The Crown of Thorns

Author:

Publisher:IDW Publishing

ISBN:1684066786

Total Pages:140

Viewed:1914

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Books Description:

You’ve got to—belch!—roll for initiative, Morty! Two pop culture juggernauts are teaming up and neither multiverse is prepared for what comes next! When Morty sees a cute girl at school playing Dungeons & Dragons, he asks Rick to show him the ropes, only to discover that his grandfather is a veteran gamer. Next thing he knows, the entire family has been pulled into a campaign that escalates from virtual D&D simulations to alternate universes governed by the rules of the game. And as it turns out, Rick isn’t the only one who knows his way around a d20.

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Dungeon Master For Dummies

Author:James Wyatt,Bill Slavicsek,Richard Baker

Publisher:John Wiley & Sons

ISBN:0470440090

Total Pages:408

Viewed:915

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Books Description:

If you’re a Dungeons & Dragons fan, you’ve surely thought of becoming a Dungeon Master. Learning to be a DM isn’t as hard as you might think, especially if you have Dungeon Master 4th Edition For Dummies tucked into your bag of tricks! From organizing your first D&D game to dealing with difficult players, this book covers everything a DM needs to know. Written for the newest edition of D&D by the experts at Wizards of the Coast, creators of the game, it shows you how to: Build challenging encounters, make reasonable rulings, and manage disagreements Recognize all the common codes, tables, and spells Understand the parts of a D&D adventure and how to create dungeon maps and craft monsters Shape storylines and write your own adventures Find your style as a DM and develop a game style that plays to your strengths Script an encounter, vary the terrain and challenges, and establish rewards (experience points and treasure) Decide whether to use published adventures Use and follow the official Dungeon Master’s Guide Develop a campaign with exciting themes, memorable villains, and plots that keep players entranced If you’re getting the urge to lead the charge in a D&D game of your own, Dungeon Master 4th Edition For Dummies will introduce you to the DM’s many jobs. With the information you need to start your own game, craft exciting stories, and set up epic adventures, you’ll be on your way!

Dungeon Master For Dummies

Author:Bill Slavicsek,Richard Baker

Publisher:John Wiley & Sons

ISBN:9780470050880

Total Pages:386

Viewed:1278

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Books Description:

Whether you’ve been a Dungeon Master (DM) before and want to fine-tune your skills or want to get ready and take the plunge, this is the book for you. It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes: A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on: Using a DM binder to keep records such as an adventure log, PCs’ character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack’n’slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer’s Apprentice, that’s the perfect way to foray into DMing. It includes everything you need for a great adventure—except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....

Tabletop Role-Playing Games and the Experience of Imagined Worlds

Author:Nicholas J. Mizer

Publisher:Springer Nature

ISBN:3030291278

Total Pages:174

Viewed:799

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Books Description:

In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.

Dragons in the Stacks: A Teen Librarian's GUide to Tabletop Role-Playing

Author:Steven A. Torres-Roman,Cason E. Snow

Publisher:ABC-CLIO

ISBN:1610692624

Total Pages:212

Viewed:1453

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Books Description:

A one-stop, complete guide to tabletop role-playing games for novice librarians as well as seasoned players. • Discusses collection development, cataloging, and programs for teens • Supplies detailed reviews of scores of popular and less well-known role-playing games • Outlines a variety of affordable, effective programs for teens that involve role-playing tabletop games

Developing Creative Content for Games

Author:Greg Johnson

Publisher:CRC Press

ISBN:1498777678

Total Pages:296

Viewed:1309

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Books Description:

This book provides readers with a solid understanding of game development, design, narrative, charaterization, plot, back story and world creation elements that are crucial for game writers and designers as they create a detailed world setting, adventure, characters, narrative and plot suitable for possible publication. Game design and development issues such as writing for games, emergent complexity, risk reward systems, competitive and cooperative game play will be investigated, analyzed and critiqued. Examples will be used to highlight and explain the various concepts involved and how the game development process works.

The Evolution of Fantasy Role-Playing Games

Author:Michael J. Tresca

Publisher:McFarland

ISBN:0786460091

Total Pages:238

Viewed:762

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Books 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.

Role-Playing Game Studies

Author:Sebastian Deterding,José Zagal

Publisher:Routledge

ISBN:1317268318

Total Pages:484

Viewed:323

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Books 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.

The Role-Playing Society

Author:Andrew Byers,Francesco Crocco

Publisher:McFarland

ISBN:1476623481

Total Pages:320

Viewed:826

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Books Description:

Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for “serious” RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.

Dread Trident

Author:Curtis D. Carbonell

Publisher:Oxford University Press

ISBN:1789624681

Total Pages:258

Viewed:623

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Books Description:

Dread Trident examines the rise of imaginary worlds in tabletop role-playing games (TRPGs), such as Dungeons and Dragons. With the combination of analog and digital mechanisms, from traditional books to the internet, new ways of engaging the fantastic have become increasingly realized in recent years, and this book seeks an understanding of this phenomenon within the discourses of trans- and posthumanism, as well as within a gameist mode. The book explores a number of case studies of foundational TRPGs. Dungeons and Dragons provides an illustration of pulp-driven fantasy, particularly in the way it harmonizes its many campaign settings into a functional multiverse. It also acts as a supreme example of depth within its archive of official and unofficial published material, stretching back four decades. Warhammer 40k and the Worlds of Darkness present an interesting dialogue between Gothic and science-fantasy elements. The Mythos of HP Lovecraft also features prominently in the book as an example of a realized world that spans the literary and gameist modes. Realized fantasy worlds are becoming ever more popular as a way of experiencing a touch of the magical within modern life. Reworking Northrop Frye's definition of irony, Dread Trident theorizes an ironic understanding of this process and in particular of its embodied forms.

Roleplaying Games in the Digital Age

Author:Stephanie Hedge,Jennifer Grouling

Publisher:McFarland

ISBN:147664201X

Total Pages:241

Viewed:1158

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Books Description:

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in each week to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players across the world. Such shifts elicit new scholarly perspectives from a variety of disciplines. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.

Mathematics in Popular Culture

Author:Jessica K. Sklar,Elizabeth S. Sklar

Publisher:McFarland

ISBN:0786489944

Total Pages:353

Viewed:1324

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Books Description:

Mathematics has maintained a surprising presence in popular media for over a century. In recent years, the movies Good Will Hunting, A Beautiful Mind, and Stand and Deliver, the stage plays Breaking the Code and Proof, the novella Flatland and the hugely successful television crime series NUMB3RS all weave mathematics prominently into their storylines. Less obvious but pivotal references to the subject appear in the blockbuster TV show Lost, the cult movie The Princess Bride, and even Tolstoy’s War and Peace. In this collection of new essays, contributors consider the role of math in everything from films, baseball, crossword puzzles, fantasy role-playing games, and television shows to science fiction tales, award-winning plays and classic works of literature. Revealing the broad range of intersections between mathematics and mainstream culture, this collection demonstrates that even “mass entertainment” can have a hidden depth.

Dungeons & Dragons Art & Arcana

Author:Michael Witwer,Kyle Newman,Jon Peterson,Sam Witwer,Official Dungeons & Dragons Licensed

Publisher:Ten Speed Press

ISBN:0399580956

Total Pages:448

Viewed:660

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Books Description:

An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

Lanzando los dados: aproximaciones académicas a los juegos de rol

Author:Mauricio Rangel Jiménez

Publisher:Universidad Iberoamericana A.C.

ISBN:6074177635

Total Pages:N.A

Viewed:660

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Books Description:

Doctor en comunicación por la Universidad Iberoamericana con una tesis doctoral sobre narrativa experiencial en Calabozos y Dragones, coordinador de la Red de investigadores sobre juegos de rol y el Coloquio de estudios sobre juegos de rol, además de ser jugador de rol desde 1993. Actualmente es profesor e investigador sobre juego y narrativa.

Freak Nation

Author:Kate Stevens

Publisher:Simon and Schuster

ISBN:1440510067

Total Pages:256

Viewed:888

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Books Description:

Vegans. Skateboarders. Trekkies. The Cult of the Individual is alive and well and expressing itself all over America--and this book proves it. With this enlightening (and sometimes frightening) field guide, you'll delve into the customs, mores, and motivations behind every type of fan, geek, and superfreak, including: Swingers Hackers Dungeon Masters Happening Artists Cryptozoologists Utopians Bohemians Shriners Oenophiles Deadheads From music to food, sports to fashion, there are people who take their "hobbies" to an extreme the rest of us can only imagine. With this book, you'll get a bird's-eye view of these hobbies gone wild--from sea to shining sea!

Homeschooling and Libraries

Author:Vera Gubnitskaia,Carol Smallwood

Publisher:McFarland

ISBN:147663923X

Total Pages:286

Viewed:801

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Books Description:

“With over 3.5 million homeschooled students in the U.S., this book admirably explores the intersection of this growing and important grass roots movement and libraries of all kinds, showing how and why libraries are a vital element in the homeschooling movement.”—Bruce R. Schueneman, Library Director, James C. Jernigan Library, Texas A&M University-Kingsville “A rich and exciting sourcebook for librarians serving those outside of formal schooling.”—Tim Gorichanaz, Drexel University, Philadelphia “This book effectively covers all the bases ensuring positive experiences and outcomes for libraries serving home school families in their service areas.”—Deb Biggs Tenbusch, Librarian and Account Manager, Gale, Cengage Learning, Farmington Hills, Michigan “Whether starting new programs or expanding current ones, these chapters will help you to engage and prepare your resources to help homeschoolers.”—Kathleen Christy, Adult Services Manager, Blount County Public Library, Maryville, Tennessee “21st century homeschoolers are facing new challenges and this book presents fresh solutions and describes opportunities you may not realize existed for your library to serve these important patrons.”—Robert Perret, Contributor, Creativity for Library Career Advancement “I think infinite possibilities best describes this must-read book for public and academic librarians who seek to find ways to engage, support and serve the growing homeschool community.”—Anastasia Varnalis-Weigle, Associate Professor, University of Maine, Augusta “Librarians of all types, as well as library stakeholders, will find Homeschooling and Libraries a great resource to help identify needs and ways to support the growing homeschooling community.”—Michelle McKinney, Reference and Web Services Librarian, University of Cincinnati Blue Ash College, Cincinnati, Ohio “An impressively-researched volume that draws on a variety of perspectives, offering insight into the needs of homeschooled populations, including case studies, needs assessment, and future possibilities for programming, continuing education, and outreach.”—Erin Pappas, Research Librarian for the Humanities, University of Virginia Libraries “This practical book will assist libraries as they develop ways to reach out to home educating families.”—Ruth Elder, Cataloging Librarian, Troy University, Troy, Alabama “This book reopened my mind to the wonders that libraries in all of their aspects and attributes have to offer students including the unique and diverse students who are homeschooled.”—Jim Jipson, University of West Florida, Pensacola, Florida As families are looking for better ways to educate their children, more and more of them are becoming interested and engaged in alternative ways of schooling that are different, separate, or opposite of the traditional classroom. Homeschooling has become ever more creative and varied as families create custom-tailored curricula, assignments, goals, and strategies that are best for each unique child. This presents a multitude of challenges and opportunities for information institutions, including public, academic, school, and special libraries. The need for librarians to help homeschool families become information and media literate is more important than ever. This collection of essays provides a range of approaches and strategies suggested by skilled professionals as well as veteran homeschool parents on how to best serve the diverse needs and learning experiences of homeschooled youth. It includes information on needs assessments for special needs students, gifted students, and African American students; advice on how to provide support for the families of homeschoolers; case studies; and information on new technologies that could benefit libraries and the homeschooler populations that they serve.“With over 3.5 million homeschooled students in the U.S., this book admirably explores the intersection of this growing and important grass roots movement and libraries of all kinds, showing how and why libraries are a vital element in the homeschooling movement.”—Bruce R. Schueneman, Library Director, James C. Jernigan Library, Texas A&M University-Kingsville “A rich and exciting sourcebook for librarians serving those outside of formal schooling.”—Tim Gorichanaz, Drexel University, Philadelphia “This book effectively covers all the bases ensuring positive experiences and outcomes for libraries serving home school families in their service areas.”—Deb Biggs Tenbusch, Librarian and Account Manager, Gale, Cengage Learning, Farmington Hills, Michigan “Whether starting new programs or expanding current ones, these chapters will help you to engage and prepare your resources to help homeschoolers.”—Kathleen Christy, Adult Services Manager, Blount County Public Library, Maryville, Tennessee “21st century homeschoolers are facing new challenges and this book presents fresh solutions and describes opportunities you may not realize existed for your library to serve these important patrons.”—Robert Perret, Contributor, Creativity for Library Career Advancement “I think infinite possibilities best describes this must-read book for public and academic librarians who seek to find ways to engage, support and serve the growing homeschool community.”—Anastasia Varnalis-Weigle, Associate Professor, University of Maine, Augusta “Librarians of all types, as well as library stakeholders, will find Homeschooling and Libraries a great resource to help identify needs and ways to support the growing homeschooling community.”—Michelle McKinney, Reference and Web Services Librarian, University of Cincinnati Blue Ash College, Cincinnati, Ohio “An impressively-researched volume that draws on a variety of perspectives, offering insight into the needs of homeschooled populations, including case studies, needs assessment, and future possibilities for programming, continuing education, and outreach.”—Erin Pappas, Research Librarian for the Humanities, University of Virginia Libraries “This practical book will assist libraries as they develop ways to reach out to home educating families.”—Ruth Elder, Cataloging Librarian, Troy University, Troy, Alabama “This book reopened my mind to the wonders that libraries in all of their aspects and attributes have to offer students including the unique and diverse students who are homeschooled.”—Jim Jipson, University of West Florida, Pensacola, Florida As families are looking for better ways to educate their children, more and more of them are becoming interested and engaged in alternative ways of schooling that are different, separate, or opposite of the traditional classroom. Homeschooling has become ever more creative and varied as families create custom-tailored curricula, assignments, goals, and strategies that are best for each unique child. This presents a multitude of challenges and opportunities for information institutions, including public, academic, school, and special libraries. The need for librarians to help homeschool families become information and media literate is more important than ever. This collection of essays provides a range of approaches and strategies suggested by skilled professionals as well as veteran homeschool parents on how to best serve the diverse needs and learning experiences of homeschooled youth. It includes information on needs assessments for special needs students, gifted students, and African American students; advice on how to provide support for the families of homeschoolers; case studies; and information on new technologies that could benefit libraries and the homeschooler populations that they serve.

The Geek Dad's Guide to Weekend Fun

Author:Ken Denmead

Publisher:Penguin

ISBN:1101528605

Total Pages:240

Viewed:740

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Books Description:

The wildly popular DIY dad follows up his instant New York Times bestseller with a fresh batch of geeky weekend science projects for the whole family to enjoy. Ken Denmead struck a chord with parents and kids across America with his GeekDad blog on Wired.com, which receives more than one million page views per month. His debut book, Geek Dad, was on bestseller lists and in its seventh printing just two months after hitting store shelves. With The Geek Dad's Guide to Weekend Fun, he keeps the nerdtastic novelties coming, with projects that teach readers how to: •Build homemade robots from scratch •Write and direct simple stop-motion movies •Hack into mechanical toys to add cool electronic twists, and more United by the premise that to really understand science and how something works you must design and build it yourself or remake it better, Geek Parents everywhere will celebrate this latest installment of weekend workshop wonders. Watch a Video

Dangerous Games

Author:Joseph P. Laycock

Publisher:Univ of California Press

ISBN:0520960564

Total Pages:368

Viewed:1992

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Books Description:

The 1980s saw the peak of a moral panic over fantasy role-playing games such as Dungeons and Dragons. A coalition of moral entrepreneurs that included representatives from the Christian Right, the field of psychology, and law enforcement claimed that these games were not only psychologically dangerous but an occult religion masquerading as a game. Dangerous Games explores both the history and the sociological significance of this panic. Fantasy role-playing games do share several functions in common with religion. However, religion—as a socially constructed world of shared meaning—can also be compared to a fantasy role-playing game. In fact, the claims of the moral entrepreneurs, in which they presented themselves as heroes battling a dark conspiracy, often resembled the very games of imagination they condemned as evil. By attacking the imagination, they preserved the taken-for-granted status of their own socially constructed reality. Interpreted in this way, the panic over fantasy-role playing games yields new insights about how humans play and together construct and maintain meaningful worlds. Laycock’s clear and accessible writing ensures that Dangerous Games will be required reading for those with an interest in religion, popular culture, and social behavior, both in the classroom and beyond.

Realms: The Roleplaying Art of Tony DiTerlizzi

Author:Tony DiTerlizzi

Publisher:Dark Horse Comics

ISBN:1630081906

Total Pages:224

Viewed:1295

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Books Description:

New York Times bestselling creator Tony DiTerlizzi is known for his distinctive style depicting fantastical creatures, horrific monsters, and courageous heroes. His illustrations reshaped and defined the worlds of Advanced Dungeons and Dragons, Planescape, and Magic: The Gathering in the imaginations of legions of devoted roleplaying gamers during the 1990s, before he transitioned to mainstream success with The Spiderwick Chronicles and The Search for WondLa. Collected here for the first time, this book features never-before-seen artwork and photographs, in addition to showcasing DiTerlizzi's most iconic roleplaying work with commentary by the artist. Introduction by Christopher Paolini (Eragon) and featuring appreciations by Guillermo del Toro, Brom, Jane Yolen, Holly Black, Zeb Cook, Jeff Easley, and Donato Giancola, among others! Tony's work has a distinct flair, a love for monsters if you will . . . His creatures have the charm of Henson or Rackham but they carry with them hints of their own ecosystem . . . Tony stands alone as a world creator and a weaver of tales, may you treasure these art pieces as much as I do. --Guillermo del Toro

An Architectural Approach to Level Design

Author:Christopher W. Totten

Publisher:CRC Press

ISBN:1466585420

Total Pages:469

Viewed:848

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Books Description:

Explore Level Design through the Lens of Architectural and Spatial Experience Theory Written by a game developer and professor trained in architecture, An Architectural Approach to Level Design is one of the first books to integrate architectural and spatial design theory with the field of level design. It explores the principles of level design through the context and history of architecture, providing information useful to both academics and game development professionals. Understand Spatial Design Principles for Game Levels in 2D, 3D, and Multiplayer Applications The book presents architectural techniques and theories for level designers to use in their own work. The author connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. Create Meaningful User Experiences in Your Games Bringing together topics in game design and architecture, this book helps designers create better spaces for their games. Software independent, the book discusses tools and techniques that designers can use in crafting their interactive worlds.

Outside the Charmed Circle

Author:Misha Magdalene

Publisher:Llewellyn Worldwide

ISBN:0738761370

Total Pages:288

Viewed:660

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Books Description:

The intention of Outside the Charmed Circle is to help readers live as the truest expression of their gendered, sexual, spiritual self. It is designed to support you as you awaken to who you are, deepen your magical practice, and walk through the Pagan world. Author Misha Magdalene provides hands-on meditations, prompts, and magical workings to help you explore your identity as it intersects with your spiritual practice. With thoughtful insights on embodiment, consent, and Eros, as well as explorations of self-esteem, ability, disability, and your feelings about your body, this book helps those in the LGBTQIA+ community and their allies engage with a wide range of identities in a magical setting.

The Ultimate Encyclopedia of Fantasy

Author:Tim Dedopulos,David Pringle

Publisher:Welbeck Publishing Group

ISBN:1802791574

Total Pages:304

Viewed:783

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Books Description:

This essential reference book details everything the novice needs to know about the genre and everything the well-read fan is calling out for. Lavishly illustrated and expertly informed, it is edited by Tim Dedopulos and David Pringle, editor and co-founder of the internationally acclaimed Interzone magazine, and features forewords by legendary authors Terry Pratchett and Patrick Rothfuss. They have assembled a team of expert contributors to compile a visually stunning, informative and fascinating guide to the world of fantasy, from its origins and early trailblazers to the cultural phenomena of today's mega fantasy properties.

Dungeons and Dragons and Philosophy

Author:Jon Cogburn,Mark Silcox

Publisher:Open Court

ISBN:0812698037

Total Pages:288

Viewed:1291

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Books Description:

This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is “the most exciting event in popular culture since the invention of the motion picture.” Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, “Heroic Tier: The Ethical Dungeon-Crawler,” explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself. Authors argue that it’s okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, “Paragon Tier: Planes of Existence,” arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, “Epic Tier: Leveling Up,” is at the crossroads of philosophy and the exciting new field of Game Studies. The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.

Game Love

Author:Jessica Enevold,Esther MacCallum-Stewart

Publisher:McFarland

ISBN:147661878X

Total Pages:284

Viewed:1577

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Books Description:

What does love have to do with gaming? As games have grown in complexity, they have increasingly included narratives that seek to engage players with love in a variety of ways. While media attention often focuses on violent emotions and behavior in gaming, love has always been central to the experience. We love to play games, we have titles that we love, and sometimes we love too much or love terrible games for their shortcomings. Love in gaming is rather like love in life—often complicated and frustrating but also exciting and gratifying. This collection of fresh essays explores the meaning and role of love in gaming, describing a number of ways—from coding to cosplay—in which love can be expressed in, for and around games. Investigating how gaming involves love is also key to understanding the growing importance of games and gamers as cultural markers.

Dungeons and Desktops

Author:Matt Barton,Shane Stacks

Publisher:CRC Press

ISBN:1351273396

Total Pages:618

Viewed:907

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Books Description:

Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. Thisnew edition inlcudes two new chapters: The Modern Age, and a chapter on Indies and Mobile CRPGs. The new modern age chapter will cover, among other topics, Kickstarter/FIG crowdfunded projects such as Torment: Tides of Numenera and Pillars of Eternity. It'll also bring the book up to date with major games such as Dragon Age, Witcher, Skyrim. Expanded info in first chapter about educational potential of CRPGs. Color figures will be introduced for the first time. Key Features gives reviews of hundreds of games across many platforms. comprehensive book covering the history of computer RPGs. comprehensive index at the back, letting you quickly look up your favourite titles

Of Dice and Men

Author:David M. Ewalt

Publisher:Simon and Schuster

ISBN:1451640528

Total Pages:288

Viewed:731

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Books Description:

The Lord of the Rings meets Moneyball in this unique and authoritative book on Dungeons & Dragons—from the game’s origins through its rise to cultural prominence, and its ripple effect on popular culture today. Even if you’ve never played Dungeons & Dragons, you probably know someone who has (whether or not they’re willing to admit it). Released in 1974—decades before video games and the Internet took over the gaming world—Dungeons & Dragons became one of the original nerd subcultures, and is still revered by over thirty million fans today. Now Forbes senior editor David M. Ewalt explores the rich history of the game, revealing the magic that enlivened his youth, and has since re-entered his adult life in a whole new way. From its roots on the battlefields of ancient Europe, through the hysteria that linked it to satanic rituals and teen suicides, and to its apotheosis as father of the modern video game industry, Of Dice and Men recounts the development of a game played by some of most fascinating people in the world. Chronicling the surprising history of D&D’s origins (one largely unknown even to hardcore players) while examining the game’s profound impact, Ewalt weaves laser-sharp cultural analysis with his own present-day gaming experiences. An enticing blend of history, journalism, narrative and memoir, Of Dice and Men sheds light on America’s most popular (and widely misunderstood) form of collaborative entertainment.