The Wizard's Estate Let the Games Begin


Book Description

A group of college friends will soon discover, that getting everything they've ever wanted means losing everything they’ve ever loved. Join them, as they battle in a war for their identities, where they soon discover, it’s not a game, it's their life.




Game Wizards


Book Description

The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.




Portals


Book Description

Ever since she was small, Lissa has secretly been able to tell when she is in others' thoughts before they even speak to her. But now, eighteen-year-old Lissa is in the fight of her life. As she battles a deadly cancer, Lissa lies in her hospital bed-unaware that very far away in the city of Light's Keep, a group of wizards have chosen her as their champion. Trebb, a master wizard who leads the light, believes that Lissa is the long-awaited child of the scroll who, with her powerful magic, will change the balance of light and dark forever. He is opposed by Lord Verdex, seven feet of pure malice, who will stop at nothing to capture Lissa and use her magic for his own ends. As a twist of magical fate thrusts Lissa into a portal where she enters a world filled with warring wizards, she soon discovers that she is helplessly caught in an ancient struggle between prophecy and reality. In this thrilling fantasy tale, a battle between good and evil ensues as a young girl struggles to control her magic and make the kind of choices that will help two vastly different worlds find peace at last.




How I Trade for a Living


Book Description

Viele Händler und aktive Anleger träumen davon, das Handeln professionell zu betreiben. Analysten, Fondsmanager und andere Experten haben zwar eine Fülle an Literatur über Handelsstrategien verfaßt, aber zum Thema 'Erfolgreich Handeln von zu Hause' gab es bislang keine Informationen. Bis jetzt! Hier ist das erste Buch, das sich mit diesem Thema eingehend beschäftigt. Autor Gary Smith handelt seit über 15 Jahren erfolgreich von zu Hause aus. Er ist ein berühmtes und angesehenes Mitglied der Händlergemeinschaft und erklärt, was es heißt, von zu Hause aus zu agieren - mit der nötigen Courage und Hardware. Smith erläutert seine gewinnbringenden Handelsstrategien, die er für Aktien, Optionen und Anleihen einsetzt und demonstriert, wie er diese bei Aktien-Index-Futures und offenen Investmentfonds anwendet. Seine Strategie ist einfach, ohne komplexe technische Indikatoren, ohne verwirrende Charts, ohne große Softwareausstattung und mit geringem Risiko. Ein realistischer Leitfaden für jeden, der professionell einsteigen will. (12/99)










Encyclopedia of Sports Management and Marketing


Book Description

The first reference resource to bring both sports management and sports marketing all together in one place.




Third Person


Book Description

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.




The Wizards of Wall Street


Book Description

A collection of true stories about money, the stock market, and high finance from the Gerald Loeb Award–winning “unbelievable business writer” (Bill Gates). For decades, author and New Yorker staff writer John Brooks was renowned for his keen intelligence, in-depth knowledge, and uniquely engaging approach to the dramas and personalities of the financial and business worlds. With a style of prose that “turns potentially eye-glazing topics . . . into rollicking narratives,” Brooks proved that even the bottom line can be moving, hilarious, and infuriating all at once (Slate). Here are three of his most fascinating works, which still resonate today. Business Adventures: This collection of entertaining short features is a brilliant example of Brooks’s talents, covering subjects such as the Edsel disaster, the rise of Xerox, and how corruption may be an irreparable part of the corporate world. “Brooks’s deeper insights about business are just as relevant today as they were back then.” —Bill Gates, The Wall Street Journal Once in Golconda: An incisively examined chronicle of the euphoric financial climb of the twenties, the ruinous stock market crash of 1929, and the unbelievable hardship and suffering that followed in its wake. “Brooks is truly willing to give up his own views to get inside the mind of all his subjects.” —National Review The Go-Go Years: A humorous look at the staggering “go-go” growth of the 1960s stock market and the ensuing crashes of the 1970s in which fortunes were made overnight and lost even faster. “An unusually complex and thoughtful work of social history.” —The New York Times




Torn Asunder


Book Description

d20 combat is efficient yet abstract. While the concept of hit points works well when envisioning a tense fight of sweat, parrying, near misses, and fatigue, it falls on its knees the minute your character takes a solid and brutal blow to the head. How exactly are you supposed to adjudicate a broken arm, a gouged eye, a lacerated liver, or a crushed spine? Torn Asunder provides a complete and comprehensive system for critical hits in any d20 game. The system is elegant and easy to use, it does not do away with hit points, or even alter the combat rules, it simply provides an optional way to deal with critical hits besides piling on additional damage. Critical hits are real hits - disabling function, mangling body parts, and leaving real wounds behind.Torn Asunder pulls no punches; it provides a realistic and effective injury system for d20, covering all creatures, anatomies, and body types. Included as well are rules for natural healing, scarification, and herbal treatments. Torn Asunder also provides a wide variety of resources allowing characters to take advantage of the new system, from quick and precise prestige classes to devastating weapons to powerful and essential magical devices.Don't just beat your opponents into submission, tear them limb from limb.