Here are 46 books that Saga of Old City (Greyhawk Adventures) fans have personally recommended if you like
Saga of Old City (Greyhawk Adventures).
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Since the summer of 1983, these stories have not only captivated my imagination but also directed much of my life. I love the apocalyptic fantasy genre. I love stories that push characters to their breaking points to see what happens. I love stories of lepers finding personal redemption through trials and despair, of impossible space battles, and of kings kneeling before unlikely heroes. I love the story arcs where the character grows into a whole new person because of their trials and faith. I love the beauty and incredible landscapes of a future Earth, as well as the view of space and the countless sights.
This book blew me away with an entirely new level of action and adventure!
The characters effortlessly drew you into them. I wanted to shout and cheer and curse all at once! I loved how the storyline took me along for the ride, almost like I was one of the characters.
The story was so beautifully written that I had no problems following it and couldn’t wait to finish a page so that I could find out what was happening next. I daydreamed and analyzed the depths of the story. I just couldn’t get enough of it!
***50 MILLION TERRY BROOKS COPIES SOLD AROUND THE WORLD***
THE SHANNARA CHRONICLES IS NOW A MAJOR TV SERIES
Volume one in the classic bestselling series - from one of the all-time masters of fantasy
'Terry's place is at the head of the fantasy world' Philip Pullman
Long ago, the world of the Four Lands was torn apart by the wars of ancient Evil. But in the Vale, the half-human, half-elfin Shea Ohmsford now lives in peace - until the mysterious, forbidding figure of the druid Allanon appears, to reveal that the supposedly long dead Warlock Lord lives again.
It is April 1st, 2038. Day 60 of China's blockade of the rebel island of Taiwan.
The US government has agreed to provide Taiwan with a weapons system so advanced that it can disrupt the balance of power in the region. But what pilot would be crazy enough to run…
I am an international award-winning fantasy author, who’s been writing since 2003. My love of Dungeon and Dragons and Martial Arts have influenced my writing and created a world full of wonder. I have an extensive background in both Western (Sword fighting) and Eastern Martial Arts, and I use that knowledge to create so many memorable fight scenes throughout the series.
There are many reasons why I love the character Conan. He is big, strong, and fearless in the face of danger. He battles monsters of epic proportions and evil beings to satisfy his own bloodthirsty tale of revenge. That plus the action kept me on the edge of my seat.
I am an international award-winning fantasy author, who’s been writing since 2003. My love of Dungeon and Dragons and Martial Arts have influenced my writing and created a world full of wonder. I have an extensive background in both Western (Sword fighting) and Eastern Martial Arts, and I use that knowledge to create so many memorable fight scenes throughout the series.
Llana of Gathol is book 10 of the John Cater series and in my opinion, the best. Published in 1948, the story is about an earthling named, John Carter. The reason why I liked this book is because John Carter can transform his mind into another body on Mars. That in itself is a pretty cool concept and the reason why I was drawn to it in the first place. The action is fast-paced as Carter gets captured by the inhabitants of Horz, one of the supposedly “dead” cities of Mars. He is sentenced to death along with his captor Pan Dan Chee for bringing Carter into Horz. They are sent down to the pits under the city where they discover the remnants of a maritime race which had existed hundreds of thousands of years ago, suspended in animation unaware of the changes that happened to the world.
The Year Mrs. Cooper Got Out More
by
Meredith Marple,
The coastal tourist town of Great Wharf, Maine, boasts a crime rate so low you might suspect someone’s lying.
Nevertheless, jobless empty nester Mallory Cooper has become increasingly reclusive and fearful. Careful to keep the red wine handy and loath to leave the house, Mallory misses her happier self—and so…
When I was very small, bedtime was the high point of the day; for that was when my parents read to me. My father favored adventure tales with knights and heroes, while my mother shared her own beloved Oz books with me. To this day, there is nothing so satisfying as finding a new story in which to be immersed. Although I enjoy reading many types of books, my first love remains fantasy; especially those stories with appealing characters and a defined world built from the author’s imagination. I hope these recommendations provide you with a gateway to discover new and enchanting reading experiences of your own.
As a fan of fantasy books about quests, I was familiar with Terry Brooks’ Shannara series.
Since I enjoyed his writing and his characters, I picked up this one on the assumption that it would be similar. Instead, I encountered a story about Ben Holiday, who purchased a magic kingdom from a fancy gift catalog and traveled to a new world where he became the ruler.
The characters appealed; especially Abernathy, the court scribe turned into a soft-coated, wheaten terrier by the wizard, Questor Thews.
Although a mature man, Ben’s trials upon obtaining the throne and adjusting to the magic of his new home support the theme of a hero’s coming-of-age story. With a few wrinkles and twists of magic, and a humorous overtone, I recommend this book as a nice change of pace from more serious fantasy tales.
Here in his first non-Shannara novel, Terry Brooks has written a gripping story of mystery, magic, and adventure—sure to delight fantasy readers everywhere.
Landover was a genuine magic kingdom, with fairy folk and wizardry, just as the advertisement has promised. But after he purchased it, Ben Holiday learned that there were a few details the ad had failed to mention.
The kingdom was in ruin. The Barons refused to recognize a king, and the peasants were without hope. A dragon was laying waste the countryside, while an evil witch plotted to destroy everything.
TTRPGs are such a powerful medium for storytelling, and a tool that can be used by therapists to help their clients. Learning how to run games can seem daunting, these books have all helped me with learning how to run games more effectively. From thinking about stories, to exploring tropes, using storytelling techniques, and sharing the narrative with players this collection of books will help you on your journey of building worlds and telling stories.
For many Game Masters it can be difficult to understand how the monsters and adversaries in their worlds would act.
In his book, and its sequel, Ammann helps to provide guidance for how different adversaries might act towards the group of heroes. This book helps GMs think critically about the monsters in the world and can help with teaching how to provide a more dynamic and consequential experience for players.
Ammann also helps readers think in terms of a world with magic and how those living in such a world might think and approach problems differently than we do in our magic-free world.
In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behaviour-and the better the players, the more unpredictable their behaviour! It's easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away.
In The Monsters Know What They're Doing, Keith Ammann lightens the DM's burden by helping you understand your monsters' abilities and develop battle plans before your fifth edition D&D game…
In the 1980s I was bullied for playing Dungeons and Dragons. Kids like to bully each other, but this was different: The bullies felt they had been given a moral license to pick on D&D players because pastors, talk-show hosts, and politicians were all claiming it was a Satanic, anti-Christian game. Those claims were my first inkling that adults did not know what they are talking about. After getting a PhD in the sociology of religion, I was finally able analyze and articulate why religious authorities felt threatened by a simple game of imagination.
If you want to know about the origins of Dungeons and Dragons but are intimidated by Jon Peterson’s massive tome, this is a good alternative.
Ewart’s writing is fun and enjoyable to read. This book also came out right before the release of 5th edition D&D. Readers who first learned that edition may be interested in Ewart’s coverage of playtesting and design.
The Hobbit meets Moneyball in this definitive book on Dungeons & Dragons—from its origins and rise to cultural prominence to the continued effects on popular culture today.
HERE, THERE BE DRAGONS.
Ancient red dragons with 527 hit points, +44 to attack, and a 20d10 breath weapon, to be specific. In the world of fantasy role-playing, those numbers describe a winged serpent with immense strength and the ability to spit fire. There are few beasts more powerful—just like there are few games more important than Dungeons & Dragons.
Even if you’ve never played Dungeons & Dragons, you probably know someone who…
Don’t mess with the hothead—or he might just mess with you. Slater Ibáñez is only interested in two kinds of guys: the ones he wants to punch, and the ones he sleeps with. Things get interesting when they start to overlap. A freelance investigator, Slater trolls the dark side of…
Escapism is my drug of choice. As a child, I was angry that my existence was confined to this reality, and I did everything I could to find a way out. Stories made it bearable. Whether it was Thor’s Bifrost, the wardrobe of Narnia, or the mirror in Stephen R. Donaldson’s Mordant’s Need duology, I was hooked. Now, I tell my own stories of escape. I create and invite others to find solace, adventure, love, and passion in fantasy realms, outer space, and reinvented parallel realities. This door is always open.
I didn’t know I wanted a story about a girl and her talking animal friends, but when it turns out that all of them have been enslaved by an evil witch and are shackled by her torturous magic, I couldn’t put it down.
Seemingly insignificant creatures decide to try and take their fate back, all while their frailty remains. I found myself invested in the whimsy of the fairy tale juxtaposed with the horrors of enslavement. Watching the girl called “Thing” navigate the human condition was beautiful and painful, and several times, I held my breath, unsure what the outcome would be.
This story is an unusual tale of hopelessness transformed into determination and a beautiful bond formed through shared trauma and circumstance.
A band of outcasts begins an arduous journey through a world of evil witches, walking trees, and miraculous gems along a path that will reunite them with their true destinies
The reasons I’ve chosen these particular books is because of my penchant for reading offbeat stuff, and unearthing little-known works that I feel deserves more attention. My tastes are eclectic, and I’ve done a lot of research when it comes to finding the true origins of pop culture. Having written and published more than forty books that range from science fiction to crime thrillers, I’ve wanted to share my findings in the hopes that others will notice something new and exciting as well.
The first in a series of science fantasy novels, the works of Vance are largely unknown to the general public, but this particular set of stories has some very influential fans, like George RR Martin (the author of A Game of Thrones), and Gary Gygax (who invented Dungeons & Dragons). In The Dying Earth, Vance has created a unique system of magic, in which a wizard must memorize a lengthy spell in his mind that disappears from memory once it is cast. This and other innovations along with unique characters and worldbuilding has created an endearing tale that has thrilled readers since it was first published in 1950.
If you want to know where today’s top sci-fi and fantasy authors got their influence from, look no further than Jack Vance.
In the 1980s I was bullied for playing Dungeons and Dragons. Kids like to bully each other, but this was different: The bullies felt they had been given a moral license to pick on D&D players because pastors, talk-show hosts, and politicians were all claiming it was a Satanic, anti-Christian game. Those claims were my first inkling that adults did not know what they are talking about. After getting a PhD in the sociology of religion, I was finally able analyze and articulate why religious authorities felt threatened by a simple game of imagination.
This was the first sociological study of fantasy role-playing games. Fine was able to detect and articulate what is sociologically significant about these games.
The book takes dynamics that role-players just “get” and articulates them as sociological concepts. For example, he uses “frame theory” to explain how players verbally transition from the frame of the game mechanics and the story world of their characters.
He also explains how games like Dungeons and Dragons are “autotelic.” In other words, you do not “win” at and these games, the purpose is “engrossment” or being absorbed into the fantasy world.
Fine also did a great deal of participant observation for this book and it provides a great historical insight into the culture surrounding these games in the early 1980s––warts and all.
This classic study still provides one of the most astute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players - as well as their reasons for playing.
In the 1980s I was bullied for playing Dungeons and Dragons. Kids like to bully each other, but this was different: The bullies felt they had been given a moral license to pick on D&D players because pastors, talk-show hosts, and politicians were all claiming it was a Satanic, anti-Christian game. Those claims were my first inkling that adults did not know what they are talking about. After getting a PhD in the sociology of religion, I was finally able analyze and articulate why religious authorities felt threatened by a simple game of imagination.
Peterson is the foremost historian on the history of Dungeons and Dragons.
To research this book, he tracked down countless documents from the early history of the game––including things like greeting cards from game creator Gary Gygax. But this book doesn’t just cover D&D. It traces the history of simulation games from chess through nineteenth-century military training exercises and finally into the emergence of fantasy role-playing games.
This is the definitive source on the history of these games.
Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late…