Postapocalyptic Trilogy Thriller Storybuilder


Book Description

Unleash the power of gripping storytelling with the Postapocalyptic Thriller Fiction Trilogy Storybuilder, your ultimate guide to crafting a compelling series that will keep readers on the edge of their seats. Designed by Kit Tunstall and TnT Author Services, this comprehensive tool provides a clear, detailed roadmap for structuring your trilogy, developing complex characters, and weaving plots with the chaos of a world on the brink. Dive into the immediate aftermath of societal collapse, where every decision can mean the difference between survival and extinction. This Storybuilder guides you through the creation of narratives that balance the visceral challenges of a postapocalyptic world with the intricate plotting of a thriller. Whether you're exploring EMP attacks, pandemic outbreaks, or other cataclysmic events, you'll learn how to craft stories that capture both the physical and psychological toll of survival. Discover how to pace your trilogy, build tension across multiple books, and create satisfying arcs that will leave readers clamoring for more. Whether you're a seasoned author venturing into new territory or a new writerr to the genre, the Postapocalyptic Thriller Fiction Trilogy Storybuilder provides a flexible framework that encourages creativity while meeting reader expectations. With this tool, you'll understand how to plot a three-book series, but the Storybuilder is flexible enough to structure just a standalone, or to be reused for multiple books in a series with some minor variations (instructions included). Embark on your postapocalyptic thriller writing journey today and craft a postapocalyptic thriller that will leave an indelible mark on your readers' imaginations. The world might end, but your story is just beginning.




Horror Novel Storybuilder


Book Description

Unlock the Art of Fear: Crafting Compelling Horror Narratives Whether you're a seasoned author or a budding horror writer, the Horror Storybuilder is your key to mastering the terrifying art of suspense, dread, and psychological chills. This comprehensive tool provides a flexible roadmap for crafting spine-tingling stories that captivate your readers from start to finish. With guidance on plot structures, character development, world-building, and tone, you'll be able to weave unforgettable tales of terror that leave a lasting impression. Explore the genre's subcategories, from supernatural hauntings to psychological mind games, and tailor your story to meet the expectations of horror aficionados while putting your own unique twist on the genre. Whether your goal is to evoke quiet, creeping dread or unleash the visceral intensity of body horror, this tool will guide you through every chapter, helping you create a novel that strikes fear deep into the hearts of your readers. The Horror Storybuilder is designed to spark creativity, structure your narrative, and help you meet reader expectations of the horror genre while leaving room for your imagination to take over.




Postapocalyptic Thriller Trilogy Storybuilder


Book Description

Unleash the power of gripping storytelling with the Postapocalyptic Thriller Fiction Trilogy Storybuilder, your ultimate guide to crafting a compelling series that will keep readers on the edge of their seats. Designed by Kit Tunstall and TnT Author Services, this comprehensive tool provides a clear, detailed roadmap for structuring your trilogy, developing complex characters, and weaving plots with the chaos of a world on the brink. Dive into the immediate aftermath of societal collapse, where every decision can mean the difference between survival and extinction. This Storybuilder guides you through the creation of narratives that balance the visceral challenges of a postapocalyptic world with the intricate plotting of a thriller. Whether you're exploring EMP attacks, pandemic outbreaks, or other cataclysmic events, you'll learn how to craft stories that capture both the physical and psychological toll of survival. Discover how to pace your trilogy, build tension across multiple books, and create satisfying arcs that will leave readers clamoring for more. Whether you're a seasoned author venturing into new territory or a new writer to the genre, the Postapocalyptic Thriller Fiction Trilogy Storybuilder provides a flexible framework that encourages creativity while meeting reader expectations. With this tool, you'll understand how to plot a three-book series, but the Storybuilder is flexible enough to structure just a standalone, or to be reused for multiple books in a series with some minor variations (instructions included). Embark on your postapocalyptic thriller writing journey today and craft a postapocalyptic thriller that will leave an indelible mark on your readers' imaginations. The world might end, but your story is just beginning.




Role-Playing Game Studies


Book Description

This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.




Tom's Park


Book Description

Tom's Park is a Virtual ImaginalityTM game/manual/tool designed to help you develop your intuitive side, work in an intuitive space without your intellect crashing in to spoil the process, improve your ability to be creative and solve complex problems, and to see bigger pictures. It will help you get rid of fear and provide you with choices that will help you improve the quality of your consciousness.Tom's Park is meant to create a supportive supplemental experience base that will enhance your personal growth, improve the quality of your consciousness, and to develop your intuitive sideWhat makes Tom's Park so special is that it is co-hosted by the LCS. The LCS creates an independent data-stream that matches your imagination's data-stream perfectly so that it can seamlessly launch you into an educational, nonphysical, experiential experience much like a single player virtual reality game. Tom's Park is defined as an independent virtual reality within the Larger Consciousness System (LCS), just as our so called "physical" universe (PMR) is.You should have fun in Tom's Park. You should play in Tom's Park, but the fun and the play need to be an integral part of a larger plan to learn and grow - to produce something of lasting value (that is what tools are for).As a learning tool, Tom's Park is intended to be used iteratively. Many of the functions and processes you will find here are meant to be used consistently and repeated as often as is beneficial.You are going to enjoy playing and learning within the Virtual Imaginality? game of Tom's Park. The term "Imaginality" is a synthesis of imagination and reality. There are so many fun, interesting, and challenging things to experience that becoming immersed in them should be easy.Tom's Park is a tool to enhance your personal growth, improve the quality of your consciousness, and to develop your intuitive side - and such accomplishments require consistent effort. Visit Tom's Park often, there is a multitude of things to experience, don't get stuck in just one or two activities.




Second Person


Book Description

Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play. Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game). In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall. Appendixes contain three fully-playable tabletop RPGs that demonstrate some of the variations possible in the form.




Playing at the World


Book Description

Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.




City of Blaze (Volume 1 of the Fireblade Array)


Book Description

Fantasy Romance Epic. Hidden by monument and pride, the city is crumbling beneath a mountain of its own indulgences. Its army abuse the castle's servants, confident that deadly wielders have been exterminated; wars are fought to encourage otherwise absent mortality; countless people suffer from the terrible pangs of nalka, the hunger for intimacy; and all the while its king concerns himself with choosing which of his disappointing concubines to execute next. The duty falls upon his emotionally withdrawn son, Morghiad, to restore the city's strength and the army's purpose. In his attempts to do so, he uncovers darker horrors and encounters a young servant who could either be his greatest ally or his greatest hindrance. City of Blaze is a story of changing allegiances, self-control and love.




The Story Tree


Book Description

What a monkey sees, a monkey does. They all buried their faces in their hands and sobbed back at him.




The Evolution of Fantasy Role-Playing Games


Book Description

Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.