How to Write Adventure Modules That Don't Suck


Book Description

Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now we present our advice on how you can write great adventures! This compilation of articles is authored by two dozen of the industry's best-known adventure writers. Each article gives a different perspective on how to write adventure modules that don't suck, written by authors with decades of experience and prominent published credits. By the time you're done reading this book, you'll be on the path to designing great adventure modules on your own. Bonus: This PDF includes a digital copy of the original How To Write Adventures Modules That Don't Suck (2007). Whether you're an experienced writer or an aspiring novice, you'll find something of value in this book!







Play Unsafe


Book Description

Often, we treat games like work. In this book, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, start playing and put stories at the heart of your game.




Super Scratch Programming Adventure! (Scratch 3)


Book Description

Comics! Games! Programming! Now updated to cover Scratch 3. Scratch is the wildly popular educational programming language used by millions of first-time learners in classrooms and homes worldwide. By dragging together colorful blocks of code, kids can learn computer programming concepts and make cool games and animations. The latest version, Scratch 3, features an updated interface, new sprites and programming blocks, and extensions that let you program things like the micro:bit. In Super Scratch Programming Adventure!, kids learn programming fundamentals as they make their very own playable video games. They'll create projects inspired by classic arcade games that can be programmed (and played!) in an afternoon. Patient, step-by-step explanations of the code and fun programming challenges will have kids creating their own games in no time. This full-color comic book makes programming concepts like variables, flow control, and subroutines effortless to absorb. Packed with ideas for games that kids will be proud to show off, Super Scratch Programming Adventure! is the perfect first step for the budding programmer. Covers Scratch 3




How to Write Action Adventure Novels


Book Description

Fast-paced plots, white-knuckle moments, heart-stopping adventure. Learn how to pack your pages with action, from beginnings that grab to endings that leave your readers begging for more from the author of more than 180 novels. "A vital book for authors wishing to add impact to their fiction. ...a very good analysis of the genre markets, a deft guide to the craft of modern fiction writing, & a glimpse into the life of the best-selling novelist-not the gazillionaires like King or Koontz of Mailer or whoever, but the scrivener who just makes a nice living at cranking out entertainment for the rest of us. Newton shows you many passages that don't quite make the grade (but went to press anyway, because that's often how it works) & chunks that he feels are golden. He berates you to make it all larger-than-life-that's the market!-but also stops you short of falling to mawkish self-parody. This is certainly a vital book for the mystery writer & those who do war stories, but I wouldn't hesitate to recommend it as a tonic before writing Western, Gothic, space adventure, or quest fantasy. It's worth ten bucks, & certainly a fiver, even though the world has changed so much since 1989." -Anthony D. Ravenscroft, Amazon.com reviewer







The Book of Adventure Games


Book Description







The CRPG Book: A Guide to Computer Role-Playing Games


Book Description

Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.




Teach with Magic


Book Description

Learn from the Engagement Masters Education is a battle for attention. Whether you are a teacher trying to reach a classroom full of students or a parent trying to prepare your child for the world to come, getting our audience to just listen can be a real challenge. When students have access to personalized entertainment sitting in their pockets, anything that doesn't jump out and grab their attention right away is easily drowned out. But there is a place where even today all those modern distractions melt away--Disneyland. When you're there, you're not only in a different world, you're in Walt Disney's world. Whether you are Peter Pan flying over London in Fantasyland or a rebel fighter struggling against the First Order in Galaxy's Edge, you are 100% engaged. Sights, sounds and even smells ensure that your brain is locked into the experience. If we can bring those techniques into our teaching, we can create engaging experiences for our students, grab their attention, and boost their learning. You'll improve your teaching and create a place students want to visit. In this book we'll learn from the world's greatest engagement masters--the Disney Imagineers. Through narrative visits to attractions throughout Disneyland and Disney California Adventure, you'll experience a visit to the park as we share memories and see how the Imagineers make it all work. We'll be guided by Imagineering icon Marty Sklar's Mickey's 10 Commandments of Theme Park Design as we turn our classrooms into the most engaging places on Earth!