Newsgroups: rec.games.frp.marketplace
Date: Thu,  3 Sep 1992 08:50:21 -0400 
From: "David M. Bartlett" <db0s+@andrew.cmu.edu>
Subject: GAMES FOR SALE

Here are some games and game related items that I have for sale.  If
interested, contact me via email.
 
 
COMMANDO        (Boxed Game)            (SPI)                $7.00
 
This simulates small unit commando actions from WWI to the present on a
man-to-man level.  It has two rules booklets, one that covers the
straight mechanics of the game as a "war-game" (movement, combat with
LOTS of different weapons, vehicles and animals, etc.), the other that
allows you to convert it to a role-playing game (let characters gain
skills and experience, allow for adventures between missions, etc.). 
The basic system assigns each character a certain number of Task Points
each turn, from which s/he chooses one or more things that they will do
that are "priced" according to the number of Points that have to be
expended.  Each of the six  full-color maps used for the various
scenarios has a DUPLICATE, allowing for "double-blind" adventuring if
you have someone acting as a game-master or referee--the player only
"sees" what his characters can see, and the positions of the enemy or
other obstacles don't appear until they can be seen.  There are no
counters:  the grid-squares on the maps are a bit small, and the game
suggests you get some washable plastic sheets and use felt-tips to plot
anything that can't be easily kept in your head a la an RPG.  Comes in a
box that is very-beat up, but usable.  (Also, I've used the maps for
various other RPG games).
 
 
RAID! (Zip-Lock Bag)                   (SPI)                $5.00
 
No, it's not about an invasion of giant cockroaches!  It is a small unit
(2-6 person per counter) game simulating various commando-style raids in
the 20th century. It is not as heavy on rules as COMMANDO (see above),
but there is no role-playing element either.  A single map and about 200
counters cover about a dozen scenarios of classic commando actions, most
historical, some hypothetical or "typical".  Die-cut cardboard counters,
map, rules booklet.  
 
ADVENTURER                             (Yanquito)           $5.00
 
A man-to-man(?) combat game of the far future: knives, swords, blasters,
light sabers, beer kegs and mugs, fists, feet, claws and tenticles are
the weapons, the settings either a bar or space-ship.  Pre-plotted,
simultaneous movement makes for hilarious situations in the bar-fight
especially, as every form of energy and matter hurtles through the air
as you attempt to take out your enemies without creaming your friends in
the process. 
There are various races, each with advantages and disadvantages in
combat, represented by thick die-cut counters.  Furniture, weapons, and
other props are also represented by counters, allowing you to redesign
the bar/spaceship for each fight.  Some rules for role-playing and
gaining experience.  The maps are on the inside of the box, which has
compartments for the playing pieces, and folds up into a 12"x12"x2" box
for easy storage. 
 
DANGER INTERNATIONAL (Game Book)       (Hero Games)         $7.00
 
Hero System game that simulates "realistic" role-playing in the modern
world (i.e., no superpowers or magic, unless you already have Champions
or Fantasy Hero)  The game stands on its own, but is compatible with all
other Hero Games.  Not only rules, but philosophies behind GMing and
scenario creation for various contemporary adventure genres (mercenary,
espionage, detective, horror, martial arts, etc.; and "flavoring" for
cinematic (long, single adventure) or television (short, multiple
adventure) styles of gaming.  Contains one short and one long scenario
to play as well.
 
JUSTICE INCORPORATED  (Boxed Set)      (Hero Games)        $15.00
 
This was the beginning of the "Hero" system, where CHAMPIONS was spun
off for the first time to create a more "realistic" role-playing system
based on pulp fiction of the 1920's and 1930's (Doc Savage, the Shadow,
Tarzan, Indiana Jones, etc.)  IT IS A COMPLETE GAME SYSTEM, containing
both a rules book and an information and gaming guide book to the
various genres of the style (lost world, science fiction & science
fantasy, western, crime/detective, horror, romance, etc.).  Full color
cover on both the box and the main rules book is a beautiful pastiche on
classic pulp fiction covers, centered a Doc Savagesque guy in a tuxedo
and domino mask.
 
GURPS Basic:  3rd Edition              (Steve Jackson Games)15.00
 
Square-bound 200+ page rules booklet for GURPS system, including basic
magic.   
 
GURPS SUPERS (1st Edition)             (Steve Jackson Games) 5.00
 
First edition rules booklet for allowing Super-heroes into the GURPS
universe (Need Basic GURPS to use this, though).
 
WARGAME DESIGN  James Dunnigan, SPI Books                    7.00
 
A very good primer for designing rules and adapting historical situations
into playable games.  Though written in the 1970's, only the references
are dated:  It's overall philosophy of game mechanics and approach have
helped me with Gming RPG's as well as some self-made games that I've come up
with over the years.
 
 

Newsgroups: rec.games.frp.marketplace