Masters of the Maze


Book Description

The Maze was, is, and will be. When the magnablock exploded into infinity, the Maze was formed. "There was light" - and the light shone upon the Maze. Coeval and coexistent, neither of the same substance nor the same essence; having the attributes, the incidents, the accidents of neither terrene nor contra-terrene matter, the Maze is both immanent and transcendent of both. It traverses space, it transects time. Ancient of years, the worlds form around it... Generation after generation, generation before generation, north and south and up and down, the early and the latter rains, and the great red slow-rolling sun of the End of Days, have seen, see, and have yet to see the Masters of the Maze at their work. They explore, they plot their courses, they watch. Perhaps this above all. They watch. They guard.




Masters of Doom


Book Description

Masters of Doom is the amazing true story of the Lennon and McCartney of video games: John Carmack and John Romero. Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to co-create the most notoriously successful game franchises in history—Doom and Quake—until the games they made tore them apart. Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative. “To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams




Mazes and Monsters


Book Description

Part thriller, part love story, Mazes and Monsters is a spellbinding novel about a group of college students in the 1980s who use a fantasy game as refuge from their personal, emotional, and social problems. Based loosely on the “steam tunnel incidents” of the 1970s, the four friends—Kate, Jay Jay, Daniel, and Robbie—eventually take their game too far when they decide to live-action role-play in the caverns near their college campus. What follows is terrifying and unexpected, as each character dives deep into the darkest part of their mind, those forbidden places where our most menacing truths lie.




The Moon Maze Game


Book Description

Set in the year 2085, "The Moon Maze Game" tells the story of a deadly live-action role-playing game conducted on the Moon itself.




The Freedom Maze


Book Description

"Multilayered, compassionate, and thought-provoking." — Kirkus Reviews (starred review) Thirteen-year-old Sophie isn’t happy about spending the summer of 1960 at her grandmother’s old house in the bayou. Bored and lonely, she can’t resist exploring the house’s maze, or making an impulsive wish for a fantasy-book adventure with herself as the heroine. What she gets instead is a real adventure: a trip back in time to 1860 and the race-haunted world of her family’s Louisiana sugar plantation. Here, President Lincoln’s Emancipation Proclamation is still two years in the future and passage of the Thirteenth Amendment is almost four years away. And here, Sophie is mistaken, by her own ancestors, for a slave.







The Maze of the Beast (Deltora Quest #6)


Book Description

The international bestselling series returns for a new generation with a fresh look and bonus content from the legends of Deltora.Deltora is a land of monsters and magic. The evil Shadow Lord has become aware that Lief, Barda, and Jasmine are searching for the seven lost gems of the magic Belt of Deltora. He knows that the Belt's power will threaten his terrifying rule if the gems can be returned to it. Five gems have already been found. The next stone lies hidden in the underwater lair of the hideous and ferocious Glus. Already pursued by the servants of the Shadow Lord, Lief, Barda, and Jasmine will need all their strength and courage to face the Maze of the Beast.




Thomas Flintham's Book of Mazes and Puzzles


Book Description

An a-MAZE-ing book of puzzles, dot-to-dots, spot-the-difference, and mazes like you've never seen before. . . from the creator of the Branches Press Start! series!




Maze of Worlds


Book Description

Alien beings bent on our destruction have seeded the world with horrible machines capable of transforming our planet into a hellhole where only they can live. Our only hope is to solve the puzzle of a four-dimensional maze, an alien thing that is part building, part machine, and part psychological torture chamber. A few brave men and women--and one fearless dog--dare to enter the maze. What they find there will change their lives forever, as the alien machinery creates terrifying worlds based on their worst nightmares. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.




108 Dungeon Maps for Game Masters


Book Description

108 unique dungeon maps of various sizes. High quality matte finish cover. 8.5 x 11 book size. Lots of room to write notes on the pages. The dungeon layouts are also great for solo play and the book makes a great gift for your game master friend or family member.