Hell Hath Such Fury On the world of his birth he's all but a god, but when an ancient evil banishes him to the depths of the Nine Hells, he's just another lost soul. Elminster, Sage of Shadowdale, Chosen of Mystra, faces his most desperate struggle--to survive, to escape, to cling to his very sanity--and all the forces of the inferno are rallied against him. The top-selling book by the creator of the Forgotten Realms universe is now available as an eBook!

Author Ed Greenwood
Isbn 0786961600
Genre Fiction
Year 2011-11-01
Pages 416
Language English
File format PDF

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.

Author Michael J. Tresca
Isbn 0786460091
Genre Games & Activities
Year 2014-01-10
Pages 238
Language English
File format PDF

This study examines roleplaying games (RPGs) as both a literary and cultural phenomenon, in which the text’s producers take the role of an authorial multiplicity. --- ABSTRACT: Authorship has undergone drastic revision in the twentieth century. A fundamental transformation in literature, wherein the author has become a multiplicity of voices, is evinced by the development of roleplaying games as both literary and cultural texts. The literary roots of roleplaying games are self-evident, as they draw on writers such as H. P. Lovecraft and J. R. R. Tolkien. However, a consequence of the development of the roleplaying game has been a subsequent departure from these authorial beginnings; roleplaying games have irrevocably transformed the role of the writers who inspired them, altering the authorial position to become a border-blurring multiplicity. Not only do roleplaying game designers reinterpret literary texts as literary games, often borrowing rules material from other designers in the process, in modifying the function of the author from a single creative entity to an empowered storytelling among groups roleplaying games further complicate previous distinctions between author and audience. Players create a fictional world as a group endeavor, authoring a complex structure of fantasy that addresses Freudian concepts of dreams and wish fulfillment. In this way, roleplaying becomes a locus for issues of identity, including questions of performance, spectatorship, and gender construction. And by allowing play in regard to identity, roleplaying games are able to transgressively navigate expressions of difference, encouraging players to subtly work against the traditional split between spectacle and narrative. The thriving fan subculture surrounding roleplaying only emphasizes the transgressiveness of the hobby; this is a social formation that aggressively utilizes new technology such as the internet, through which fans are able to explore culturally subversive methods of authoring in the face of hostility from the surrounding cultural environment. They, too, are active producers and manipulators of meanings, rather than passively accepting dominant ideology. By fusing the broader perspectives of literary and cultural criticism with personal experiences, this study examines the development of roleplaying games from the fiction of individual writers to the interactive roleplaying based on them, wherein fiction writers, the hobby’s creators, designers, editors, publishers, fans, players, and the cultural environment are all invested with the creative power to contribute meaningfully to the narrative.

Author Michelle Nephew
Isbn
Genre Games & Activities
Year 2003-05-01
Pages 253
Language English
File format PDF

The potential of video games as storytelling media and the deep involvement that players feel when they are part of the story needs to be analysed vis-à-vis other narrative media. This book underscores the importance of video games as narratives and offers a framework for analysing the many-ended stories that often redefine real and virtual lives.

Author Souvik Mukherjee
Isbn 1137525053
Genre Social Science
Year 2015-09-15
Pages 239
Language English
File format PDF

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!

Author James Wyatt,Bill Slavicsek,Richard Baker
Isbn 0470440090
Genre Games & Activities
Year 2008-11-13
Pages 408
Language English
File format PDF

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....

Author Bill Slavicsek,Richard Baker
Isbn 9780470050880
Genre Games & Activities
Year 2006-07-24
Pages 386
Language English
File format PDF

Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.

Author Gerald A. Voorhees,Joshua Call,Katie Whitlock
Isbn 1441141081
Genre Social Science
Year 2012-02-16
Pages 392
Language English
File format PDF

Months have passed since Eleven defeated the Mindflayer by closing a gate to the Upside Down—saving her friends and probably the world. Life is rapidly changing for the young group of friends and despite all they have been through they are finding time to play D&D again. This time, new members are joining the party.

Author Jim Zub,Jody Houser
Isbn
Genre Comics & Graphic Novels
Year 2021-01-06
Pages 32
Language English
File format PDF

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.

Author David M. Ewalt
Isbn 1451640528
Genre Social Science
Year 2013-08-20
Pages 288
Language English
File format PDF

O designer que ler este livro encontrará uma discussão bem diferente das habituais acerca dos fundamentos do design de jogos: a conversa aqui é lúcida, abrangente e ao mesmo tempo profunda. A metodologia empregada pelos respeitados autores Katie Salen e Eric Zimmerman permite sua leitura por foco de interesse, como disciplinas que constroem um todo que é o design de jogos. Essa abordagem única decorre do fato de os autores serem também eles designers de jogos. Este Volume 1 - Principais Conceitos tem como temas a interação lúdica significativa, o design, os sistemas, a interatividade, a definição de jogos e de jogos digitais, o circulo mágico e os esquemas primários.

Author Katie Salen,Eric Zimmerman
Isbn 8521206534
Genre Design
Year 2012-01-01
Pages 168
Language English
File format PDF

In the aftermath of revolution, King Kalak of Tyr is dead and all eyes fall on the lucrative iron mines of his once mighty city-state. Merchant houses scramble to seize what scraps they can while King Hamanu of Urik, the Lion of the Desert, rallies his armies to crush the Tyr rebellion underfoot. He cannot allow this insurrection to succeed and intends to seize the city’s precious resources for himself. The hope of the Tyr revolution seems destined to fail as the tyrannical specter of Hamanu’s war machine looms large on the horizon. But fate chooses the most unlikely heroes. Loren, a gladiator pressed into service by a corrupt merchant prince; the ambitious Alaeda Stel who hopes to secure her family’s future by exploiting Tyr’s sudden weakness; a street thief named Melech; and Korvak the disgraced templar are Tyr’s best and only hope. The promise of freedom rests on their ability to overcome the greed and lust for power that threatens to undermine the principles of Tyr’s revolution. From the Paperback edition.

Author Robert J. Schwalb
Isbn 0786959401
Genre Fiction
Year 2011-12-06
Pages 320
Language English
File format PDF

This book examines the rise in popularity of fantasy literature in Taiwan and the crucial but often invisible role that translators have played in making this genre widely available. Topics covered include global fantasy fever, Chinese fantasy, game industry, the social status of translators, and the sociological direction of translations studies.

Author Y. Chung
Isbn 1137332786
Genre Language Arts & Disciplines
Year 2013-10-24
Pages 172
Language English
File format PDF

Arms. Every man has a pair. But not all arms are created equal. Nine years ago the Desolation laid waste to humankind, leaving only scattered pockets of civilization in its wake. Now John Osborne drifts through the ravaged remains of the North, his only companion the six-shooter at his side. When a young girl finds John unconscious in the northern Minnesota wilderness, she urges her village to help him. But while John is still bed-ridden, the girl inexplicably vanishes. Recognizing that the disappearance is no mere coincidence, John takes it upon himself to find and bring her back safely. Outmanned and outgunned, the deck appears to be stacked against John. Little do his adversaries know that he has a turbo-charged bionic surprise lurking under his left sleeve...

Author Henry J. Olsen
Isbn 0989419312
Genre Fiction
Year 2013-06-05
Pages 111
Language English
File format PDF

The Handbook of Technology and Second Language Teaching and Learning presents a comprehensive exploration of the impact of technology on the field of second language learning. The rapidly evolving language-technology interface has propelled dramatic changes in, and increased opportunities for, second language teaching and learning. Its influence has been felt no less keenly in the approaches and methods of assessing learners' language and researching language teaching and learning. Contributions from a team of international scholars make up the Handbook consisting of four parts: language teaching and learning through technology; the technology-pedagogy interface; technology for L2 assessment; and research and development of technology for language learning. It considers how technology assists in all areas of language development, the emergence of pedagogy at the intersection of language and technology, technology in language assessment, and major research issues in research and development of technologies for language learning. It covers all aspects of language including grammar, vocabulary, reading, writing, listening, speaking, pragmatics, and intercultural learning, as well as new pedagogical and assessment approaches, and new ways of conceiving and conducting research and development. The Handbook of Technology and Second Language Teaching and Learning demonstrates the extensive, multifaceted implications of technology for language teachers, learners, materials-developers, and researchers.

Author Carol A. Chapelle,Shannon Sauro
Isbn 1118914058
Genre Language Arts & Disciplines
Year 2017-06-28
Pages 528
Language English
File format PDF

Hunter. Hunted. Huntress? Gunslinger by trade, cyborg by circumstance, John Osborne fearlessly roams the Desolation-ravaged ruins of North America. But with his health rapidly failing, John grows desperate to learn the true nature of the artificial appendage grafted to his shoulder. Running out of time and options, his last hope lies on a remote isle hidden in the far reaches of the Northwoods. Though he suspects a trap, John has no choice but to venture to the mysterious Mallard Island. Can John unearth the knowledge he seeks? Or will he fall victim to a fate far more sinister? The hunt is afoot in this electrifying second episode of The Northland Chronicles.

Author Henry J. Olsen
Isbn 0989419339
Genre Fiction
Year 2014-07-30
Pages 175
Language English
File format PDF

Studienarbeit aus dem Jahr 2018 im Fachbereich Literaturwissenschaft - Vergleichende Literaturwissenschaft, Note: 1,0, Universität des Saarlandes (Allgemeine Vergleichende Literaturwissenschaft), Veranstaltung: Literatur- und Kulturgeschichte des Wolfes, Sprache: Deutsch, Abstract: Die vorliegende Arbeit befasst sich mit der Charakterisierung von Wölfen im Rollenspiel. Gerade in der Neuzeit entwickelt sich das Rollenspiel mehr und mehr zu einem narrativen Unterhaltungsmedium, das Zuschauer anzieht. Spieler-Gruppen machen auditive oder filmische Aufnahmen ihrer Sessions und veröffentlichen diese in der Form von Podcasts oder Webserien im Internet. Ein Beispiel dafür ist "Critical Role", eine Webserie über die Dungeons and Dragons-Abenteuer einer Gruppe von amerikanischen Schauspielern und Synchronsprechern. Dungeons and Dragons wurde als Stellvertreter für die Prinzipien des Rollenspiels und als Analysegegenstand ausgewählt, weil es nicht nur das erfolgreichste Rollenspiel-System in der Geschichte von Rollenspielen ist, sondern bei seiner Erscheinung im Jahr 1974 auch den Beginn von Fantasy-RPGs einleitete und die Mechaniken der damals bekannten Spiele revolutionierte. Die Untersuchung soll aufzeigen, wie Wölfe durch die in offiziellen Regelwerken angegebenen Informationen vom Spiel und für die fiktive Spielwelt charakterisiert werden. Ein bedeutender Aspekt der Betrachtung ist dabei der Kontrast der vorgegebenen Eigenschaften für Wölfe und Werwölfe. In Bezug auf die Ergebnisse der Analyse soll außerdem eine Antwort auf die Frage gegeben werden, ob die von den Spielregeln festgelegten Eigenschaften eine akkurate Annäherung an reale Wölfe für das Spiel bieten oder möglich machen.

Author Jenny Spanier
Isbn 3668891583
Genre Literary Criticism
Year 2019-03-06
Pages 30
Language English
File format PDF

"THEN CAME A BOY" MAX LANDIS & GIUSEPPE CAMUNCOLI's epic adventure continues!

Author Max Landis
Isbn
Genre Comics & Graphic Novels
Year 2016-11-09
Pages 32
Language English
File format PDF

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.

Author Sebastian Deterding,José Zagal
Isbn 1317268318
Genre Games & Activities
Year 2018-04-17
Pages 484
Language English
File format PDF