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Book Magic World  Fantasy Roleplaying in Worlds of Epic Adventure

Download or read book Magic World Fantasy Roleplaying in Worlds of Epic Adventure written by Ben Monroe and published by Chaosium. This book was released on 2012-01-01 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: FANTASY ROLEPLAYING IN WORLDS OF EPIC ADVENTURE Enter a world of fantastic adventure, where your destiny is limited only by your imagination. Where powerful sorcerers manipulate the very essence of reality, and where warriors decide the fate of kingdoms with blade and spear. A world of magic, myth, and menace... A MAGIC WORLD! Magic World is a self-contained fantasy roleplaying game using the classic Basic Roleplaying system. The game allows you to play characters in a world of fantasy, adventure, and excitement. The rules of Magic World are simple to grasp, while having enough options and complexity to suit any gaming style. Characters grow in experience organically, without relying on artificial constructs such as classes, levels, etc. Any sort of fantasy character you can imagine, you can play. Magic World contains: Full rules for creating characters in a world of magic and fantasy. A robust magic system with nearly one hundred spells. Any character may become a spell caster with the right combination of raw talent, and training! Detailed, yet streamlined skills and combat rules. Complete rules for nautical adventures. A bestiary of more than sixty creatures to use as foes for the characters, or as the characters themselves! Play as any species imaginable: Human, Elf, Orc, Centaur, Troll, Talking Beast, and more! Gamemaster advice, and resources. A gallery of enchanted items which might be found in your characters adventures. A complete sample campaign setting, "the Southlands", to jump start your adventures. And more!

Book Of Dice and Men

Download or read book Of Dice and Men written by David M. Ewalt and published by Simon and Schuster. This book was released on 2013-08-20 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: A definitive look at Dungeons & Dragons traces its origins 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.

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 Fantasy Freaks and Gaming Geeks

Download or read book Fantasy Freaks and Gaming Geeks written by Ethan Gilsdorf and published by Rowman & Littlefield. This book was released on 2010-09-01 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt: An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar. “For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten.” —Wired.com “Gandalf’s got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gaming Geeks, Gilsdorf . . . offers an epic quest for reality within a realm of magic.” —Boston Globe “Imagine this: Lord of the Rings meets Jack Kerouac’s On the Road.” —National Public Radio’s “Around and About” “What does it mean to be a geek? . . . Fantasy Freaks andGaming Geeks tackles that question with strength and dexterity. . . . part personal odyssey, part medieval mid-life crisis, and part wide-ranging survey of all things freaky and geeky . . . playful . . . funny and poignant. . . . It’s a fun ride and it poses a question that goes to the very heart of fantasy, namely: What does the urge to become someone else tell us about ourselves?” —Huffington Post

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 Magonomia

    Book Details:
  • Author : Andrew Gronosky
  • Publisher :
  • Release : 2021-11-30
  • ISBN : 9781733721967
  • Pages : 384 pages

Download or read book Magonomia written by Andrew Gronosky and published by . This book was released on 2021-11-30 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Magonomia is the roleplaying game of Renaissance wizardry. Everyone plays a wizard, wielding magic inspired by authentic European folklore from the sixteenth century. Together, the players explore mysteries in Enchanted England, a fantasy version of Elizabethan England populated with faeries, spirits, and creatures of legend.

Book Ultima and Worldbuilding in the Computer Role Playing Game

Download or read book Ultima and Worldbuilding in the Computer Role Playing Game written by Carly A. Kocurek and published by Amherst College Press. This book was released on 2024-04-09 with total page 197 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ultima and World-Building in the Computer Role-Playing Game is the first scholarly book to focus exclusively on the long-running Ultima series of computer role-playing games (RPG) and to assess its lasting impact on the RPG genre and video game industry. Through archival and popular media sources, examinations of fan communities, and the game itself, this book historicizes the games and their authors. By attending to the salient moments and sites of game creation throughout the series’ storied past, authors Carly A. Kocurek and Matthew Thomas Payne detail the creative choices and structural forces that brought Ultima’s celebrated brand of role-playing to fruition. This book first considers the contributions of series founder and lead designer, Richard Garriott, examining how his fame and notoriety as a pioneering computer game auteur shaped Ultima’s reception and paved the way for the evolution of the series. Next, the authors retrace the steps that Garriott took in fusing analog, tabletop role-playing with his self-taught lessons in computer programming. Close textual analyses of Ultima I outline how its gameplay elements offered a foundational framework for subsequent innovations in design and storytelling. Moving beyond the game itself, the authors assess how marketing materials and physical collectibles amplified its immersive hold and how the series’ legions of fans have preserved the series. Game designers, long-time gamers, and fans will enjoy digging into the games’ production history and mechanics while media studies and game scholars will find Ultima and World-Building in the Computer Role-Playing Game a useful extension of inquiry into authorship, media history, and the role of fantasy in computer game design.

Book Encyclopedia of Play in Today s Society

Download or read book Encyclopedia of Play in Today s Society written by Rodney P. Carlisle and published by SAGE. This book was released on 2009-04-02 with total page 1033 pages. Available in PDF, EPUB and Kindle. Book excerpt: Selected as an Outstanding Academic Title by Choice Magazine, January 2010 The Encyclopedia of Play: A Social History explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreation activities of children as well as adults throughout the ages, from dice games in the Roman empire to video games today. As an academic social history, it includes the perspectives of several curricular disciplines, from sociology to child psychology, from lifestyle history to social epidemiology. This two-volume set will serve as a general, non-technical resource for students in education and human development, health and sports psychology, leisure and recreation studies and kinesiology, history, and other social sciences to understand the importance of play as it has developed globally throughout history and to appreciate the affects of play on child and adult development, particularly on health, creativity, and imagination.

Book Dread Trident

Download or read book Dread Trident written by Curtis D. Carbonell and published by . This book was released on 2019 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Evolution of Fantasy Role Playing Games

Download or read book The Evolution of Fantasy Role Playing Games written by Michael J. Tresca and published by McFarland. This book was released on 2014-01-10 with total page 239 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Role Playing Games in Psychotherapy

Download or read book Role Playing Games in Psychotherapy written by Daniel Hand and published by Springer Nature. This book was released on 2023-08-07 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers an accessible, comprehensive resource to practitioners who wish to incorporate RPGs into their client-work. Tabletop role-playing games, RPGs, have long been associated with various unique emotional, cognitive, and social benefits, but only recently has the term 'RPG Therapy' entered into the mental-health lexicon. Presenting simple game- and storytelling mechanics, and demonstrating how they may be utilized in accordance with specific professional modalities, this supportive guide explores every step of the implementation process, from underlying therapeutic principles to initial creative exercises to actual in-session play, and encourages readers to have confidence in their own imaginative abilities. Written for practitioners of all levels of client- and RPG experience, this groundbreaking and authoritative book provides case examples and practical tools, along with pragmatic and straightforward advice on how to implement this exciting new form of intervention.

Book The Book of Holding  Dungeons   Dragons

Download or read book The Book of Holding Dungeons Dragons written by Official Dungeons & Dragons Licensed and published by Clarkson Potter Publishers. This book was released on 2020-08-04 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: This officially licensed keepsake journal, lavishly designed with magnetic enclosure and a back pocket, is a must-have for Dungeons & Dragons fans of all levels and ages. Trust this multipurpose journal to stow all your ideas, notes, and to-dos. Highly customizable with five pieces of stunning full-color artwork, The Book of Holding is ideal for capturing character sketches, formulating campaigns, or organizing your everyday thoughts. Whether you're a die-hard dungeon master preparing for your next game session or a part-time player wanting to represent your favorite RPG, this journal is the ultimate companion to your quest.

Book Adventures in Reasoning

    Book Details:
  • Author : Jason J. Howard
  • Publisher : Rowman & Littlefield
  • Release : 2015-03-09
  • ISBN : 1475809115
  • Pages : 161 pages

Download or read book Adventures in Reasoning written by Jason J. Howard and published by Rowman & Littlefield. This book was released on 2015-03-09 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: Helping students think more critically, communicate ideas more effectively, and work more cooperatively with others are goals widely recognized as indispensable to a proper education. Adventures in Reasoning: Communal Inquiry Through Fantasy Role-Play provides middle school, high school, and even post-secondary teachers with a method to cultivate these crucial skill sets in a way that is engaging, academically rigorous, and also fun. The role-playing approach draws upon the pioneering notion of the community of inquiry as a vehicle for enhancing student learning and development through discussing philosophical concepts and issues. Students create characters that they then use to explore a rich fantasy world filled with practical and conceptual challenges specifically designed to enhance a wide range of cognitive and communication abilities. Drawing together the appeal of fantasy narratives with the rigor of communal inquiry, Adventures in Reasoning provides educators with a rich array of tools through which to engage students’ interests, capture their curiosity, and cultivate crucial cognitive and social skills. Some additional key features of this book include: step-by-step instructions on how to implement fantasy-gaming in the classroom tips on how to assess students’ critical and creative reasoning skills easy to understand rules for fantasy role-playing detailed adventure quests provided that target a wide array of skill sets overview of the pedagogical benefits of introducing philosophy and communal inquiry to middle and high school students lots of advice and suggestions on how to facilitate an effective community of inquiry and how to accommodate different class sizes and student abilities recommendations on how to use fantasy role-playing as a type of service learning in college classrooms

Book The Crystal Shard

    Book Details:
  • Author : R.A. Salvatore
  • Publisher : Wizards of the Coast
  • Release : 2009-06-23
  • ISBN : 0786954043
  • Pages : 359 pages

Download or read book The Crystal Shard written by R.A. Salvatore and published by Wizards of the Coast. This book was released on 2009-06-23 with total page 359 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drizzt Do’Urden finds new friends and foes in the windswept towns of Icewind Dale, also the setting of the Dungeons & Dragons adventure book Rime of the Frostmaiden. With his days in the Underdark far behind him, drow ranger Drizzt Do’Urden sets down roots in the windswept Ten-Towns of Icewind Dale. A cold and unforgiving place, Ten-Towns sits on the brink of a catastrophic war, threatened by the barbarian tribes of the north. It’s in the midst of battle that a young barbarian named Wulfgar is captured and made the ward of Bruenor, a grizzled dwarf leader and a companion to Drizzt. With Drizzt’s help, Wulfgar will grow from a feral child to a man with the heart of a dwarf, the instincts of a savage, and the soul of a hero. But it will take even more than that to defeat the corrupt wizard who wields the demonic power of Crenshininbon—the fabled Crystal Shard. The Crystal Shard is first book in the Icewind Dale Trilogy and the fourth book in the Legend of Drizzt series.

Book The Black Prism

    Book Details:
  • Author : Brent Weeks
  • Publisher : Orbit
  • Release : 2010-08-25
  • ISBN : 0316087548
  • Pages : 715 pages

Download or read book The Black Prism written by Brent Weeks and published by Orbit. This book was released on 2010-08-25 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: In a world where magic is tightly controlled, the most powerful man in history must choose between his kingdom and his son in the first book in the epic NYT bestselling Lightbringer series. Guile is the Prism. He is high priest and emperor, a man whose power, wit, and charm are all that preserves a tenuous peace. Yet Prisms never last, and Guile knows exactly how long he has left to live. When Guile discovers he has a son, born in a far kingdom after the war that put him in power, he must decide how much he's willing to pay to protect a secret that could tear his world apart. If you loved the action and adventure of the Night Angel trilogy, you will devour this incredible epic fantasy series by Brent Weeks.

Book Strictly Fantasy

Download or read book Strictly Fantasy written by Gerald Nachtwey and published by McFarland. This book was released on 2021-05-12 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: Role-playing games seemed to appear of nowhere in the early 1970s and have been a quiet but steady presence in American culture ever since. This new look at the hobby searches for the historical origins of role-playing games deep in the imaginative worlds of Western culture. It looks at the earliest fantasy stories from the nineteenth and twentieth centuries, at the fans--both readers and writers--who wanted to bring them to life, at the Midwestern landscape and the middle-class households that were the hobby's birthplace, and at the struggle to find meaning and identity amidst cultural conflicts that drove many people into these communities of play. This book also addresses race, religion, gender, fandom, and the place these games have within American capitalism. All the paths of this journey are connected by the very quality that has made fantasy role-playing so powerful: it binds the limitless imagination into a "strict" framework of rules. Far from being an accidental offshoot of marginalized fan communities, role-playing games' ability to hold contradictions in dynamic, creative tension made them a necessary and central product of the twentieth century.

Book Mazes and Monsters

    Book Details:
  • Author : Rona Jaffe
  • Publisher : Open Road Media
  • Release : 2015-02-24
  • ISBN : 1504008448
  • Pages : 333 pages

Download or read book Mazes and Monsters written by Rona Jaffe and published by Open Road Media. This book was released on 2015-02-24 with total page 333 pages. Available in PDF, EPUB and Kindle. Book excerpt: Part thriller, part love story, Mazes and Monsters is a spellbinding novel about a group of college students in the 1980s who use a fantasy game as refuge from their personal, emotional, and social problems. Based loosely on the “steam tunnel incidents” of the 1970s, the four friends—Kate, Jay Jay, Daniel, and Robbie—eventually take their game too far when they decide to live-action role-play in the caverns near their college campus. What follows is terrifying and unexpected, as each character dives deep into the darkest part of their mind, those forbidden places where our most menacing truths lie.