FSpace Roleplaying Net Rules v1.1.1


Book Description

Looking for a dirt cheap basic rulebook for FSpaceRPG. The Net Rules is just what you're looking for. This edition is a barebones edition with no embellishments for players who just want the minimum. It isn't suitable for use by a GM, or those players who want more than a casual reference. This edition contains basic outlines for: dice usage skill usage character generation skills personal combat system ballistic weapons aliens empires Intelligent Life article Modified Kardashev-2 Civilisation Classifications Communications and computer equipment.




FSpace Roleplaying Net Rules 2.0


Book Description

Looking for a dirt cheap basic rulebook for FSpaceRPG. The Net Rules is just what you're looking for. This edition is a barebones edition with no embellishments for players who just want the minimum. It isn't suitable for use by a GM, or those players who want more than a casual reference. This edition contains basic outlines for: Basic game mechanics Character generation Personal combat system Aliens Empires Intelligent Life article Modified Kardashev-2 Civilisation Classifications Communications and computer equipment Psionics Starship guidelines Mech distribution and distribution ARES Development Corporation Terran history




FSpace Roleplaying Psionic System v1.1


Book Description

FSpaceRPG is a science fiction roleplaying game in the classic mould. This guide is an overview of the psionic system in use by FSpaceRPG and provides recent expansions about rare talents and new equipment. Includes library data entries of relevance as well. Presented in a refreshed format compared to previous 1999 edition.




The Architects' Handbook


Book Description

The Architects' Handbook provides a comprehensive range of visual and technical information covering the great majority of building types likely to be encountered by architects, designers, building surveyors and others involved in the construction industry. It is organised by building type and concentrates very much on practical examples. Including over 300 case studies, the Handbook is organised by building type and concentrates very much on practical examples. It includes: · a brief introduction to the key design considerations for each building type · numerous plans, sections and elevations for the building examples · references to key technical standards and design guidance · a comprehensive bibliography for most building types The book also includes sections on designing for accessibility, drawing practice, and metric and imperial conversion tables. To browse sample pages please see http://www.blackwellpublishing.com/architectsdata




Interactive Digital Narrative


Book Description

The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practitioners like Janet Murray, Marie-Laure Ryan, Scott Rettberg and Martin Rieser. In three sections, it covers history, theoretical perspectives and varieties of practice including narrative game design, with a special focus on changes in the power relationship between audience and author enabled by interactivity. After discussing the historical development of diverse forms, the book presents theoretical standpoints including a semiotic perspective, a proposal for a specific theoretical framework and an inquiry into the role of artificial intelligence. Finally, it analyses varieties of current practice from digital poetry to location-based applications, artistic experiments and expanded remakes of older narrative game titles.




Physical Education Framework for California Public Schools, Kindergarten Through Grade Twelve


Book Description

This framework describes a developmental, sequential, age-appropriate physical education program designed to provide students of all ages with the knowledge and ability needed to maintain an active, healthy life-style. Three major goals of the curriculum are that students should: (1) develop effective motor skills and understand the fundamentals of movement by practicing and analyzing purposeful movement; (2) develop and maintain a positive self-image and strive to achieve personal excellence in planned physical activities; and (3) develop appropriate social behaviors by working independently and with others during planned physical activity. The guide, divided into six chapters, provides concepts and strategies that form the foundation of a comprehensive physical education system for kindergarten through grade 12. The chapter titles are: (1) "A Vision for Physical Education"; (2) "Goals and Disciplines for the Physical Education Curriculum"; (3) "Physical Education Guidelines for Kindergarten through Grade 12"; (4) "Environment Needed for a Quality Physical Education Program"; (5) "Quality Instruction in Physical Education"; and (6) "Criteria for Evaluating Instructional Resources." A definition and outcomes of the physically educated person, a program advisory clarifying adapted physical education program services, and a list of publications available from the California Department of Education are appended. (LL)




Interface Fantasy


Book Description

Behind our computer screens we are all cyborgs: through fantasy we can understand our involvement in virtual worlds. Cyberspace is first and foremost a mental space. Therefore we need to take a psychological approach to understand our experiences in it. In Interface Fantasy, André Nusselder uses the core psychoanalytic notion of fantasy to examine our relationship to computers and digital technology. Lacanian psychoanalysis considers fantasy to be an indispensable “screen” for our interaction with the outside world; Nusselder argues that, at the mental level, computer screens and other human-computer interfaces incorporate this function of fantasy: they mediate the real and the virtual. Interface Fantasy illuminates our attachment to new media: why we love our devices; why we are fascinated by the images on their screens; and how it is possible that virtual images can provide physical pleasure. Nusselder puts such phenomena as avatars, role playing, cybersex, computer psychotherapy, and Internet addiction in the context of established psychoanalytic theory. The virtual identities we assume in virtual worlds, exemplified best by avatars consisting of both realistic and symbolic self-representations, illustrate the three orders that Lacan uses to analyze human reality: the imaginary, the symbolic, and the real. Nusselder analyzes our most intimate involvement with information technology—the almost invisible, affective aspects of technology that have the greatest impact on our lives. Interface Fantasy lays the foundation for a new way of thinking that acknowledges the pivotal role of the screen in the current world of information. And it gives an intelligible overview of basic Lacanian principles (including fantasy, language, the virtual, the real, embodiment, and enjoyment) that shows their enormous relevance for understanding the current state of media technology.




Blades of Damocles


Book Description

Setting out to exterminate the upstart Tau Empire before it becomes a threat, the Ultramarines under Captain Atheus discover that the xenos may be more of a menace than they originally believed… The Imperium of Man takes its bloody revenge upon the expansionist tau in a war of dizzying spectacle. For the first time, the daredevil warriors of the Ultramarines Assault Company go to war en masse, fighting in the skies, in the streets, and even in the prototype testing facilities of the tau Earth caste. However, Sergeants Sicarius and Numitor must overcome their hunger for glory as the brightest stars of the Tau Empire, Commanders Farsight and Shadowsun, hunt them to the brink of disaster. Tempers run short as battle-brothers fall, ammunition runs out and the course of the war takes ever-darker twists and turns. With two warrior cultures struggling for a vital edge and the body count spiralling towards a terrible conclusion, can notions of honour and duty survive at all?




5 Weeks to Winning Bridge


Book Description

"Five Weeks to Winning Bridge" is the book most frequently recommended and most often read by beginning bridge players. It is divided into 35 chapters, one for each day of the week over a seven week period. Each chapter is about 15 pages long, enough for a new player to read and absorb in a day. Thus, at the end of 35 days or 5 weeks, the reader should be a competent bridge player.This book describes the Standard American bidding system. Although still the most widely known system, there have been a proliferation of bidding systems. The reader should be prepared to play under other systems.The reader should be aware that this book primarily describes Rubber Bridge play. Nowadays, most bridge play is duplicate.In spite of these developments, this book remains the one more players start off with than any other book. Thus, it should be required reading for all bridge players. If offers the clearest and most easy-to-read description of bridge.




A Dictionary of Narratology


Book Description

History, literature, religion, myth, film, psychology, theory, and daily conversation all rely heavily on narrative. Cutting across many disciplines, narratology describes and analyzes the language of narrative with its regularly recurring patterns, deeply established conventions for transmission, and interpretive codes, whether in novels, cartoons, or case studies. Indispensable to writers, critics, and scholars in many fields, A Dictionary of Narratology provides quick and reliable access to terms and concepts that are defined, illustrated, and cross-referenced. All entries are keyed to articles or books in which the terms originated or are exemplified. This revised edition contains additional entries and updates some existing ones.