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.







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.




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.




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."




Studying Simulations with Distributed Cognition


Book Description

Simulations are frequently used techniques for training, performance assessment, and prediction of future outcomes. In this thesis, the term “human-centered simulation” is used to refer to any simulation in which humans and human cognition are integral to the simulation’s function and purpose (e.g., simulation-based training). A general problem for human-centered simulations is to capture the cognitive processes and activities of the target situation (i.e., the real world task) and recreate them accurately in the simulation. The prevalent view within the simulation research community is that cognition is internal, decontextualized computational processes of individuals. However, contemporary theories of cognition emphasize the importance of the external environment, use of tools, as well as social and cultural factors in cognitive practice. Consequently, there is a need for research on how such contemporary perspectives can be used to describe human-centered simulations, re-interpret theoretical constructs of such simulations, and direct how simulations should be modeled, designed, and evaluated. This thesis adopts distributed cognition as a framework for studying human-centered simulations. Training and assessment of emergency medical management in a Swedish context using the Emergo Train System (ETS) simulator was adopted as a case study. ETS simulations were studied and analyzed using the distributed cognition for teamwork (DiCoT) methodology with the goal of understanding, evaluating, and testing the validity of the ETS simulator. Moreover, to explore distributed cognition as a basis for simulator design, a digital re-design of ETS (DIGEMERGO) was developed based on the DiCoT analysis. The aim of the DIGEMERGO system was to retain core distributed cognitive features of ETS, to increase validity, outcome reliability, and to provide a digital platform for emergency medical studies. DIGEMERGO was evaluated in three separate studies; first, a usefulness, usability, and facevalidation study that involved subject-matter-experts; second, a comparative validation study using an expert-novice group comparison; and finally, a transfer of training study based on self-efficacy and management performance. Overall, the results showed that DIGEMERGO was perceived as a useful, immersive, and promising simulator – with mixed evidence for validity – that demonstrated increased general self-efficacy and management performance following simulation exercises. This thesis demonstrates that distributed cognition, using DiCoT, is a useful framework for understanding, designing and evaluating simulated environments. In addition, the thesis conceptualizes and re-interprets central constructs of human-centered simulation in terms of distributed cognition. In doing so, the thesis shows how distributed cognitive processes relate to validity, fidelity, functionality, and usefulness of human-centered simulations. This thesis thus provides a new understanding of human-centered simulations that is grounded in distributed cognition theory.




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.




International Handbook of Computer-Supported Collaborative Learning


Book Description

CSCL has in the past 15 years (and often in conjunction with Springer) grown into a thriving and active community. Yet, lacking is a comprehensive CSCL handbook that displays the range of research being done in this area. This handbook will provide an overview of the diverse aspects of the field, allowing newcomers to develop a sense of the entirety of CSCL research and for existing community members to become more deeply aware of work outside their direct area. The handbook will also serve as a ready reference for foundational concepts, methods, and approaches in the field. The chapters are written in such a way that each of them can be used in a stand-alone fashion while also serving as introductory readings in relevant study courses or in teacher education. While some CSCL-relevant topics are addressed in the International Handbook of the Learning Sciences and the International Handbook of Collaborative Learning, these books do not aim to present an integrated and comprehensive view of CSCL. The International Handbook of Computer- Supported Collaborative Learning covers all relevant topics in CSCL, particularly recent developments in the field, such as the rise of computational approaches and learning analytics.




Design Thinking Research


Book Description

This book summarizes the results of Design Thinking Research Program at Stanford University in Palo Alto, California, USA and the Hasso Plattner Institute in Potsdam, Germany. Offering readers a closer look at design thinking, its innovation processes and methods, it covers topics ranging from how to design ideas, methods and technologies, to creativity experiments and creative collaboration in the real world, and the interplay between designers and engineers. But the topics go beyond this in their detailed exploration of design thinking and its use in IT systems engineering fields, and even from a management perspective. The authors show how these methods and strategies actually work in companies, and introduce new technologies and their functions. Furthermore, readers learn how special-purpose design thinking can be used to solve thorny problems in complex fields. Thinking and devising innovations are fundamentally and inherently human activities – so is design thinking. Accordingly, design thinking is not merely the result of special courses nor of being gifted or trained: it’s a way of dealing with our environment and improving techniques, technologies and life. This edition offers a historic perspective on the theoretical foundations of design thinking. Within the four topic areas, various frameworks, methodologies, mindsets, systems and tools are explored and further developed. The first topic area focuses on team interaction, while the second part addresses tools and techniques for productive collaboration. The third section explores new approaches to teaching and enabling creative skills and lastly the book examines how design thinking is put into practice. All in all, the contributions shed light and provide deeper insights into how to support the collaboration of design teams in order to systematically and successfully develop innovations and design progressive solutions for tomorrow.




Quantitative Ethnography


Book Description

How can we make sense of make sense of the deluge of information in the digital age? The new science of Quantitative Ethnography dissolves the boundaries between quantitative and qualitative research to give researchers tools for studying the human side of big data: to understand not just what data says, but what it tells us about the people who created it. Thoughtful, literate, and humane, Quantitative Ethnography integrates data-mining, discourse analysis, psychology, statistics, and ethnography into a brand-new science for understanding what people do and why they do it. Packed with anecdotes, stories, and clear explanations of complex ideas, Quantitative Ethnography is an engaging introduction to research methods for students, an introduction to data science for qualitative researchers, and an introduction to the humanities for statisticians--but also a compelling philosophical and intellectual journey for anyone who wants to understand learning, culture and behavior in the age of big data.