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Book Designers   Dragons   70  79

Download or read book Designers Dragons 70 79 written by Shannon Appelcline and published by . This book was released on with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Volume 1, The '70s is a comprehensive picture of the beginnings of the RPG industry. Learn about the colorful history of TSR and the wave of D & D inspired games (and gaming companies) to follow, and dip your toes into wargaming trivia. Volume 2, The '80s is a picture of the growth of RPG industry. Take an in-depth look at '80s style gaming courtesy of companies like Steve Jackson Games and West End Games, plus an intro to the small (but mighty!) presses of the decade. Volume 3, The '90s is a picture of the heyday of the RPG industry. This volume includes profiles for twenty-one 1990s gaming companies including Wizards of the Coast, White Wolf, and Atlas Games. It also gives the inside scoop behind games like Dungeons & Dragons 3e, Warhammer 40k Roleplay, and Vampire: The Masquerade. The final and most updated book in this series, volume 4 is an all inclusive picture of the new resurgence of the RPG industry. Includes profiles for twenty-five 2000s gaming companies including Paizo Publishing, Green Ronin, Mongoose Publishing, and yes - Evil Hat. Meet the characters behind the characters and the games behind the games in this 4-volume Designers & Dragons set.

Book Designers and Dragons

Download or read book Designers and Dragons written by Shannon Appelcline and published by . This book was released on 2011 with total page 441 pages. Available in PDF, EPUB and Kindle. Book excerpt: "What follows is a history of the roleplaying game industry, with some attention paid to the parallel industries of wargames, miniatures, board games and card games. Together they are called the 'hobbyist gaming' industries and they produce all of those games that you might not necessarily find at Toys 'R Us (though some have appeared there) but which are, nonetheless, enjoyed by millions of people across the world." -- Foreword.

Book The Role Playing Society

Download or read book The Role Playing Society written by Andrew Byers and published by McFarland. This book was released on 2016-03-01 with total page 321 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Storytelling in the Modern Board Game

Download or read book Storytelling in the Modern Board Game written by Marco Arnaudo and published by McFarland. This book was released on 2018-09-13 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.

Book Role play as a Heritage Practice

Download or read book Role play as a Heritage Practice written by Michal Mochocki and published by Routledge. This book was released on 2021-03-29 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.

Book Paper Time Machines

Download or read book Paper Time Machines written by Maurice W. Suckling and published by Taylor & Francis. This book was released on 2024-08-14 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby

Book Dungeons   Dragons Art   Arcana

Download or read book Dungeons Dragons Art Arcana written by Michael Witwer and published by Ten Speed Press. This book was released on 2018-10-23 with total page 450 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Slaying the Dragon

Download or read book Slaying the Dragon written by Ben Riggs and published by Jabberwocky Literary Agency, Inc.. This book was released on 2022-07-19 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dungeons & Dragons. It’s the fantasy role-playing game first conceived over fifty years ago by the now-legendary company TSR ,which has enthralled millions of devoted gamers around the world for generations. It’s a test of skill, intelligence, audacity, and survival. But no D&D game ever played could compare to the stunning behind-the-scenes melee for power and dominance that was the true story of TSR. Slaying the Dragon chronicles the rise and fall of TSR (Tactical Studies Rules), how the brilliant and wild minds of the legendary Gary Gygax and his co-creator Dave Arneson gave birth to a game that would capture the imagination of outsiders and underdogs throughout the world. From its humble beginnings in the small town of Lake Geneva, Wisconsin to its emergence as a cultural phenomenon, TSR soon spawned an unlikely empire of games and geekdom—with Dungeons & Dragons leading the way—that was decades ahead of its time, inviting both hyper-devoted fans as well as hysteria surrounding the game’s supposed corrupting influence on America’s youth. TSR was in the news, in the money, and on top of the world. But success soon took its toll, with creative control and rivalries within the firm threatening the stability of TSR. Former allies grew apart personally and professionally, and the formerly fun, freewheeling firm founded by a band of misfits collapsed into a desperate struggle for survival. Despite attempts to grow in a changing market, setbacks and management decisions put TSR in a downward spiral in the 1990s which resulted in the company's death and then resurrection by the most unlikely of saviors. With author access to previously unreleased documents and insider stories, and interviews with former TSR employees and associates who witnessed the high-stakes machinations and maneuvering that would eventually seal the company’s fate, Slaying the Dragon is a fascinating, revealing tale of friends turned enemies, success and failure, and loyalty and betrayal that no roll of the die could predict... "Riggs has written a fascinating and dishy account of the business hits and whistling misses of a band of dreamers, writers, artists, and geeks... A must-read for fighters, magic-users, and even bards -- and everyone else, too." — Brad Ricca, Edgar-nominated author of Mrs. Sherlock Holmes and True Raiders"Far from a fluff piece on a beloved hobby, this book goes behind the GM's screen to take a hard-nosed look at the people and circumstances that first gave rise to D&D, then nearly killed it -- twice. Riggs takes you on a roller-coaster from boom to near bankruptcy, but never loses sight of the individuals involved, the good, the bad, and the geeky." — Marie Brennan, Hugo-Award nominated author of the Memoirs of Lady Trent series

Book The Art of the Dragon Prince

    Book Details:
  • Author : Aaron Ehasz
  • Publisher : Dark Horse Comics
  • Release : 2020-08-18
  • ISBN : 1506717802
  • Pages : 208 pages

Download or read book The Art of the Dragon Prince written by Aaron Ehasz and published by Dark Horse Comics. This book was released on 2020-08-18 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Aaron Ehasz won a Peabody Award for his work as head writer and co-executive producer of Avatar: the Last Airbender, and was part of the Emmy-award winning writing team of Futurama. Most recently, he was creative director at Riot Games where he worked on League of Legends as well as projects in development. He earned his MBA at Stanford, and undergrad degree from Harvard. Justin Richmond was a Research and Development Producer leading the team creating one of Riot Games' next big projects. Before that, Justin was the Game Director on the Uncharted franchise at Naughty Dog. Uncharted is one of Sony's most iconic and beloved game franchises with over 25 million units sold as well as 13 DICE Awards and 4 BAFTA's. His Game Direction work on Uncharted 3 earned him a nomination for the DICE Award for Outstanding Achievement in Game Direction. Justin has a B.S. in Film from Boston University and a degree in 3D Animation from Vancouver Film School.

Book Handbook on Interactive Storytelling

Download or read book Handbook on Interactive Storytelling written by Jouni Smed and published by John Wiley & Sons. This book was released on 2021-07-13 with total page 228 pages. Available in PDF, EPUB and Kindle. Book excerpt: HANDBOOK ON INTERACTIVE STORYTELLING Discover the latest research on crafting compelling narratives in interactive entertainment Electronic games are no longer considered “mere fluff” alongside the “real” forms of entertainment, like film, music, and television. Instead, many games have evolved into an art form in their own right, including carefully constructed stories and engaging narratives enjoyed by millions of people around the world. In Handbook on Interactive Storytelling, readers will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to their actions and choices. Systematically organized, with extensive bibliographies and academic exercises included in each chapter, the book offers readers new perspectives on existing research and fresh avenues ripe for further study. In-depth case studies explore the challenges involved in crafting a narrative that comprises one of the main features of the gaming experience, regardless of the technical aspects of a game’s production. Readers will also enjoy: A thorough introduction to interactive storytelling, including discussions of narrative, plot, story, interaction, and a history of the phenomenon, from improvisational theory to role-playing games A rigorous discussion of the background of storytelling, from Aristotle’s Poetics to Joseph Campbell and the hero’s journey Compelling explorations of different perspectives in the interactive storytelling space, including different platforms, designers, and interactors, as well as an explanation of storyworlds Perfect for game designers, developers, game and narrative researchers, academics, undergraduate and graduate students studying storytelling, game design, gamification, and multimedia systems, Handbook on Interactive Storytelling is an indispensable resource for anyone interested in the deployment of compelling narratives in an interactive context.

Book U 2    Dragon Lady    Units 1955   90

Download or read book U 2 Dragon Lady Units 1955 90 written by Peter E. Davies and published by Bloomsbury Publishing. This book was released on 2024-05-23 with total page 97 pages. Available in PDF, EPUB and Kindle. Book excerpt: An illustrated account of the early service of the Lockheed U-2, one of the most important and longest-serving intelligence gathering platforms fielded by the US air force. The U-2 is one of the most recognizable aircraft of the Cold War; nicknamed the 'Dragon Lady' after the codename given to it by the CIA, this powered glider was designed and operated in great secrecy, providing US authorities with photographic and electronic information from areas of interest across the globe. This illuminating new volume dives deep into the U-2's most critical missions, exploring its role in the Cuban Missile Crisis, nuclear reconnaissance in the Soviet Union, and intelligence missions in China and North Vietnam. Using previously unpublished research, aviation expert Peter E. Davies examines the operations of one of the landmark aircraft of the 20th century from a fresh and engaging perspective, enhanced by more than 50 photos and 21 newly commissioned profile artworks.

Book Tracing the Undersea Dragon

Download or read book Tracing the Undersea Dragon written by Amit Ray and published by Taylor & Francis. This book was released on 2021-08-05 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a comprehensive study of the development of China’s nuclear-powered ballistic missile submarines (SSBNs). It offers insights into the secretive world of nuclear submarines and ballistic missiles of the Chinese (PLA) Navy and studies how these are likely to grow in the next two decades. The volume examines the technological origins of the design and development of Chinese nuclear submarines, ballistic missiles, and their naval construction capabilities. It provides an analysis of the underlying Chinese nuclear doctrine, China’s maritime geographical constraints for submarine operations, and the credibility of its sea-based deterrence. It draws upon strategy, nuclear policy, technology, geography, and operational considerations to holistically predict the likely SSBN force levels of the PLA Navy for various scenarios. The book also assesses the spectrum of threats likely from the undersea domain for India and other nations in the Indo-Pacific region. A key text on an obscure but vital facet of Chinese defence studies, this book will be useful for scholars and researchers of strategic affairs, international relations and disarmament studies, peace and conflict studies, geopolitics, foreign policy, Indo-Pacific studies, and diplomacy.

Book Game Wizards

Download or read book Game Wizards written by Jon Peterson and published by MIT Press. This book was released on 2021-10-12 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Creating a Brand Identity  A Guide for Designers

Download or read book Creating a Brand Identity A Guide for Designers written by Catharine Slade-Brooking and published by Laurence King Publishing. This book was released on 2016-01-18 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating a brand identity is a fascinating and complex challenge for the graphic designer. It requires practical design skills and creative drive as well as an understanding of marketing and consumer behaviour. This practical handbook is a comprehensive introduction to this multifaceted process. Exercises and examples highlight the key activities undertaken by designers to create a successful brand identity, including defining the audience, analyzing competitors, creating mood boards, naming brands, designing logos, presenting to clients, rebranding and launching the new identity. Case studies throughout the book are illustrated with brand identities from around the world, including a diverse range of industries – digital media, fashion, advertising, product design, packaging, retail and more.

Book Dragonart Evolution

    Book Details:
  • Author : Jessica Peffer "Neondragon"
  • Publisher : Penguin
  • Release : 2010-08-19
  • ISBN : 1440302529
  • Pages : 146 pages

Download or read book Dragonart Evolution written by Jessica Peffer "Neondragon" and published by Penguin. This book was released on 2010-08-19 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: A dragon artist's guide to better drawing Magnificent and powerful creatures, these dragons be, with bone-crushing jaws and razor-sharp teeth, it's difficult to tell whether you're dealing with a hotheaded nature or a wise and benevolent beast. Therein lies the trouble with drawing them from life. Make your dragon portraits more authentic (while avoiding loss of life and limbs) with the help of this guide. A follow-up to the fiercely popular DragonArt, this book features ALL NEW dragons and EVEN MORE detailed dragon anatomy instruction. • 60+ step-by-step demonstrations cover a variety of dragons, including medieval, fairy and sea-dwelling varieties • In-depth advice for drawing every part of the beast—eyes, ears, horns, wings, scale patterns, limbs and more • Extra tips and tricks provided by your dragon guide, Dolosusa It's everything you need to draw a variety of dragons—from enormous, ancient beasts with broken scales and fractured horns, to sleek, sinuous creatures with leathery skin and fancy frills. So steel your heart, prepare your trusty inking pen, and venture forth, brave artist—unleash the ferocious, extraordinary, original beasts that dwell within your fiery imaginings!

Book Neverwinter Nights

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 161 pages

Download or read book Neverwinter Nights written by and published by PediaPress. This book was released on with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Fundamental Building Technology

Download or read book Fundamental Building Technology written by Andrew J. Charlett and published by Routledge. This book was released on 2013-01-25 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fundamental Building Technology introduces the technology, methods, and processes fundamental to construction by focussing on what is involved in building a typical low-rise house. Written with the novice in mind, this textbook is the ideal starting point for any construction student, as it fully supports the reader all the way to understanding the functional requirements of each element of the building, and how to take these into account through the building process itself. This second edition is expanded to cover even more relevant topics, and is supported by more resources for use by the student and lecturer. Now included are: An introduction to the planning process and the building regulations How to incorporate a sustainable approach, in the selection of materials and elsewhere A companion site with lecturer’s answers manual and illustrated lecture notes 150 labelled diagrams throughout the book, and multiple self-study questions in every chapter A students’ section of the companion site with multiple choice quizzes and 250 full-colour photos linked to chapters of the book Concise, focussed and the most student-friendly guide to this topic available, Fundamental Building Technology is the perfect textbook for those taking construction technology modules at undergraduate or HNC/HND level.