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Terra Incognita: The NAGS Society Handbook
 
 
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Terra Incognita: The NAGS Society Handbook [Paperback]

Various (Author)
5.0 out of 5 stars  See all reviews (2 customer reviews)

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Book Description

October 18, 2001
Terra Incognita: a Victorian/Pulp Roleplaying Game from the publishers of the Fudge customizable game system.

Forbidden Maps...
Mysterial Archaeological Sites...
Ancient Sunken Shipwrecks....

Welcome to the National Archaeological, Geographic, and Submarine Society!

Terra Incognita is a roleplaying game of exploration, intrigue, and mystery, featuring adventure-scholars whose exploits span the late Nineteenth and early Twentieth Centuries. Armed with extensive training, unpredictable technology, and unimpeachable discretion, Society members ("Nags") travel to the Four Corners of the globe - exploring unknown lands, investigating mysteries, and uncovering ancient knowledge. The Society studies and catalogs the information and artifacts so gleaned and sets about covering such things back up again if they deem the world is not yet ready for the knowledge or power that had lain hidden for so long.

So sharpen your Sword Cane, brush up on your Diplomacy skill, pack your Adventurous Attire, and join us in the exploration of Terra Incognita!

Contains all the role-playing rules and background information needed to play adventures and campaigns in the NAGS Society setting.


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Product Details

  • Paperback: 144 pages
  • Publisher: Impressions (October 18, 2001)
  • Language: English
  • ISBN-10: 1887154086
  • ISBN-13: 978-1887154086
  • Product Dimensions: 10.8 x 8.2 x 0.5 inches
  • Shipping Weight: 12.8 ounces (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #2,238,021 in Books (See Top 100 in Books)

 

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10 of 10 people found the following review helpful:
5.0 out of 5 stars Finally, an RPG that's FUN!, March 4, 2002
This review is from: Terra Incognita: The NAGS Society Handbook (Paperback)
How often have you sat down to an RPG that promised fun, excitement and adventure, only to have everything turn out to be dreary, boring and bland. Too often, right? Here, ladies and germs, we have a game of the old school, where the main objective is to entertain you. Better, it carries it off in the grand fashion.

After wasting tons-o-cash on other gaming companies which shall go unnamed (woof!) with their endless revisions, TI has literilly everything you need to start an exciting game right now. And the Fudge system is so much easier to handle that most of the other gaming systems I've seen, I actully didn't need my pocket calculator to figure out my game stats.

I do hope this game's publisher, Grey Ghost Press lives long and prospers, but you should really get this game now, before it gets surpressed by the Gaming Monoliths!

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3 of 3 people found the following review helpful:
5.0 out of 5 stars A game with style and panache, June 20, 2006
This review is from: Terra Incognita: The NAGS Society Handbook (Paperback)
"Terra Incognita: the NAGS Society Handbook" is a roleplaying game based on the "FUDGE" roleplaying system; it's written by Scott Larson and produced by Grey Ghost Games. It's a game of intrigue and mystery, in which you can sit around a table with your friends and play the part of adventure-scholars in the late nineteenth and early twentieth centuries, exploring the world's ancient mysteries (and sometimes hiding them again from a world that isn't yet ready to understand them).

FUDGE is based on a simple system that uses words instead of numbers to describe characters' abilities and the results of their actions. This can make things more intuitively understandable for new players who aren't used to roleplaying and all the number crunching that many games involve. I'd never played FUDGE before playing "Terra Incognita" and it took me less than a half-hour to create my first character.

Terra Incognita is about researchers and adventurers scouring the world for new discoveries and ancient mysteries. It's very flexible within this scope, allowing for anything from pulp adventure to dashing heroism (think Indiana Jones), from wild gadgeteering to dignified scholars traveling the globe. Plenty of suggestions are provided for customizing your game. You can play it as a very serious game, or you can make it outlandishly silly. It can be a bit quirky or downright bizarre. The mysteries being explored might be natural (ancient Egyptian tombs) or extraordinary (an ancient civilization hidden away beneath the surface of the earth).

While this will undoubtedly make a wonderful ongoing game for people who love the genre, I think it's the ideal one-shot pick-up game (a game that you can put together at a moment's notice and run in the course of a single afternoon or evening). It doesn't take long to learn the rules, and as long as the GM is familiar with the rules he can walk players through them as the game progresses because they're so simple.

Character creation takes hardly any time at all, and you can use the templates if you're really in a hurry. The genre lends itself to simple, episodic adventures. And thanks to the information provided (and the familiarity of the genre), it's easy to put together a simple adventure at a moment's notice. The GM could probably create an adventure in the time it takes his players to create their characters!
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Inside This Book (learn more)
First Sentence:
An organization entitled the National Archaeological, Geographic, and Submarine Society was officially established with little fanfare and less interest in Oxford, England in 1851, with a shadowy Board of Trustees comprising three members. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
skill point use, defensive damage factors, offensive damage factors, total damage factor, societal extraction, free attribute levels, operational roll, character creation process, recording wounds, involving other characters, narrative combat, vocation skills, combat rounds, skill rolls, game master, damage prone, situation roll, damage roll, die roll, game session, calculated damage, vehicle combat, unarmed combat, appropriate modifiers, broad focus
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Nag Tech, Fudge Points, New York, Attributes Perception, Nag Ops, Fair Strength, Very Hurt, Area of Specialty, Lady Hélène, Attributes Quality, Moctezuma's Revenge, United States, Damage Resistance, Pain Tolerance, General Skills, Good Vigor, Great Vigor, Technical Skills, Area Knowledge, Fair Vigor, Good Strength, Mental Challenge, Outré Skills, Fair Dexterity, Fair Reasoning
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