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 Hottest Science Fiction, English from Goodman Games
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Complete Guide to T-Rex

Complete Guide to T-Rex


No real-life creature has stoked the flames of imagination more than tyrannosaurus rex. Since its discovery a century ago, T-rex has served as a constant reminder of human frailty. Not only does its massive mouth belittle mankind (its jaws are, after all, as long as a man is tall), but its Earthly reign makes us pitifully insignificant. Homo sapiens has walked the Earth for a mere 100,000 years --...   [click here for more]
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Complete Guide to Velociraptors

Complete Guide to Velociraptors


Velociraptors are not the largest dinosaurs, nor the strongest, nor the scariest. A tyrannosaur can eat a tribe of velociraptors for dinner, a brachiosaur shakes the earth with every footstep, and a kronosaur can swallow a boat whole. Yet velociraptors are the most feared of all dinosaurs, for a single reason: they are smarter than humans. Homo sapiens' tool-using opposable thumb is its only...   [click here for more]
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DragonMech

DragonMech


Medieval Fantasy Mechs After an age of destruction, the Second Age of Walkers is now at hand. Explore the ruins of the surface world in sturdy iron mechs powered by steam, magic, or the labor of a thousand slaves! A New Frontier for Fantasy d20 This rulebook introduces not just a new world but the first comprehensive d20 treatment of fantasy mechs. Built on the foundation of a traditional...   [click here for more]
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Etherscope: Cinnamon Rose

Etherscope: Cinnamon Rose


An Etherscope adventure for level 6 characters This special PDF presents the adventure Cinnamon Rose, originally published as part of the second printing of the Etherscope core rulebook. This PDF is designed for fans who purchased the hardcover edition of Etherscope and would like to see the new Cinnamon Rose adventure. This PDF includes the complete Chapter IX: Adventures from the Etherscope...   [click here for more]
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DragonMech: Mech Manual

DragonMech: Mech Manual


Mechs for Enemies and Allies Survival in DragonMech requires a hard metal shell powered by a loud engine. But it's not enough to beat the other mechs: you also have to survive wizards throwing fireballs! This is the definitive guide to the smoke-belching steampunk mechs, nimble clockwork lancers, slave-driven galley-riders, magical elven tree-walkers, and grotesque necromechs that...   [click here for more]
Goodman Games  $14.99

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DragonMech: Second Age of Walkers

DragonMech: Second Age of Walkers


Giant Mechs Walk The Earth An age of destruction paved the way for the Second Age of Walkers. Life in DragonMech depends on the gigantic mechanized walkers that provide safety, shelter, and transportation. Behold a world reshaped by the mech! A Fantasy World Unlike Any Other This 192-page campaign sourcebook offers the first detailed look at the world of DragonMech. Learn about the...   [click here for more]
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DragonMech: The Shardsfall Quest

DragonMech: The Shardsfall Quest


You Can Save The Planet A moon meteor streaks from the sky, shattering into multiple pieces as it enters the atmosphere. On each shard is part of a mysterious temple dedicated to a lunar god. You must locate all the temple fragments before whatever's inside can spread. But the fragments are spread over a wide area - and you're not the only one looking for them... But Only Your Mech Can...   [click here for more]
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50 Fantastic Functions for the D50

50 Fantastic Functions for the D50


For years, legendary gaming icon Colonel Lou Zocchi has sold the esoteric 50-sided die at his convention booths. Now Goodman Games brings you, at long last, Fifty Fantastic Functions for the D50! This entertaining book contains more than 50 entries describing how to use the D50. Ranging from randomized tables to customized game mechanics, this book will ensure everyone at your table can’t wait to...   [click here for more]
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Broncosaurus Rex: Cretasus Adventure Guide

Broncosaurus Rex: Cretasus Adventure Guide


The mysterious world of Broncosaurus Rex brings together agendas from many worlds. The expansive Union battles the stalwart Confederates, while the tyrannosaurus Tyrant Kings and the mastermind protoceratops try to unravel the mysteries of the alien scray. This sourcebook and campaign setting, the first supplement released for Broncosaurus Rex, offers the first glimpse into the world’s many mysteries....   [click here for more]
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Broncosaurus Rex: Dinosaurs That Never Were

Broncosaurus Rex: Dinosaurs That Never Were


This monster manual presents d20 stats for 50 dinosaurs that could have evolved on Earth -- but didn\'t. These "dinosaurs that never were" can be found in Storm Valley on the planet of Cretasus, where they have diverged fantastically from their Earth ancestors. Ranging from tiny and highly specialized to vicious killers and 90 HD behemoths, these fantasy dinosaurs present a new vista of encounters...   [click here for more]
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DCC Day #4: Crash of the Titans

DCC Day #4: Crash of the Titans


A 3rd level Mutant Crawl Classics Adventure. The Seekers are tasked with exploring the towering remnants of an Ancient city to recover a powerful artifact. To do so, they’ll need to somehow avoid two skyscraper-sized leviathans battling for dominance over the ruined city. Can the party avoid being crushed by the mutant monstrosities or will they be trodden underfoot by the uncaring...   [click here for more]
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Dinosaur Planet: Broncosaurus Rex

Dinosaur Planet: Broncosaurus Rex


In the year 2202, dinosaurs have been discovered on the planet Cretasus. The major factions in human politics rush to establish a military presence, even as pioneers from across the galaxy come to farm, hunt, and domesticate the dinos. T-rex families raid mining colonies, dino ranchers herd stegosauus (the new white meat), velociraptor tribes plot with their human allies to secure prime hunting grounds,...   [click here for more]
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DragonMech: Almanac of the Endless Traders

DragonMech: Almanac of the Endless Traders


WANDER THE WHOLE WORLD Join the fabled Endless Traders as they journey across — and underneath — the shattered land of Highpoint. With no protection but their own cunning, these travelers explore every inch of the continent. They see more in a year than most Highpointers do in a lifetime. Now their secrets are yours! SEASONS OF ADVENTURE AND MYSTERY This...   [click here for more]
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DragonMech: Steam Warriors

DragonMech: Steam Warriors


Swords and Spells Have Nothing on Steam Why wield a sword when you can build a metal man to wield it for you? Why waste time learning to cast a fireball when you have a flame-launching clockwork dragon? This character sourcebook unveils the world of the steam warriors, whose fantastic contraptions have reshaped the world of DragonMech! A Guide for Every Player This player's...   [click here for more]
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DragonMech: The Last City

DragonMech: The Last City


The Surface World is Wasted With each rising moon comes the surface-blasting meteors of the lunar rain, destroying everything living below. All the major cities of DragonMech are reduced to rubble -- except for one. The free city of Edge, carved into the solid rock of a 2,000-foot tall cliff, still stands under the protective wall of its cliff face. One City Still Stands Built...   [click here for more]
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Dungeon Crawl Classics #84: Peril on the Purple Planet

Dungeon Crawl Classics #84: Peril on the Purple Planet


A Level 4 Adventure and Campaign Setting The Purple Planet: Where tribes of man-beasts wage an endless war beneath a dying sun. Where mighty death orms rule the wastes, befouled winds whistle through ancient crypts, and forests of fungi flourish in the weirdling light. Where ancient technologies offer life ... or a quick death. Bereft of patron, friend or god, your survival depends on quick...   [click here for more]
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Etherscope

Etherscope


Etherscope Etherspace adventures in an age of industry, intrigue, and industrialism   Enter Etherspace In 1876, Harold Wallace discovered something that changed the world: Etherspace. The might of Victorian industry drove forward, breaking down the frontiers of technology. Steam engines became smaller, weapons became more powerful, and cybernaughtics replaced limbs lost in...   [click here for more]
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Etherscope - Mysteries of the Occult

Etherscope - Mysteries of the Occult


Master the Occult Forgotten secrets open to your eyes. Demon hunters track their nemeses through wild Etherspace while ritual occultists master ancient rites long lost to the world. Take control of the ether's mysterious forces with new occult talents and feats, along with 7 advanced classes and 4 prestige classes Glimpse the Mysteries Etherscope's rainy streets and...   [click here for more]
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Etherscope - Upload: Etherpunk

Etherscope - Upload: Etherpunk


Take the Red Pill Life is harsh on the streets of the Prime Reality. There's only one way to survive: violence -- sometimes real, sometimes jacked in to the Etherscope. From New York's spires to Berlin's blackened streets, Scope riders jump the rails whilst street mercenaries and industrialists work the mean streets and factories, looking for pleasure, profit, freedom, or something...   [click here for more]
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Etherscope: Just a Delivery

Etherscope: Just a Delivery


Enter the Etherscope In 1874, Harold Wallace discovered something that changed the world: Etherspace. The might of Victorian industry drove forward, breaking down the frontiers of technology. Steam engines became smaller, weapons became more powerful, and cybernaughtics replaced limbs lost in bloody imperial wars. Then mankind learned to step into Etherspace itself. Do you...   [click here for more]
Goodman Games  $3.00

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Etherscope: The Great Metropolis

Etherscope: The Great Metropolis


Industry, Oppressions, and Corruption In a world of out-of-control technology where every city chokes on its own filth, one city showcases the extremes. Smokier than London, more corrupt than New York, more productive than Detroit and seedier than Amsterdam, this true megacity supports a population of over 100 million people. Welcome to The Great Metropolis. Do you accept the challenge? It is a city...   [click here for more]
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Haiiii-Ya!

Haiiii-Ya!


...   [click here for more]
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MA: Book of Handouts

MA: Book of Handouts


16 Scenes to Show Players This booklet contains 16 illustrations suitable for showing players in a Metamorphosis Alpha session. Each image was described by James M. Ward then illustrated by Jim Holloway. It’s up to the gamemaster to determine how they’re used in his adventures! Rules Set: Metamorphosis Alpha (1976 edition) Writer: James M. Ward Artist: Jim Holloway GMG4392J,...   [click here for more]
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MA: Creatures & Gadgets

MA: Creatures & Gadgets


Dealing with the unexpected is a constant game feature in Metamorphosis Alpha. The creatures and devices presented in this product add a lot of spice to a game that is already filled with dangers and interesting encounters. Everyone who has played Metamorphosis Alpha knows that Wolfoids are bad news no matter how polite and agreeable they present themselves to a party. Enjoy what you can of this material...   [click here for more]
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MA: Death Ziggurat in Zero-G

MA: Death Ziggurat in Zero-G


This is the only home you’ve ever known. They call it the Silver Waste—a desert sea of silvery dunes blasted by endless sandstorms during the day and freezing temperatures at night. For generations, your tribe has clung to life in a concrete building subsisting on the trickle of edible goo spewing from a broken replicator. You and the other hunters vie against rival mutant tribes and hungry scorplions...   [click here for more]
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MA: Doom on the Warden

MA: Doom on the Warden


Strange things are afoot on the starship Warden. Ominous happenings that will have an impact that lasts…forever. Legendary game designer James M. Ward brings you Doom on the Warden, a Metamorphosis Alpha adventure of horror in space. The adventure includes pre-generated characters and is playable as part of a campaign or as stand-alone play. Doom...   [click here for more]
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MA: Epsilon City

MA: Epsilon City


Metamorphosis Alpha: Epsilon City On a spaceship 50 miles long with more than a million colonists, Epsilon City was the single largest habitation.  It was filled with entertainment centers, apartments, and offices for all the people moving about the ship during the long voyage. The city was designed to be maintained by its own artificial intelligence (A.I.) and a special series of robots...   [click here for more]
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MA: Game Master's Screen

MA: Game Master's Screen


This three-panel GM screen is everything you need to run a game using the 1976 edition of Metamorphosis Alpha! Rules Set: Metamorphosis Alpha (1976 edition) Writer: James M. Ward Cover artist: Lester Smolenski GMG4392, 3-panel double-sided GM screen, color, $5.99 ...   [click here for more]
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MA: Robots Among Us

MA: Robots Among Us


When the colonization starship Warden entered a radiation cloud, every aspect of the ship was corrupted or drastically transformed. The biological mutations have been discussed at length. But the impact on the thousands of robots onboard has never been fully explored! The starship Warden carried robots stored away to help humankind settle a new world, huge factories intended to manufacture still more...   [click here for more]
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MA: The Android Underlords

MA: The Android Underlords


An all-new adventure for Metamorphosis Alpha, the first sci-fi RPG created by James M. Ward in 1976! The Knower of All Things has been kidnapped! Mysterious agents have abducted the village shaman in the dead of night, leaving a hideous trail in their wake. Now it is up to the bravest and strongest members of the tribe to rescue the shaman before he falls victim to his captors’ nefarious plans....   [click here for more]
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MA: The Captain's Table

MA: The Captain's Table


An all-new adventure for Metamorphosis Alpha, the first sci-fi RPG created by James M. Ward in 1976! Among the descendants of the original passengers of the Starship Warden, a spiritual belief system has flowered that began as a form of ancestor worship. So when an unexpected holo-egg projects a larger-than-life vision of Captain Jameson - one of the five original captains of the Warden - the rag-tag...   [click here for more]
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MA: The Level of the Lost

MA: The Level of the Lost


An all-new adventure for Metamorphosis Alpha, the first sci-fi RPG created by James M. Ward in 1976! Venture into forgotten territory! When a long-sealed section of the Warden is opened and a renowned explorer goes missing, new opportunities arise for adventure and danger. Rumor has it that one of the fabled Command Rings, potent artifacts of old that grants the wearer complete control over the drifting...   [click here for more]
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MA: The Long Hard Mile

MA: The Long Hard Mile


Metamorphosis Alpha: The Long, Hard Mile A Solo Adventure This short adventure is designed to be run solo, or can also be used in a traditional Metamorphosis Alpha game. From the foreword by author James M. Ward: I have never written an MA adventure like this one before. In the fourth version of the MA rules I presented a storyline where the ship runs into an invisible...   [click here for more]
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MA: The Mutation Manual

MA: The Mutation Manual


Metamorphosis Alpha: The Mutation Manual A Character Sourcebook This incredibly useful supplement features more than 200 new mutations for Metamorphosis Alpha! From the foreword by James M. Ward: This is the one product that MA players have been asking for since the game came out 38 years ago. Mutations are fun to play and fun for the Game Master to run as well.  I feel the...   [click here for more]
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MA: Warden Adventures

MA: Warden Adventures


Metamorphosis Alpha: Warden Adventures A Series of Encounters This adventure module contains eight two-page mini-encounters that provide all the material that a Game Master needs to run several fun evenings’ worth of adventures. These adventures are designed to be placed anywhere on the Starship Warden. They can be run individually or connected together as part of a larger game. This...   [click here for more]
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MA: Warden Armory

MA: Warden Armory


Metamorphosis Alpha: The Warden Armory A Sourcebook This sourcebook includes more than 150 pieces of new combat equipment for Metamorphosis Alpha! Dozens and dozens of weapons, plus armor and shields; bots, droids, and drones; vehicles and exo-skeletons; and a few other miscellaneous items. From the foreword by author James M. Ward: This is a work of science fiction....   [click here for more]
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MA: What Are The Prisoners of Rec-Loc-119?

MA: What Are The Prisoners of Rec-Loc-119?


An all-new adventure for Metamorphosis Alpha, the first sci-fi RPG created by James M. Ward in 1976! Life is cruel and unforgiving, which is why you banded together to survive the hostilities of the world around you. One such hostility is One-Nineteen, a sentient computer that is now determined to fulfill its programming, regardless of how many humans must die in the process. One-Nineteen employs...   [click here for more]
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Mutant Crawl Classics #0: Judge's Screen

Mutant Crawl Classics #0: Judge's Screen


For the first time, an entire 24-page supplement devoted to a single artifact of the Ancient Ones! Mutant Crawl Classics is here and begging to be played! This 6-panel judge’s screen contains all the essential game tables and reference material you’ll need to run adventures in Terra A.D. Rules Set: MCC RPG (also compatible with DCC RPG) Screen Design: Bob Brinkman and...   [click here for more]
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Mutant Crawl Classics #10: Seeking the Post-Humans

Mutant Crawl Classics #10: Seeking the Post-Humans


A Level 0 Funnel Adventure for MCC RPG The characters hail from a village so successful that it approaches a genuine bronze age settlement. But it is threatened by a bizarre weather event that leaves this once-thriving city-state unable to feed itself. As the characters go on the first Rite of Passage adventure their tribe has undertaken in generations, they find an AI willing to trade salvation...   [click here for more]
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Mutant Crawl Classics #11: The Omnivary of Eden

Mutant Crawl Classics #11: The Omnivary of Eden


A Level 2 Adventure for MCC RPG After generations of digging, your tribe has finally uncovered the long-buried entrance to the Garden of the Gods. Foretold by an ancient prophet, the Garden is rumored to contain the Seeds of Creation—the essence of all planetary life hidden away before the apocalypse.  These priceless seeds must be retrieved and protected at any cost, lest they be abused,...   [click here for more]
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Mutant Crawl Classics #12: When Manimals Attack

Mutant Crawl Classics #12: When Manimals Attack


A Level 2 Adventure for MCC RPG! The rescue of a feral manimal child leads to an amazing discovery – she hails from the fabled lands of Zuu itself! But when manimal enforcers attack your village and retrieve the child, your Seeker team must locate the legendary city to rescue her. However, the savage bestial madman who rules there has designs to convert all Terrans into...   [click here for more]
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Mutant Crawl Classics #13: Into the Glowing Depths

Mutant Crawl Classics #13: Into the Glowing Depths


A Level 2 Adventure for MCC RPG! A menace awakens in the irradiated ocean depths of Terra A.D., one desiring the conquest of the lands above. Standing between an army of mutant genetic experiments and world domination is an isolated research facility miles beneath the ocean’s surface. From within that remnant of the ancient times, a most unusual intelligence seeks heroes to act...   [click here for more]
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Mutant Crawl Classics #14: Mayhem on the Magtrain

Mutant Crawl Classics #14: Mayhem on the Magtrain


A Level 2 Adventure for MCC RPG! It's thrills on wheels as the Seekers find themselves trapped aboard a runaway train! The robotic conductor has lost contact with its engineer subroutine, so it falls upon the "stowaways" to stop their out-of-control journey. All that's standing between them and victory is a train filled with hungry mutant worms, a railcar threatening to jump...   [click here for more]
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Mutant Crawl Classics #1: Hive of the Overmind

Mutant Crawl Classics #1: Hive of the Overmind


A Level 0 Adventure for MCC RPG Younglings on their Rite of Passage are shocked to regain consciousness with no memory of how they came to be in a gigantic insect hive far to the north of their homelands, laboring as drone-slaves of the savage ant-men. In a land where an “insect revolution” has taken place, the PCs must contend with insectoid mega fauna and a maze-like underground installation...   [click here for more]
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Mutant Crawl Classics #2: A Fallen Star For All

Mutant Crawl Classics #2: A Fallen Star For All


A Level 1 Adventure for MCC RPG A meteor strike in the taboo crater country opens up a huge chasm in which lies a largely intact city of the Ancient Ones. The resulting land rush to go claim the newly available cache of ancient artifacts draws interested parties from all over Terra A.D., and at the direction of your tribal elders, that includes you and your Seeker team. Rules Set: MCC...   [click here for more]
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Mutant Crawl Classics #3: Incursion of the Ultradimension

Mutant Crawl Classics #3: Incursion of the Ultradimension


A Level 2 Adventure for MCC RPG It rises — silent, ancient, and ominous — from the depths of the Monster Ocean. A curious relic of the Ancient Ones, long forgotten beneath the waves. Then, without warning, alien creatures never before seen on Terra A.D. spill forth the ravage the land! This is the Retreat of Delirium, home to strange super-science and creatures not of this world. What...   [click here for more]
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Mutant Crawl Classics #4: Warlords of ATOZ

Mutant Crawl Classics #4: Warlords of ATOZ


A Level 3 Adventure for MCC RPG When your hothouse jungle home is suddenly flooded with dispossessed refugees, they all tell the same tale. A conquering horde of warlords wielding magic boom sticks are wiping out whole villages and enslaving the inhabitants — all in the name of a surviving Ancient One they worship as a god. The tribal elders send you and your Seeker team out to investigate,...   [click here for more]
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Mutant Crawl Classics #5: Blessings of the Vile Brotherhood

Mutant Crawl Classics #5: Blessings of the Vile Brotherhood


A Level 4 Adventure for MCC RPG When your tribe’s prize possession — a functioning medibot — finally breaks down, your Seeker team is given a holy quest. Take the dead bot on a long and perilous journey to the the monks of The Holy Medicinal Order in hopes that their shamans can repair it. But the monks are not as the legends portray, and there is definitely something dark and dangerous...   [click here for more]
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Mutant Crawl Classics #6: The Apocalypse Ark

Mutant Crawl Classics #6: The Apocalypse Ark


A Level 5 Adventure for MCC RPG The Ancients called it Beta Collection Unit NC-787. Its mission – to find, collect, and categorize animals and plants, record their DNA, and when required, strip invasive mutant DNA from extant creatures to create genetically pure stock. Then the Great Disaster came. Beta Collection Unit NC-787 sat dead and inert for ages while the world evolved around it for...   [click here for more]
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Mutant Crawl Classics #7: Reliquary of the Ancient Ones

Mutant Crawl Classics #7: Reliquary of the Ancient Ones


A Tournament Funnel Adventure for MCC RPG When a terraquake reveals that your jungle village has existed for centuries atop an installation of the Ancient Ones, your good fortune seems to good to be true. Surely enough artifacts and ancient lore exist to satisfy desires for power both subtle and gross. But your tribe’s Seeker teams are all out on missions, so it falls to you and your youngling...   [click here for more]
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