Players Handbook Dungeons Dragons

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Beasts & Behemoths (Dungeons & Dragons)

Beasts & Behemoths (Dungeons & Dragons) Pdf/ePub eBook Author:
Editor: Ten Speed Press
ISBN: 1984858793
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Beasts & Behemoths (Dungeons & Dragons) by Summary

Study this guide and keep it close at hand--this manual of monsters might save your life! This immersive illustrated bestiary introduces you to memorable monsters in Dungeons & Dragons, from the smallest beasts to the most dangerous behemoths. This illustrated guide transports new players to the magical world of Dungeons & Dragons and presents a one-of-a-kind course on the unusual creatures, from the minuscule to the massive, that fill the fantastic world of the game. This guide features easy-to-follow and entertaining explanations of where to find each beast, their strange abilities and magical powers, and how to defeat them, along with amazing illustrations that will ignite your imagination. Organized by size from small to large, bigger and more dangerous monsters are introduced with every turn of the page. Beasts & Behemoths is a perfect way for new players and young fantasy fans to learn about the monsters an adventuring party can meet, with profiles full of example encounters and storytelling tips that encourage creative problem-solving skills when battling beastly foes.

The Part About the Dragon was (Mostly) True

The Part About the Dragon was (Mostly) True Pdf/ePub eBook Author: Sean Gibson
Editor: The Parliament House
ISBN: 1733386890
FileSize: 453kb
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The Part About the Dragon was (Mostly) True by Sean Gibson Summary

Sure, you think you know the story of the fearsome red dragon, Dragonia. How it terrorized the village of Skendrick until a brave band of heroes answered the noble villagers' call for aid. How nothing could stop those courageous souls from facing down the dragon. How they emerged victorious and laden with treasure. But, even in a world filled with epic adventures and tales of derring-do, where dragons, goblins, and unlicensed prestidigitators run amok, legendary heroes don't always know what they'redoing. Sometimes they're clueless. Sometimes beleaguered townsfolk are more hapless than helpless. And orcs? They're not always assholes, and sometimes they don't actually want to eat your children. Heloise the Bard, Erithea's most renowned storyteller (at least, to hear her tell it), is here to set the record straight. See, it turns out adventuring isn't easy, and true heroism is as rare as an articulate villager. Having spent decades propagating this particular myth (which, incidentally, she wrote), she finally able to tell the real story-for which she just so happened to have a front-row seat. Welcome to Erithea. I hope you brought a change of undergarments-things are going to get messy.

Dungeons & Dragons Art & Arcana

Dungeons & Dragons Art & Arcana Pdf/ePub eBook Author: Michael Witwer,Kyle Newman,Jon Peterson,Sam Witwer,Official Dungeons & Dragons Licensed
Editor: Ten Speed Press
ISBN: 0399580956
FileSize: 421kb
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Dungeons & Dragons Art & Arcana by Michael Witwer,Kyle Newman,Jon Peterson,Sam Witwer,Official Dungeons & Dragons Licensed Summary

An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

Dungeons and Dragons and Philosophy

Dungeons and Dragons and Philosophy Pdf/ePub eBook Author: Christopher Robichaud
Editor: John Wiley & Sons
ISBN: 1118397649
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Dungeons and Dragons and Philosophy by Christopher Robichaud Summary

Do demons and devils have free will? Does justice exist inMenzoberranzan? What’s the morality involved with playercharacters casting necromancy and summoning spells? Dungeons & Dragons and Philosophy probes the richterrain of philosophically compelling concepts and ideas thatunderlie Dungeons & Dragons, the legendary fantasyrole-playing game that grew into a world-wide cultural phenomenon.A series of accessible essays reveals what the imaginary worlds ofD&D can teach us about ethics, morality, metaphysics andmore. Illustrates a wide variety of philosophical concepts and ideasthat arise in Dungeons & Dragons gameplay and presentsthem in an accessible and entertaining manner Reveals how the strategies, tactics, improvisations, androle-play employed by D&D enthusiasts have startlingparallels in the real world of philosophy Explores a wide range of philosophical topics, including thenature of free will, the metaphysics of personal identity, themorality of crafting fictions, sex and gender issues in tabletopgameplay, and friendship and collaborative storytelling Provides gamers with deep philosophical insights that can leadto a richer appreciation of D&D and any gamingexperience

The Evolution of Fantasy Role-Playing Games

The Evolution of Fantasy Role-Playing Games Pdf/ePub eBook Author: Michael J. Tresca
Editor: McFarland
ISBN: 0786460091
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The Evolution of Fantasy Role-Playing Games by Michael J. Tresca Summary

Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien’s obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.

Playing with Power

Playing with Power Pdf/ePub eBook Author: Michelle Nephew
Editor: Michelle Nephew
ISBN:
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Playing with Power by Michelle Nephew Summary

This study examines roleplaying games (RPGs) as both a literary and cultural phenomenon, in which the text’s producers take the role of an authorial multiplicity. --- ABSTRACT: Authorship has undergone drastic revision in the twentieth century. A fundamental transformation in literature, wherein the author has become a multiplicity of voices, is evinced by the development of roleplaying games as both literary and cultural texts. The literary roots of roleplaying games are self-evident, as they draw on writers such as H. P. Lovecraft and J. R. R. Tolkien. However, a consequence of the development of the roleplaying game has been a subsequent departure from these authorial beginnings; roleplaying games have irrevocably transformed the role of the writers who inspired them, altering the authorial position to become a border-blurring multiplicity. Not only do roleplaying game designers reinterpret literary texts as literary games, often borrowing rules material from other designers in the process, in modifying the function of the author from a single creative entity to an empowered storytelling among groups roleplaying games further complicate previous distinctions between author and audience. Players create a fictional world as a group endeavor, authoring a complex structure of fantasy that addresses Freudian concepts of dreams and wish fulfillment. In this way, roleplaying becomes a locus for issues of identity, including questions of performance, spectatorship, and gender construction. And by allowing play in regard to identity, roleplaying games are able to transgressively navigate expressions of difference, encouraging players to subtly work against the traditional split between spectacle and narrative. The thriving fan subculture surrounding roleplaying only emphasizes the transgressiveness of the hobby; this is a social formation that aggressively utilizes new technology such as the internet, through which fans are able to explore culturally subversive methods of authoring in the face of hostility from the surrounding cultural environment. They, too, are active producers and manipulators of meanings, rather than passively accepting dominant ideology. By fusing the broader perspectives of literary and cultural criticism with personal experiences, this study examines the development of roleplaying games from the fiction of individual writers to the interactive roleplaying based on them, wherein fiction writers, the hobby’s creators, designers, editors, publishers, fans, players, and the cultural environment are all invested with the creative power to contribute meaningfully to the narrative.

The Whole Library Handbook 5

The Whole Library Handbook 5 Pdf/ePub eBook Author: George M. Eberhart
Editor: American Library Association
ISBN: 0838910904
FileSize: 451kb
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The Whole Library Handbook 5 by George M. Eberhart Summary

The Whole Library Handbook, now in its fifth edition, is an encyclopedia filled with facts, tips, lists, and resources essential for library professionals and information workers of all kinds, all carefully handpicked to reflect the most informative, practical, up-to-date, and entertaining examples of library literature. Organized in easy-to-find categories, this unique compendium covers all areas of librarianship from academic libraries to teen services, from cataloging to copyright, and from gaming to social media. Selections include Facts and figures on library workers Bookmobile guidelines 100 great libraries of the world Job search and recruitment techniques, and advice on how to deal with tough economic times Tips on writing articles and book reviews Fun with cataloging rules Famous librarians’ favorite books Covering a huge spectrum of librariana, this one-of-a-kind volume is both educational and entertaining.

Dungeons and Dragons and Philosophy

Dungeons and Dragons and Philosophy Pdf/ePub eBook Author: Jon Cogburn,Mark Silcox
Editor: Open Court
ISBN: 0812698037
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Dungeons and Dragons and Philosophy by Jon Cogburn,Mark Silcox Summary

This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is “the most exciting event in popular culture since the invention of the motion picture.” Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, “Heroic Tier: The Ethical Dungeon-Crawler,” explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself. Authors argue that it’s okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, “Paragon Tier: Planes of Existence,” arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, “Epic Tier: Leveling Up,” is at the crossroads of philosophy and the exciting new field of Game Studies. The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.

Strictly Fantasy

Strictly Fantasy Pdf/ePub eBook Author: Gerald Nachtwey
Editor: McFarland
ISBN: 1476643474
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Strictly Fantasy by Gerald Nachtwey Summary

Role-playing games seemed to appear of nowhere in the early 1970s and have been a quiet but steady presence in American culture ever since. This new look at the hobby searches for the historical origins of role-playing games deep in the imaginative worlds of Western culture. It looks at the earliest fantasy stories from the nineteenth and twentieth centuries, at the fans--both readers and writers--who wanted to bring them to life, at the Midwestern landscape and the middle-class households that were the hobby's birthplace, and at the struggle to find meaning and identity amidst cultural conflicts that drove many people into these communities of play. This book also addresses race, religion, gender, fandom, and the place these games have within American capitalism. All the paths of this journey are connected by the very quality that has made fantasy role-playing so powerful: it binds the limitless imagination into a "strict" framework of rules. Far from being an accidental offshoot of marginalized fan communities, role-playing games' ability to hold contradictions in dynamic, creative tension made them a necessary and central product of the twentieth century.

Collaborative Worldbuilding for Writers and Gamers

Collaborative Worldbuilding for Writers and Gamers Pdf/ePub eBook Author: Trent Hergenrader
Editor: Bloomsbury Publishing
ISBN: 1350016691
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Collaborative Worldbuilding for Writers and Gamers by Trent Hergenrader Summary

The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.

Feminist War Games?

Feminist War Games? Pdf/ePub eBook Author: Jon Saklofske,Alyssa Arbuckle,Jon Bath
Editor: Routledge
ISBN: 1000751201
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Feminist War Games? by Jon Saklofske,Alyssa Arbuckle,Jon Bath Summary

Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.

Game Wizards

Game Wizards Pdf/ePub eBook Author: Jon Peterson
Editor: MIT Press
ISBN: 0262366738
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Game Wizards by Jon Peterson Summary

The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

The Politics of Horror

The Politics of Horror Pdf/ePub eBook Author: Damien K. Picariello
Editor: Springer Nature
ISBN: 3030420159
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The Politics of Horror by Damien K. Picariello Summary

The Politics of Horror features contributions from scholars in a variety of fields—political science, English, communication studies, and others—that explore the connections between horror and politics. How might resources drawn from the study of politics inform our readings of, and conversations about, horror? In what ways might horror provide a useful lens through which to consider enduring questions in politics and political thought? And what insights might be drawn from horror as we consider contemporary political issues? In turning to horror, the contributors to this volume offer fresh provocations to inform a broad range of discussions of politics.

Inkshard: A Compendium of Essays

Inkshard: A Compendium of Essays Pdf/ePub eBook Author: Eric Muss-Barnes
Editor: Lulu Press, Inc
ISBN: 0359732011
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Inkshard: A Compendium of Essays by Eric Muss-Barnes Summary

InkShard is a compendium of articles and social commentary, written by author Eric Muss-Barnes, between 2004 and 2018. Revised and expanded, this volume assembles various topics culled from posts on social media websites to the scripts of video essays. Carefully compiled from the finest of his journalistic work, InkShard represents the definitive collection of Eric’s most compelling dissertations and beloved editorials.

Librarian's Guide to Games and Gamers: From Collection Development to Advisory Services

Librarian's Guide to Games and Gamers: From Collection Development to Advisory Services Pdf/ePub eBook Author: Michelle Goodridge,Matthew J. Rohweder
Editor: ABC-CLIO
ISBN: 1440867321
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Librarian's Guide to Games and Gamers: From Collection Development to Advisory Services by Michelle Goodridge,Matthew J. Rohweder Summary

As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.

Homeschooling and Libraries

Homeschooling and Libraries Pdf/ePub eBook Author: Vera Gubnitskaia,Carol Smallwood
Editor: McFarland
ISBN: 147663923X
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Homeschooling and Libraries by Vera Gubnitskaia,Carol Smallwood Summary

“With over 3.5 million homeschooled students in the U.S., this book admirably explores the intersection of this growing and important grass roots movement and libraries of all kinds, showing how and why libraries are a vital element in the homeschooling movement.”—Bruce R. Schueneman, Library Director, James C. Jernigan Library, Texas A&M University-Kingsville “A rich and exciting sourcebook for librarians serving those outside of formal schooling.”—Tim Gorichanaz, Drexel University, Philadelphia “This book effectively covers all the bases ensuring positive experiences and outcomes for libraries serving home school families in their service areas.”—Deb Biggs Tenbusch, Librarian and Account Manager, Gale, Cengage Learning, Farmington Hills, Michigan “Whether starting new programs or expanding current ones, these chapters will help you to engage and prepare your resources to help homeschoolers.”—Kathleen Christy, Adult Services Manager, Blount County Public Library, Maryville, Tennessee “21st century homeschoolers are facing new challenges and this book presents fresh solutions and describes opportunities you may not realize existed for your library to serve these important patrons.”—Robert Perret, Contributor, Creativity for Library Career Advancement “I think infinite possibilities best describes this must-read book for public and academic librarians who seek to find ways to engage, support and serve the growing homeschool community.”—Anastasia Varnalis-Weigle, Associate Professor, University of Maine, Augusta “Librarians of all types, as well as library stakeholders, will find Homeschooling and Libraries a great resource to help identify needs and ways to support the growing homeschooling community.”—Michelle McKinney, Reference and Web Services Librarian, University of Cincinnati Blue Ash College, Cincinnati, Ohio “An impressively-researched volume that draws on a variety of perspectives, offering insight into the needs of homeschooled populations, including case studies, needs assessment, and future possibilities for programming, continuing education, and outreach.”—Erin Pappas, Research Librarian for the Humanities, University of Virginia Libraries “This practical book will assist libraries as they develop ways to reach out to home educating families.”—Ruth Elder, Cataloging Librarian, Troy University, Troy, Alabama “This book reopened my mind to the wonders that libraries in all of their aspects and attributes have to offer students including the unique and diverse students who are homeschooled.”—Jim Jipson, University of West Florida, Pensacola, Florida As families are looking for better ways to educate their children, more and more of them are becoming interested and engaged in alternative ways of schooling that are different, separate, or opposite of the traditional classroom. Homeschooling has become ever more creative and varied as families create custom-tailored curricula, assignments, goals, and strategies that are best for each unique child. This presents a multitude of challenges and opportunities for information institutions, including public, academic, school, and special libraries. The need for librarians to help homeschool families become information and media literate is more important than ever. This collection of essays provides a range of approaches and strategies suggested by skilled professionals as well as veteran homeschool parents on how to best serve the diverse needs and learning experiences of homeschooled youth. It includes information on needs assessments for special needs students, gifted students, and African American students; advice on how to provide support for the families of homeschoolers; case studies; and information on new technologies that could benefit libraries and the homeschooler populations that they serve.“With over 3.5 million homeschooled students in the U.S., this book admirably explores the intersection of this growing and important grass roots movement and libraries of all kinds, showing how and why libraries are a vital element in the homeschooling movement.”—Bruce R. Schueneman, Library Director, James C. Jernigan Library, Texas A&M University-Kingsville “A rich and exciting sourcebook for librarians serving those outside of formal schooling.”—Tim Gorichanaz, Drexel University, Philadelphia “This book effectively covers all the bases ensuring positive experiences and outcomes for libraries serving home school families in their service areas.”—Deb Biggs Tenbusch, Librarian and Account Manager, Gale, Cengage Learning, Farmington Hills, Michigan “Whether starting new programs or expanding current ones, these chapters will help you to engage and prepare your resources to help homeschoolers.”—Kathleen Christy, Adult Services Manager, Blount County Public Library, Maryville, Tennessee “21st century homeschoolers are facing new challenges and this book presents fresh solutions and describes opportunities you may not realize existed for your library to serve these important patrons.”—Robert Perret, Contributor, Creativity for Library Career Advancement “I think infinite possibilities best describes this must-read book for public and academic librarians who seek to find ways to engage, support and serve the growing homeschool community.”—Anastasia Varnalis-Weigle, Associate Professor, University of Maine, Augusta “Librarians of all types, as well as library stakeholders, will find Homeschooling and Libraries a great resource to help identify needs and ways to support the growing homeschooling community.”—Michelle McKinney, Reference and Web Services Librarian, University of Cincinnati Blue Ash College, Cincinnati, Ohio “An impressively-researched volume that draws on a variety of perspectives, offering insight into the needs of homeschooled populations, including case studies, needs assessment, and future possibilities for programming, continuing education, and outreach.”—Erin Pappas, Research Librarian for the Humanities, University of Virginia Libraries “This practical book will assist libraries as they develop ways to reach out to home educating families.”—Ruth Elder, Cataloging Librarian, Troy University, Troy, Alabama “This book reopened my mind to the wonders that libraries in all of their aspects and attributes have to offer students including the unique and diverse students who are homeschooled.”—Jim Jipson, University of West Florida, Pensacola, Florida As families are looking for better ways to educate their children, more and more of them are becoming interested and engaged in alternative ways of schooling that are different, separate, or opposite of the traditional classroom. Homeschooling has become ever more creative and varied as families create custom-tailored curricula, assignments, goals, and strategies that are best for each unique child. This presents a multitude of challenges and opportunities for information institutions, including public, academic, school, and special libraries. The need for librarians to help homeschool families become information and media literate is more important than ever. This collection of essays provides a range of approaches and strategies suggested by skilled professionals as well as veteran homeschool parents on how to best serve the diverse needs and learning experiences of homeschooled youth. It includes information on needs assessments for special needs students, gifted students, and African American students; advice on how to provide support for the families of homeschoolers; case studies; and information on new technologies that could benefit libraries and the homeschooler populations that they serve.

Gaming as Culture

Gaming as Culture Pdf/ePub eBook Author: Sean Q. Hendricks,W. Keith Winkler
Editor: McFarland
ISBN: 0786454067
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Gaming as Culture by Sean Q. Hendricks,W. Keith Winkler Summary

Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer’s social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

The Postmodern Joy of Role-Playing Games

The Postmodern Joy of Role-Playing Games Pdf/ePub eBook Author: René Reinhold Schallegger
Editor: McFarland
ISBN: 1476631468
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The Postmodern Joy of Role-Playing Games by René Reinhold Schallegger Summary

Historian Johan Huizinga once described game playing as the motor of humanity’s cultural development, predating art and literature. Since the late 20th century, Western society has undergone a “ludification,” as the influence of game-playing has grown ever more prevalent. At the same time, new theories of postmodernism have emphasized the importance of interactive, playful behavior. Core concepts of postmodernism are evident in pen-and-paper role-playing, such as Dungeons and Dragons. Exploring the interrelationships among narrative, gameplay, players and society, the author raises questions regarding authority, agency and responsibility, and discusses the social potential of RPGs in the 21st century.

Knowing the Facts about Divination Practices and Occult "Games"

Knowing the Facts about Divination Practices and Occult Author: John Ankerberg,John Weldon
Editor: ATRI Publishing
ISBN: 1937136833
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Knowing the Facts about Divination Practices and Occult "Games" by John Ankerberg,John Weldon Summary

Divination has existed in all cultures throughout history. It is the attempt to predict or control one's future or to gain access to hidden information by the assessment of various indicators or use of particular implements. Some “Christian” diviners have pointed to biblical examples of divination in order to justify their practices. This book examines where the power comes from; explains how the various implements (including games) are used; and warns of the potential dangers.

Larson's Book of Spiritual Warfare

Larson's Book of Spiritual Warfare Pdf/ePub eBook Author: Bob Larson
Editor: Thomas Nelson
ISBN: 1418574414
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Larson's Book of Spiritual Warfare by Bob Larson Summary

Larson's Book of Spiritual Warfare is a window into a world many Christians have no idea exists. An expert on the occult, cults and supernatural phenomena, Bob Larson provides a comprehensive guide to the motivating factors of much of the deviant behavior occuring in society today.

Magic, Monsters, and Make-Believe Heroes

Magic, Monsters, and Make-Believe Heroes Pdf/ePub eBook Author: Douglas E. Cowan
Editor: Univ of California Press
ISBN: 0520967275
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Magic, Monsters, and Make-Believe Heroes by Douglas E. Cowan Summary

Magic, Monsters, and Make-Believe Heroes looks at fantasy film, television, and participative culture as evidence of our ongoing need for a mythic vision—for stories larger than ourselves into which we write ourselves and through which we can become the heroes of our own story. Why do we tell and retell the same stories over and over when we know they can’t possibly be true? Contrary to popular belief, it’s not because pop culture has run out of good ideas. Rather, it is precisely because these stories are so fantastic, some resonating so deeply that we elevate them to the status of religion. Illuminating everything from Buffy the Vampire Slayer to Dungeons and Dragons, and from Drunken Master to Mad Max, Douglas E. Cowan offers a modern manifesto for why and how mythology remains a vital force today.

Empire of Imagination

Empire of Imagination Pdf/ePub eBook Author: Michael Witwer
Editor: Bloomsbury Publishing USA
ISBN: 1632862042
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Empire of Imagination by Michael Witwer Summary

The first comprehensive biography of geek and gaming culture's mythic icon, Gary Gygax, and the complete story behind his invention of Dungeons & Dragons. The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Vin Diesel all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the role-playing genre he is largely responsible for creating. Through his unwavering commitment to the power of creativity, Gygax gave generations of gamers the tools to invent characters and entire worlds in their minds. Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.

Role-Playing Game Studies

Role-Playing Game Studies Pdf/ePub eBook Author: Sebastian Deterding,José Zagal
Editor: Routledge
ISBN: 1317268318
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Role-Playing Game Studies by Sebastian Deterding,José Zagal Summary

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

The Digital Role-Playing Game and Technical Communication

The Digital Role-Playing Game and Technical Communication Pdf/ePub eBook Author: Daniel Reardon,David Wright
Editor: Bloomsbury Publishing USA
ISBN: 1501352563
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The Digital Role-Playing Game and Technical Communication by Daniel Reardon,David Wright Summary

With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

The Buried

The Buried Pdf/ePub eBook Author: Melissa Grey
Editor: Scholastic Inc.
ISBN: 133862931X
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The Buried by Melissa Grey Summary

A heart-pounding, claustrophobic new story from Melissa Grey, the author of RATED. Ten years ago, disaster struck the remote town of Indigo Falls. A horrific event drove the residents underground, into shelters that keep them safe from the danger on the surface. No one speaks about what happened that fateful day, but even the youngest still remember the fear and, most of all, the searing pain when sunlight touched their skin. Now, a handful of families inhabit this bunker together, guided by a charismatic leader named Dr. Imogen Moran. There are many rules Dr. Moran has instilled to govern life belowground. You must always tell the truth. You must avoid the light of the sun. You must never touch skin to skin. But the most important rule, the one that was drilled into their heads from the moment the hatch slammed shut all those years ago, was at the very end of the list. It rattled around in their skulls when all was silent, echoing in the quiet, lonely dark. You must never go outside.

Dungeons & Tombs (Dungeons & Dragons)

Dungeons & Tombs (Dungeons & Dragons) Pdf/ePub eBook Author: Jim Zub,Stacy King,Andrew Wheeler,Official Dungeons & Dragons Licensed
Editor: Ten Speed Press
ISBN: 1984856456
FileSize: 481kb
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Dungeons & Tombs (Dungeons & Dragons) by Jim Zub,Stacy King,Andrew Wheeler,Official Dungeons & Dragons Licensed Summary

This introductory guide to the worlds of the leading fantasy role-playing game provides an immersive illustrated primer to the prisons, castles, traps, and labyrinths where players find adventure in D&D. In this illustrated guide for new players, you'll be transported to the mystical and magical worlds of Dungeons & Dragons and given a one-of-a-kind course on the dungeons and deathtraps for which the game (and all its iterations) is known. Featuring maps, cutaway illustrations, and fun insights that show would-be adventurers how to travel and survive in these fantastical settings, along with original illustrations and archival images, the book shines a spotlight down the dark, foreboding corners of the most infamous locations in the worlds of D&D. The perfect jumping-on point for young fans of fantasy looking to give D&D a try, the book also features prompts to encourage creative problem-solving skills in the dangerous situations you may find yourself in when on D&D adventures.

The Functions of Role-Playing Games

The Functions of Role-Playing Games Pdf/ePub eBook Author: Sarah Lynne Bowman
Editor: McFarland
ISBN: 0786455551
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The Functions of Role-Playing Games by Sarah Lynne Bowman Summary

This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games.

Introduction to Game Design, Prototyping, and Development

Introduction to Game Design, Prototyping, and Development Pdf/ePub eBook Author: Jeremy Gibson Bond
Editor: Addison-Wesley Professional
ISBN: 0134659880
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Introduction to Game Design, Prototyping, and Development by Jeremy Gibson Bond Summary

Master the Unity Game Engine to Design and Develop Games for Web, Mobile, Windows, macOS, and More! If you want to design and develop games, there’s no substitute for strong hands-on experience with modern techniques and tools—and that is exactly what this book provides. The first edition was frequently the top-selling game design book on Amazon, with more than 70% of the reviews being 5 stars. In a testament to the iterative process of design, this new edition includes hundreds of improvements throughout the text, all designed to make the book easier to understand and even more useful. This book was written with Unity 2017; the book.prototools.net website will cover changes for later versions of the software. Award-winning game designer and professor Jeremy Gibson Bond has spent more than a decade teaching game design and building great games. In that time, his most successful students have been those who combine knowledge of three critical disciplines: game design theory, rapid iterative prototyping, and practical programming. In this book, Bond distills the most important aspects of all three disciplines into one place. Part I: Game Design and Paper Prototyping • The Layered Tetrad framework: a synthesis of 50 years of game design theory • Proven practices for brainstorming and refining game designs through the iterative process of design • Methods and tools to manage game projects and small teams • Processes to make playtesting and feedback easier Part II: Digital Prototyping with Unity and C# • Chapters that guide you through learning C# the right way • Instruction that takes you from no prior programming knowledge through object-oriented programming • Deep exploration of Unity, today’s most popular game engine on both macOS and Windows • Methods for understanding and debugging code issues you encounter Part III: Game Prototype Examples and Tutorials • In-depth tutorials for seven different game prototypes, including a simple action game, a space shooter, a solitaire card game, a word game, and a top-down adventure • Instructions to compile these games for PC, web, or any of the dozens of other release platforms supported by Unity • Improved structure and layout that makes the steps of each tutorial easier to follow • A completely new Dungeon Delver prototype not present in the first edition

The Sinner's Guide to the Evangelical Right

The Sinner's Guide to the Evangelical Right Pdf/ePub eBook Author: Robert Lanham
Editor: Penguin
ISBN: 9781101210765
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The Sinner's Guide to the Evangelical Right by Robert Lanham Summary

Get to know “The Base” with the author of The Hipster Handbook, acclaimed by the secular elitist New York Times as “thoroughly entertaining.” Gay-friendly cappuccino drinkers may not be attuned to the nuances of conservative evangelical culture, from bibles designed to look like glossy fashion magazines to mega-churches with ATMs, rock climbing walls, and in one case, a drive-thru McDonalds. But Robert Lanham has his roots in the Bible Belt, and has compiled a handy guide to the evangelical right for those of us who can expect to be left behind in the End of Days. Find out how today’s evangelical leaders rank on the Fire and Brimstone Scale. Learn how to fit in at the church picnic with the most current evangelical slang. Meet real-life evangelicals, like Adrianne, a lesbian against gay marriage, and Ted Haggard, a mega-church pastor who speaks in tongues, not to mention with George Bush every Monday. Understand how this segment of the population came to have its own radio stations, its own nightclubs, its own news media, and its own president. Visit Colorado Springs—the “evangelical Vatican.” Discover why rock n’ roll can bring wayward souls to the light, but SpongeBob SquarePants is an agent of the Devil. And find out why even a growing number of evangelicals consider themselves Outsiders to the Evangelical Right.

Zones of Control

Zones of Control Pdf/ePub eBook Author: Pat Harrigan,Matthew G. Kirschenbaum
Editor: MIT Press
ISBN: 026233495X
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Zones of Control by Pat Harrigan,Matthew G. Kirschenbaum Summary

Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong

Ready Player One

Ready Player One Pdf/ePub eBook Author: Ernest Cline
Editor: Ballantine Books
ISBN: 0307887456
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Ready Player One by Ernest Cline Summary

#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9

Race and Popular Fantasy Literature

Race and Popular Fantasy Literature Pdf/ePub eBook Author: Helen Young
Editor: Routledge
ISBN: 1317532163
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Race and Popular Fantasy Literature by Helen Young Summary

This book illuminates the racialized nature of twenty-first century Western popular culture by exploring how discourses of race circulate in the Fantasy genre. It examines not only major texts in the genre, but also the impact of franchises, industry, editorial and authorial practices, and fan engagements on race and representation. Approaching Fantasy as a significant element of popular culture, it visits the struggles over race, racism, and white privilege that are enacted within creative works across media and the communities which revolve around them. While scholars of Science Fiction have explored the genre’s racialized constructs of possible futures, this book is the first examination of Fantasy to take up the topic of race in depth. The book’s interdisciplinary approach, drawing on Literary, Cultural, Fan, and Whiteness Studies, offers a cultural history of the anxieties which haunt Western popular culture in a century eager to declare itself post-race. The beginnings of the Fantasy genre’s habits of whiteness in the twentieth century are examined, with an exploration of the continuing impact of older problematic works through franchising, adaptation, and imitation. Young also discusses the major twenty-first century sub-genres which both re-use and subvert Fantasy conventions. The final chapter explores debates and anti-racist praxis in authorial and fan communities. With its multi-pronged approach and innovative methodology, this book is an important and original contribution to studies of race, Fantasy, and twenty-first century popular culture.

Dungeon Master For Dummies

Dungeon Master For Dummies Pdf/ePub eBook Author: Bill Slavicsek,Richard Baker
Editor: John Wiley & Sons
ISBN: 9780470050880
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Dungeon Master For Dummies by Bill Slavicsek,Richard Baker Summary

Whether you’ve been a Dungeon Master (DM) before and want to fine-tune your skills or want to get ready and take the plunge, this is the book for you. It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes: A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on: Using a DM binder to keep records such as an adventure log, PCs’ character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack’n’slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer’s Apprentice, that’s the perfect way to foray into DMing. It includes everything you need for a great adventure—except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....

Fundamentals of Role-Playing Game Design

Fundamentals of Role-Playing Game Design Pdf/ePub eBook Author: Ernest Adams
Editor: New Riders
ISBN: 0133812138
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Fundamentals of Role-Playing Game Design by Ernest Adams Summary

You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the role-playing game genre. This focused guide gives you exactly what you need. It walks you through the process of designing for the role-playing game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.

Queerness in Play

Queerness in Play Pdf/ePub eBook Author: Todd Harper,Meghan Blythe Adams,Nicholas Taylor
Editor: Springer
ISBN: 3319905422
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Queerness in Play by Todd Harper,Meghan Blythe Adams,Nicholas Taylor Summary

Queerness in Play examines the many ways queerness of all kinds—from queer as ‘LGBT’ to other, less well-covered aspects of the queer spectrum—intersects with games and the social contexts of play. The current unprecedented visibility of queer creators and content comes at a high tide of resistance to the inclusion of those outside a long-imagined cisgender, heterosexual, white male norm. By critically engaging the ways games—as a culture, an industry, and a medium—help reproduce limiting binary formations of gender and sexuality, Queerness in Play contributes to the growing body of scholarship promoting more inclusive understandings of identity, sexuality, and games.

Dungeon Master For Dummies

Dungeon Master For Dummies Pdf/ePub eBook Author: James Wyatt,Bill Slavicsek,Richard Baker
Editor: John Wiley & Sons
ISBN: 0470440090
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Dungeon Master For Dummies by James Wyatt,Bill Slavicsek,Richard Baker Summary

If you’re a Dungeons & Dragons fan, you’ve surely thought of becoming a Dungeon Master. Learning to be a DM isn’t as hard as you might think, especially if you have Dungeon Master 4th Edition For Dummies tucked into your bag of tricks! From organizing your first D&D game to dealing with difficult players, this book covers everything a DM needs to know. Written for the newest edition of D&D by the experts at Wizards of the Coast, creators of the game, it shows you how to: Build challenging encounters, make reasonable rulings, and manage disagreements Recognize all the common codes, tables, and spells Understand the parts of a D&D adventure and how to create dungeon maps and craft monsters Shape storylines and write your own adventures Find your style as a DM and develop a game style that plays to your strengths Script an encounter, vary the terrain and challenges, and establish rewards (experience points and treasure) Decide whether to use published adventures Use and follow the official Dungeon Master’s Guide Develop a campaign with exciting themes, memorable villains, and plots that keep players entranced If you’re getting the urge to lead the charge in a D&D game of your own, Dungeon Master 4th Edition For Dummies will introduce you to the DM’s many jobs. With the information you need to start your own game, craft exciting stories, and set up epic adventures, you’ll be on your way!

TechGnosis

TechGnosis Pdf/ePub eBook Author: Erik Davis
Editor: North Atlantic Books
ISBN: 1583949313
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TechGnosis by Erik Davis Summary

How does our fascination with technology intersect with the religious imagination? In TechGnosis—a cult classic now updated and reissued with a new afterword—Erik Davis argues that while the realms of the digital and the spiritual may seem worlds apart, esoteric and religious impulses have in fact always permeated (and sometimes inspired) technological communication. Davis uncovers startling connections between such seemingly disparate topics as electricity and alchemy; online roleplaying games and religious and occult practices; virtual reality and gnostic mythology; programming languages and Kabbalah. The final chapters address the apocalyptic dreams that haunt technology, providing vital historical context as well as new ways to think about a future defined by the mutant intermingling of mind and machine, nightmare and fantasy.

Dragons in the Stacks: A Teen Librarian's GUide to Tabletop Role-Playing

Dragons in the Stacks: A Teen Librarian's GUide to Tabletop Role-Playing Pdf/ePub eBook Author: Steven A. Torres-Roman,Cason E. Snow
Editor: ABC-CLIO
ISBN: 1610692624
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Dragons in the Stacks: A Teen Librarian's GUide to Tabletop Role-Playing by Steven A. Torres-Roman,Cason E. Snow Summary

A one-stop, complete guide to tabletop role-playing games for novice librarians as well as seasoned players. • Discusses collection development, cataloging, and programs for teens • Supplies detailed reviews of scores of popular and less well-known role-playing games • Outlines a variety of affordable, effective programs for teens that involve role-playing tabletop games

A Field Guide to the Aliens of Star Trek: The Next Generation

A Field Guide to the Aliens of Star Trek: The Next Generation Pdf/ePub eBook Author: Zachary Auburn
Editor: SCB Distributors
ISBN: 1942099320
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A Field Guide to the Aliens of Star Trek: The Next Generation by Zachary Auburn Summary

ONE KID’S CONTINUING MISSION: CATALOG ALL ALIEN LIFE FROM STAR TREK: THE NEXT GENERATION. These are the voyages of Joshua Chapman. In 1990 at 11 years old, he wrote a field guide to the alien races of Star Trek: The Next Generation for school. He continued the project through his awkward teen years and into reluctant adulthood. Boldly go from season to season and learn about Acamarians to Zibalians. Explore strange new feelings, like Joshua’s obsession with Data, and Joshua’s angst toward his mother, who’s more terrifying than a Yridian’s face. Engage... with humanity at its weirdest. “One of my favorite artistic discoveries of the last few years, in any medium. It's funny, touching, wholly convincing, and even profound—the kind of book you'll want to give to every misfit adolescent you now know or once did, which is to say everyone who was ever worth knowing.” –Kevin Brockmeier, O. Henry Prize winning author of Things That Fall from the Sky

Game Love

Game Love Pdf/ePub eBook Author: Jessica Enevold,Esther MacCallum-Stewart
Editor: McFarland
ISBN: 147661878X
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Game Love by Jessica Enevold,Esther MacCallum-Stewart Summary

What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life—often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways—from coding to cosplay—in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.