Dragon Magazine Archive


Book Description

Features: - Complete archive of Dragon magazine, issues 1 through 250 - Authority on Advanced Dungeons & Dragons gaming - Completely searchable - Bookmarking function allows you to save information - Mac users can view articles in Adobe Acrobat




Dragon Magazine Annual


Book Description

This book collects the best "Dragon" magazine content from the past year intoone easy-to-reference source.




Dragon Half Vol. 1


Book Description

Mink has fallen for the dreamy idol, Dick Saucer, but there's a problem: Dick's not just an idol--he's a dragon slayer, too...and Mink is half dragon! Now Mink and her friends must set out on a quest to destroy the Demon Lord Azetodeth and gain a potion that will make Mink human! Will Mink find true love or is this doomed to be a fetch quest failure?




Website Indexing


Book Description

Covers indexes on the web, indexing policies, software, navigational structure and taxonomies, online search engines, metadata and thesauri, and the semantic web.




Arthurian Literature XXII


Book Description

Selection of the latest research in Arthurian studies. The essays in this volume present the most recent fruits of Arthurian scholarship, on texts from Perlesvaus to Albrecht's Jüngerer Titurel and the Prose BrutChronicle, together with a detailed examination of the role of Micheau Gonnot's Arthuriad in the evolution of Arthurian romance. The volume also includes an investigation of Arthurian prophecy and the deposition of Richard II. It is completed with an encyclopaedic treatment of Arthurian literature, art and film produced between 1999 and 2004, acting as a continuing update to The New Arthurian Encyclopedia. Contributors: BEN RAMM, FANNI BOGDANOW, ANNETTE VOLFING, HELEN FULTON, JULIA MARVIN, RAYMOND H. THOMPSON, NORRIS J. LACY




The Night Wolf Inn


Book Description

The Night Wolf Inn is a sand box experience for 1st Edition RPG Gaming. It is a tavern and a universe unto itself; a place of powerful dweomers, secret doors, lost gods, hidden dimensions and dangerous artifacts. The Inn's mysterious backstory holds the sandbox experience together. The Night Wolf Inn fits snugly into any campaign, occupying only the space of its buildings and lawns. It is also intended to be fully customizable. Includes: Fully detailed maps and locations of the Inn featuring four floors, outdoor property, and extra-dimensional spaces. Partially detailed launch points into over twenty pocket dimensions and parallel worlds. Many new magic items, treasures, artifacts, monsters, demons, gods, NPCs, races, languages, and myths. Beautiful art. Player and DM versions of relevant maps. Player handouts. Quick reference cheat sheets.




High School DxD, Vol. 13 (light novel)


Book Description

For teenage-pervert-turned-demon Issei Hyoudou, every day is a battle. He might star in an underworld movie on one then get recruited to save a cute monster trainer girl from an arranged marriage the next. Even when he’s sick, the excitement never slows down (thanks to some lovely ladies in nurse costumes). This second collection of short stories highlights some of Issei’s and the Occult Research Club’s wild adventures!




The Role-Playing Society


Book Description

Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.




Dungeons & Dragons Art & Arcana


Book Description

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.




Ultima and Worldbuilding in the Computer Role-Playing Game


Book Description

Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.