Rifts Game Master Guide
Author : Kevin Siembieda
Publisher : Palladium Books Incorporated
Page : 0 pages
File Size : 44,26 MB
Release : 2006
Category : Fantasy games
ISBN : 9781574570670
Author : Kevin Siembieda
Publisher : Palladium Books Incorporated
Page : 0 pages
File Size : 44,26 MB
Release : 2006
Category : Fantasy games
ISBN : 9781574570670
Author : Kevin Siembieda
Publisher : Palladium Books Incorporated
Page : 0 pages
File Size : 31,28 MB
Release : 2006-04
Category : Fantasy games
ISBN : 9781574570724
Author : Kevin Siembieda
Publisher : Palladium Books
Page : 376 pages
File Size : 44,65 MB
Release : 2005
Category : Games
ISBN : 9781574571509
Author : Kevin Siembieda
Publisher : Palladium Books
Page : 352 pages
File Size : 39,79 MB
Release : 2006-04-01
Category : Games
ISBN : 9781574570694
Author : Kevin Siembieda
Publisher :
Page : 124 pages
File Size : 16,61 MB
Release : 1991-03
Category : Games & Activities
ISBN : 9780916211516
Author : Kevin Siembieda
Publisher : Palladium Books Incorporated
Page : 224 pages
File Size : 17,18 MB
Release : 1991-06-01
Category : Fiction
ISBN : 9780916211530
Author : Jesse Decker
Publisher :
Page : 0 pages
File Size : 40,87 MB
Release : 2005
Category : Dungeons and Dragons (Game)
ISBN : 9780786936878
Building upon existing materials in the "Dungeon Master's Guide," this title was specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings.
Author : Carlos J. Martijena-Carella
Publisher : Palladium Books
Page : 208 pages
File Size : 47,26 MB
Release : 1994-04-01
Category : Rifts (Game)
ISBN : 9780916211684
Author : Stu Horvath
Publisher : MIT Press
Page : 457 pages
File Size : 50,1 MB
Release : 2023-10-10
Category : Games & Activities
ISBN : 026204823X
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play. The deluxe edition will include a foil-stamped cover and slipcase with a cloth binding, a ribbon, gilded edges, and an 8.5x11-inch card stock poster of the regular edition.
Author : Pat Harrigan
Publisher : MIT Press
Page : 493 pages
File Size : 28,29 MB
Release : 2017-03-03
Category : Games & Activities
ISBN : 0262533790
Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire. The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors—media and television scholars, novelists, comic creators, game designers, and others—investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in Doctor Who; managing multiple intertwined narratives in superhero comics; the spatial experience of the Final Fantasy role-playing games; World of Warcraft adventure texts created by designers and fans; and the serial storytelling of The Wire. Taken together, the multidisciplinary conversations in Third Person, along with Harrigan and Wardrip-Fruin's earlier collections First Person and Second Person, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.