Kenneth Hite
American role-playing game designer, author and columnist known for work on horror and espionage RPGs and related non-fiction; notable works include Trail of Cthulhu and Night's Black Agents.
Books
This list of books are ONLY the books that have been ranked on the lists that are aggregated on this site. This is not a comprehensive list of all books by this author.
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1. Trail Of Ctulhu
A tabletop role-playing book that adapts the Cthulhu Mythos to an investigative game system, emphasizing finding and interpreting clues over repeated skill checks; it provides rules for Purist and Pulp styles of play, mechanics for Stability and long-term Sanity, occult magic and Mythos powers, plus detailed enemies, artifacts, scenarios and Keeper guidance—often grounded in 1930s-period research—to enable tense, detective-style campaigns of cosmic horror.
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3. Gurps Alternate Earths
A role-playing sourcebook that presents a menagerie of alternate-history Earths and a toolkit for running campaigns in them, offering multiple fully developed “what if” timelines—from slight divergences to radical reworkings of politics, technology, and culture—along with maps, timelines, adventure seeds, setting details, and rules and character options to help referees and players explore and run adventures across varied levels of technology, social order, and tone.
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4. Gurps Cabal
A role-playing sourcebook that lays out a modern occult-conspiracy campaign setting centered on an international secret society locked in a millennia-old struggle with rival cabals, supernatural powers, and cosmic horrors; it supplies extensive background on hidden histories and secret groups, ready-made NPCs and organizations, rules and examples for rituals, sigils, artifacts and monsters, scenario seeds and maps, and guidance for running paranoid, occult-horror games that mix real-world conspiracy theories, mythic lore, and Lovecraftian-style threats.
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5. The Complete Idiot's Guide To U.S. History, Graphic Illustrated
A lively, illustrated primer that uses comics-style panels, timelines, maps and sidebars to explain the major events, people, movements and turning points of American history in clear, accessible language; organized as bite-sized chapters and visual summaries, it highlights causes and consequences, social and cultural context, and key facts for quick reference, making complex themes—from colonization and the Revolution through industrialization, immigration, wars and modern politics—easy to understand for general readers and students.
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6. Bookhounds Of London
A richly detailed guide to London’s hidden world of rare and forbidden books, following bibliophiles, dealers, collectors, and occult investigators who hunt grimoires, manuscripts, and dangerous knowledge; it blends historical detail, atmospheric locations, eccentric NPCs, and conspiracy hooks to fuel mysteries about who controls these texts and what powers they conceal. The book outlines auction houses, bookshops, private collections, secret societies, and the risks—both mundane and supernatural—of pursuing dangerous literature, providing scenario seeds, character hooks, and mythic artifacts that link scholarly curiosity to perilous consequences.
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7. The Dracula Dossier
A Campaign Collection for Trail of Cthulhu
Presented as a dossier of archival files and intelligence reports, this work reconceives the Dracula legend as a real, century-spanning conspiracy, weaving Victorian encounters, occult experimentation and 20th‑century espionage into a secret history; part alternate-history document and part campaign sourcebook, it supplies transcripts, dossiers, scenario seeds and investigative tools to reinterpret classic Gothic elements as playable investigative horror.
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8. The Cthulhu Wars
An alternate-history campaign sourcebook that reimagines the twentieth century as a battleground between humanity and the rising forces of the Mythos, weaving real-world geopolitics, wartime technology and occult lore into a globe-spanning narrative; it supplies timelines, factions, scenarios, NPCs and mechanics for large-scale mythic warfare and covert operations so game masters can run pulp-to-apocalyptic campaigns in which nations, cults and investigators clash for the fate of civilization.
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10. Night's Black Agents
A hard‑boiled espionage sourcebook that turns spy campaigns into vampire‑hunting thrillers: players take the roles of former intelligence operatives investigating and sabotaging a sprawling, secretive vampiric conspiracy. It blends investigative mechanics, tradecraft and action‑oriented scenes, providing tools and frameworks to run campaigns that range from gritty procedural sleuthing to cinematic covert ops, with paranoia, moral ambiguity and dwindling resources driving tense choices and dramatic consequences.
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11. Tour De Lovecraft The Tales
A lively, meticulously researched reader’s guide that walks through each of the weird and cosmic-horror stories, offering concise plot synopses, publication history, thematic analysis, and suggested reading orders while linking tales to biographical, historical, and geographic context; written with a blend of scholarly insight and enthusiastic commentary, it highlights recurring motifs, influences, and connections across the corpus to help both newcomers and long-time fans better understand and appreciate the scope and development of the author’s weird fiction.
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12. The Nazi Occult
A concise, investigative account of the ways occultism, esoteric societies, racial mysticism, and pseudo‑archaeology intersected with and influenced Nazi ideology and practice; it traces the roles of groups such as the Thule Society, elements of Ariosophy, and institutions like the SS and Himmler’s Ahnenerbe, showing how myth, symbolism, and pseudo‑science fed propaganda, archaeological plunder, and the regime’s self‑mythologizing while striving to separate sensational legend from documented fact.
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13. Gurps Infinite Worlds
A comprehensive role-playing sourcebook that presents a multiverse framework for running campaigns across alternate histories and parallel Earths, offering rules and equipment for interdimensional travel, an organization to police or exploit cross-world activity, dozens of fully sketched alternate worlds and cultures, guidance for creating and balancing divergent technologies and magics, and plentiful adventure seeds and campaign hooks to support exploration, espionage, and large-scale conflicts among realities.