HowExpert Guide to Tabletop Roleplaying Games


Book Description

Take a deep dive into the art of making and playing unforgettable characters in your favorite tabletop roleplaying game! For decades, TTRPGs have been bringing friends together to tell stories of adventure and intrigue. Now the genre has become more popular than ever with appearances in movies, TV shows, podcasts, and more! But what if you want to add even more immersion to your game? The answer is in roleplaying! With dynamic and popular series such as Critical Role available to watch online, it can be (understandably!) intimidating to start adding more roleplaying to your game. But there is no need to fear! This comprehensive roleplaying guide will teach you how to: • Plan and kick off your tabletop RPG experience • Create your own unique character that is fully immersed in your game’s world • Find and use inspiration for your TTRPG characters • Use description to grow your imagination and make more compelling stories • Adapt your character to your game’s world • Develop skills that are useful in and outside of the game • Find your next favorite TTRPG series • Connect with other gamers! With a proven process for creating engaging characters honed over many awkward and nerdy years, this guide is your one must-have resource to make and play unforgettable TTRPG characters! About the Expert Jeffrey Wright is a proud nerd, avid tabletop gamer, and writer. With nearly two decades of experience playing and running a wide variety of tabletop roleplaying games, Jeffrey Wright has made it his mission to get as many people playing TTRPGs as possible. He credits the freeform immersion offered by tabletop gaming for his outgoing personality, love of writing, and obsessive collecting habits. He regularly prepares and runs games for new players at his local game store to introduce them to the magic of roleplaying games. Most days, he can be found resting atop his gigantic dice hoard challenging strangers to riddle contests. On other days, he practices being less sarcastic. HowExpert publishes quick 'how to' guides on all topics from A to Z by everyday experts.







HowExpert Guide to 365 Hobbies


Book Description

If you're looking to explore a new hobby every day and unlock your creative potential, then HowExpert Guide to 365 Popular Hobbies is your ultimate resource. Welcome to a year-long adventure filled with creativity, discovery, and growth. This guide is your gateway to mastering a diverse range of hobbies, organized from A to Z and tailored to fit every month. Whether you’re seeking to ignite your creativity, improve DIY skills, connect with nature, or find a new passion, this book offers endless inspiration and practical tips to enrich your life daily. Inside this book, you'll find: - Introduction: The Joy of Hobbies – Discover how hobbies can enrich your life, reduce stress, and spark joy. Use this guide to explore new passions daily or focus on specific interests. - January: Arts and Crafts – Start your year with creativity by diving into hobbies like painting, knitting, and wood carving. Each day introduces a new craft to let your artistic side shine. - February: Building and DIY – Channel your inner handyman or handywoman with projects ranging from carpentry to gardening. Perfect for anyone who loves to build, fix, or create with their hands. - March: Collecting – Explore the fascinating world of collecting, from antiques to rare books and coins. Learn the ins and outs of starting, maintaining, and expanding your collection. - April: Food and Drink – Satisfy your culinary curiosity by mastering the art of baking, brewing, and gourmet cooking. This chapter is a feast for your taste buds, with a new food-related hobby daily. - May: Games and Entertainment – Unleash your inner gamer with a month of board games, video games, and other forms of entertainment. Whether you’re into strategy or action, there’s something for every gamer. - June: Music and Performing Arts – Harmonize your love for music and performing arts by exploring instruments, singing, and acting. Each hobby helps you express yourself through sound and movement. - July: Nature and Outdoors – Embrace the outdoors with hobbies like hiking, birdwatching, and gardening. Perfect for nature lovers and adventurers, these activities connect you with the natural world. - August: Personal Development – Focus on self-improvement with hobbies that nurture your mind and soul, from journaling to meditation. This chapter is about building better habits, enhancing well-being, and fostering personal growth. - September: Science and Technology – Dive into science with hobbies ranging from robotics to astronomy. Ideal for curious minds, this chapter expands your understanding through hands-on experiments and tech projects. - October: Sports and Fitness – Get moving with a variety of physical activities that promote fitness and fun. Whether you’re into yoga, weightlifting, or extreme sports, this chapter keeps you active, energized, and healthy. - November: Travel and Exploration – Feed your wanderlust with hobbies that encourage exploration, from camping to cultural tours. This chapter is your passport to adventure, offering new ways to discover the world. - December: Writing and Literature – Cap off the year by indulging in the written word. Whether writing your memoirs or crafting fiction, these literary hobbies inspire you to unleash your creativity and reflect on your experiences. - Conclusion: Reflecting on Your Year of Hobbies – Reflect on your journey with tips on exploring new activities, embracing lifelong learning, and finding new inspirations. - Appendices – Delve into resources, journals, and community connections to keep your hobby pursuits thriving and ensure your passion for learning never fades. Whether you're a seasoned hobbyist or just starting out, HowExpert Guide to 365 Popular Hobbies is your go-to source for daily inspiration and growth. Buy the book today and embark on a year-long adventure of discovery, creativity, and fun! HowExpert publishes how-to guides on all topics from A to Z.




GURPS For Dummies


Book Description

Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease... fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.




The Magicians Tabletop Roleplaying Game System


Book Description

The Fillorian System is based on The Magicians by Lev Grossman and SYFY Tv Show. Fan-created, it leads you into a dnd-like system of its own as well as give you the base lore of the world created within this fantasy story.




Exiled in Eris: Sword & Blaster Fantasy Roleplaying


Book Description

Hunt for lost treasures among the ruins of a bygone age in this roleplaying game inspired by classic pulp tales of Planetary Romance, Sword and Sorcery, and the Wild West. Swords, blasters, and sorcery mix with monsters, robots, and aliens while searching for fortune and adventure amidst danger and intrigue. All this awaits in the desert no-man's land of the distant future. Imagine the wild west with swords and Seventies-style blaster pistols. Imagine a female espionage agent in a futuristic skin-tight bodysuit and a Clint Eastwood-style poncho karate kicking an orc in the face. Imagine a grizzled veteran and his buddy, a robot from a proud lineage of noble warriors, cracking open the tomb of a long-dead king only to wake the immortal, six-legged, genetically-engineered guardian beast from its thousands of years of suspended animation. That is Exiled in Eris. Easy-to-learn rules system, using a 20-sided die for most rolls, but also the standard range of dice (d4, d6, d8, d12, d10, d20). Choose from 8 different species, including Humans, Cyberdroids, the reptilian Dakazi, mole-like Deru, and various types of homunculi (genetically-engineered beings). Harness supernatural powers like Sorcery (psychic powers) and Ta'Oudh (manipulating an invisible force). An extensive list of allies and rivals, as well as beasts and monstrosities. Artifacts that can be issued as rewards for discovering ancient caches. Includes a starter adventure: "The Tomb of the Architect."




How To Teach Drama To Kids


Book Description

If you want to learn how to teach drama to kids, then get "How to Teach Drama To Kids" written by a person with real life experience teaching drama to children. This guide, “How to Teach Drama to Kids” will take someone unsure of the main principles of teaching theatre arts to various ages, through the basic categories and components principally considered to be the heart of the study of Drama. Whether you are a music or English teacher hired to teach a semester of Drama, or an actor commissioned to do a series of children’s workshops, this guide will take you through a stage-by-stage process including exercises for the under 10 age group, the pre-teens, and the high-school ages. The author adds her own tips for making particularly challenging games or exercises “work,” and presents her own hints for keeping your resources and equipment to an inexpensive and manageable budget. With chapters from the basics of “Movement,” “Voice,” “Improvisation,” “Role-Playing” and “Scene Work” to the more intricate additions of “Story-Telling,” “Puppetry” “Stage-Fighting” and “Chorus-Line Dancing Steps,” this guide is broken down so that you may choose to eliminate certain chapters from your planning or to add the author’s hints for extending an exercise to make it last longer and to be more enriching to the students. About the Expert With her first on-stage appearance at age 4, her first leading role at age 11 and her professional stage roles culminating primarily in character parts in comedies, and for troupes catering to parties and murder mystery dinner theatres, Julie Johnson decided in 1997 that she would be well-suited to TEACH Drama to others. After graduating with a four-year specialist degree in teaching the Performing Arts, she moved to England to further work in both schools and theater. While mostly teaching high school Theater Arts since then (in three different countries) she has also been a leader of workshops for pre-teens and adults, a guest-speaker at college level, an adjudicator for theatre festivals and a coach and judge for speech and debate competitions. Here, in this guide, she offers many of her tips, games and exercises for teaching three different age groups under 18 years. HowExpert publishes quick 'how to' guides on all topics from A to Z by everyday experts.




Drama Start


Book Description

'Drama Start' is a collection of drama activities, including games, role playing ideas, action poems, plays and monologues, suitable for children between the ages of 3 and 8. It can be used in Early Years' settings or in primary schools, up to and including second class. This book is also suitable for people working with children in any setting where drama is used such as community groups, out of school care facilities, therapeutic group work and so on. The book is accessible and easy to follow. It is divided into three parts - Drama Games, Plays and Monologues. Each section provides educators/teachers/leaders with a variety of creative and imaginative ideas for stimulating drama activities in many different settings.




The Craft of Research, 2nd edition


Book Description

Since 1995, more than 150,000 students and researchers have turned to The Craft of Research for clear and helpful guidance on how to conduct research and report it effectively . Now, master teachers Wayne C. Booth, Gregory G. Colomb, and Joseph M. Williams present a completely revised and updated version of their classic handbook. Like its predecessor, this new edition reflects the way researchers actually work: in a complex circuit of thinking, writing, revising, and rethinking. It shows how each part of this process influences the others and how a successful research report is an orchestrated conversation between a researcher and a reader. Along with many other topics, The Craft of Research explains how to build an argument that motivates readers to accept a claim; how to anticipate the reservations of thoughtful yet critical readers and to respond to them appropriately; and how to create introductions and conclusions that answer that most demanding question, "So what?" Celebrated by reviewers for its logic and clarity, this popular book retains its five-part structure. Part 1 provides an orientation to the research process and begins the discussion of what motivates researchers and their readers. Part 2 focuses on finding a topic, planning the project, and locating appropriate sources. This section is brought up to date with new information on the role of the Internet in research, including how to find and evaluate sources, avoid their misuse, and test their reliability. Part 3 explains the art of making an argument and supporting it. The authors have extensively revised this section to present the structure of an argument in clearer and more accessible terms than in the first edition. New distinctions are made among reasons, evidence, and reports of evidence. The concepts of qualifications and rebuttals are recast as acknowledgment and response. Part 4 covers drafting and revising, and offers new information on the visual representation of data. Part 5 concludes the book with an updated discussion of the ethics of research, as well as an expanded bibliography that includes many electronic sources. The new edition retains the accessibility, insights, and directness that have made The Craft of Research an indispensable guide for anyone doing research, from students in high school through advanced graduate study to businesspeople and government employees. The authors demonstrate convincingly that researching and reporting skills can be learned and used by all who undertake research projects. New to this edition: Extensive coverage of how to do research on the internet, including how to evaluate and test the reliability of sources New information on the visual representation of data Expanded bibliography with many electronic sources




Ludoliteracy


Book Description

On the surface, it seems like teaching about games should be easy. After all, students are highly motivated, enjoy engaging with course content, and have extensive personal experience with videogames. However, games education can be surprisingly complex.