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Multiverser:  The First Book of Worlds

E. R. Jones, M. Joseph Young

ISBN-0-9700368-1-7

No one who runs Multiverser will want to be without this book.  Even if you're not a Multiverser player, you're going to want this book for whatever games you play.  RPGnet's Justin Bacon said The First Book of Worlds provides gamers with "dozens of things which they can use in games of their own."

What seems to strike reviewers most was perhaps best expressed by Mr. Bacon:  "the wide variety of ways in which the stories were presented and told....The authors have demonstrated an amazing aptitude and grasp of a wide variety of storytelling techniques."  Breton Stron agreed that it was "everything a module should be," saying, "It amazes me to think the authors could have plotted out so much of the possibilities without leaving too much out."

What's in it?

Every Multiverser worlds book has a gather world.  I know there are only two; but there is another one in production, and this is the design concept we use.  A gather world is a place with lots of possibilities, where many players can be brought together into one place and either work together or find their own goals and objectives.  This one is very alien; people were surprised at ever turn at how unearthly it was, in every way imaginable.  Orange grass and moving stone bushes are just the tip of the iceberg in this vast alien landscape, and there are more secrets than any player has yet uncovered.  We always recommend starting players in NagaWorld, because it veritably screams, You're not in Kansas anymore in ways that cannot be ignored.

Sometimes when a player wants to kill monsters, you let him.  Tristan's Labyrinth is all about the dungeon crawl--the unending inescapable dungeon crawl.  The corridors go on forever and the monsters keep coming.  There's an explanation for all this, but the player probably will never find it.

The Dancing Princess stays with the fantasy side, but goes toward fairytale.  This is the wonderful story of the rescue of three princesses from three demons, and your player character can be the hero who does it.  He can even marry the princess of his choice when it's all over.

You get two worlds in one with The Mary Piper Twin Scenarios.  Each of our world books has such a world, in which the similarities enable telling two very different settings in one description.  In this case, the player character finds himself a stowaway on a merchant ship, and if he doesn't get tossed overboard he becomes a member of the crew, fighting pirates, moving cargo, dealing with adventures on the voyage, and otherwise buckling swashes.  One of those ships is quite predictably a world with the earliest gunpowder weapons, relying on the winds to carry it across unfamiliar oceans.  The other plies its way through space, moving from planet to planet.  Whether you prefer the pseudo-historical romance of a simpler time or the promise of a high-tech future, this one's got it.

Sherwood Forest contains enough history of the age of King Richard the Lion-hearted to give the fables of Robin Hood a solid grounding in the realities of the day.  Whether the player joins the Merry Men or takes his own stand, there are plenty of adventures to be had here.  Also, there's a contingent setting.  If the player decides to kill Prince John, he has a significant impact on the future, and can be brought back to a twentieth century setting in which things are very different because of his actions in the past.

Even if you never did read The Most Dangerous Game in high school English class, you've probably seen the story retold in a thousand forms:  the hunter who is bored of animals and so decides to hunt people.  The player character becomes the person, and for three days has to elude his brilliant stalker, or find a way to turn the tables on him.

The book wraps up with The Zygote Experience, a game world about growing up from nothing--quite literally from nothing, as it provides the referee with sufficient medical and social material to start the character at the moment of conception and convey much of the experience of going through gestation and birth, and then gives well-researched developmental materials for following the newborn to adulthood.  This one wowed the critics, who were stunned that we even tried it, let alone that we succeeded.

As you can see, there's material here you won't get anywhere else.  You can order this from Valdron Inc for $22.95 (shipping paid in the U.S.), by mail or by credit card through CCNow (this link will add this product to a shopping cart) or PayPal (this link will connect you with PayPal to provide credit card payment information).

The book is also available (these links will take you to an information page on the specified site) from:

Books by Author M. Joseph Young

M. J. Young Net