . or a cream pie. The rules explain how to kill your friends safely . . . without endangering bystanders or getting into trouble.
Journey through the off-kilter imagination of Sir Terry Pratchett in the Discworld Roleplaying Game.
There's a lot of unusual stuff on the Disc, but don't worry about getting lost – game author Phil Masters has crafted a roadmap to Pratchett-inspired storytelling.
Visit settings like the most dubious city in the multiverse, Ankh-Morpork. Intervene in the cultural interactions of trolls and dwarves (but watch out for flying axes). Campaign for goblin rights. Flee from an angry Swamp Dragon (two feet of mindless fury and high-explosive digestion). Even find out why the why the second-greatest lover on the Disc needs a stepladder.
In Nomine is a roleplaying game of Heaven, Hell, and the earth between them. Players become angels, demons, or their mortal allies, battling for the Archangel or Demon Prince they represent. Play it as a game of philosophical exploration . . . or for an evening of demon-bashing.
Toon is the Cartoon Roleplaying Game. Play out the zaniest adventures you can imagine . . . but even if you get blown up with dynamite or squashed under a steamroller, nobody ever dies. Great for parents with children, or for childish adults!
And for those who wish to mix the award-winning Munchkin into their Toon, we introduce Toon Munchkin!
Transhuman Space is a realistic near-future setting for science fiction adventure. Mankind . . . and mankind's descendants, both living and digital . . . are spreading through the solar system. From the hell of Mercury to the frozen gas giants and beyond, they trade, fight, and explore.
Written by professional occultist Isaac Bonewits, the only person ever to earn a degree in Magic from the University of California, Authentic Thaumaturgy describes how to create "realistic" magical systems for roleplaying games. It also reveals the "real magical" roots of Magic: The Gathering.
This book is a lot of fun to read! If you enjoy tinkering with your game's magic system, or if you just wonder what it would be like to be a "real" magic-user in this world or another one, this book will bring you many hours of enjoyment . . . and thought.
A number of our roleplaying books are licensed from literary sources. We've had others, but these are the ones in print:
GURPS Traveller brings the classic Traveller background to the GURPS system, in an authorized alternate universe where the Emperor Strephon never died and the glory of the Imperium remains undimmed! Steve Jackson Games offers a variety of sourcebooks for this popular setting.
The Vorkosigan Saga Sourcebook and Roleplaying Game, based on Lois McMaster Bujold's award-winning stories of the fragile yet unstoppable Miles Vorkosigan, his redoubtable parents, and his amazing allies.
Welcome to a comic-strip world where the golden light of science holds the promise of a better future for all humanity.
GURPS Casey & Andy is based on Andy Weir's hilarious webcomic Casey & Andy. The title characters are 21st-century mad scientists dabbling in time and dimension travel, instantaneous cloning, and increasingly complex apocalyptic doomsday devices. Apart from that, they live in suburbia with their girlfriends, Mary and Satan. Yes, that Satan.