Author: Matthew Hanson
Publisher:
ISBN: 9780985751463
Category :
Languages : en
Pages :
Book Description
A dwarven princess on a quest to reclaim her throne.A brave but dim warrior who decides to become a wizard after finding a wand with a mind of its own.A talking monkey with a magical bubble pipe who searches for the banana of gold.You can tell all of these stories and many more when you play Abstract Dungeon. Abstract Dungeon quick ans simple roleplaying game built around a resource spending mechanic. It gives you control over whether and how your character overcome obstacles in your path. The question is not whether you make your roll, but whether you are willing to pay the price.The biggest difference between Abstract Dungeon and other roleplaying games is that you roll your all your dice at the start or the adventure, then spend your dice to overcome challenges. You can always win, provided you are willing to spend the resources.You then need to describe how you overcame the challenge based on the source of the die you spent. If you spend a die from your Toughness pool, it could represent anything from punching a goblin in the face to holding your liquor, while spending a die from Intellect could represent casting a spell or presenting a logical argument.The Abstract Dungeon core rulebook contains everything you need to play including: Character creation Rules to play GM advice Optional rules Magic items Monsters Morvan's Hollow, a sample setting
Abstract Dungeon
Author: Matthew Hanson
Publisher:
ISBN: 9780985751463
Category :
Languages : en
Pages :
Book Description
A dwarven princess on a quest to reclaim her throne.A brave but dim warrior who decides to become a wizard after finding a wand with a mind of its own.A talking monkey with a magical bubble pipe who searches for the banana of gold.You can tell all of these stories and many more when you play Abstract Dungeon. Abstract Dungeon quick ans simple roleplaying game built around a resource spending mechanic. It gives you control over whether and how your character overcome obstacles in your path. The question is not whether you make your roll, but whether you are willing to pay the price.The biggest difference between Abstract Dungeon and other roleplaying games is that you roll your all your dice at the start or the adventure, then spend your dice to overcome challenges. You can always win, provided you are willing to spend the resources.You then need to describe how you overcame the challenge based on the source of the die you spent. If you spend a die from your Toughness pool, it could represent anything from punching a goblin in the face to holding your liquor, while spending a die from Intellect could represent casting a spell or presenting a logical argument.The Abstract Dungeon core rulebook contains everything you need to play including: Character creation Rules to play GM advice Optional rules Magic items Monsters Morvan's Hollow, a sample setting
Publisher:
ISBN: 9780985751463
Category :
Languages : en
Pages :
Book Description
A dwarven princess on a quest to reclaim her throne.A brave but dim warrior who decides to become a wizard after finding a wand with a mind of its own.A talking monkey with a magical bubble pipe who searches for the banana of gold.You can tell all of these stories and many more when you play Abstract Dungeon. Abstract Dungeon quick ans simple roleplaying game built around a resource spending mechanic. It gives you control over whether and how your character overcome obstacles in your path. The question is not whether you make your roll, but whether you are willing to pay the price.The biggest difference between Abstract Dungeon and other roleplaying games is that you roll your all your dice at the start or the adventure, then spend your dice to overcome challenges. You can always win, provided you are willing to spend the resources.You then need to describe how you overcame the challenge based on the source of the die you spent. If you spend a die from your Toughness pool, it could represent anything from punching a goblin in the face to holding your liquor, while spending a die from Intellect could represent casting a spell or presenting a logical argument.The Abstract Dungeon core rulebook contains everything you need to play including: Character creation Rules to play GM advice Optional rules Magic items Monsters Morvan's Hollow, a sample setting
Ultima and Worldbuilding in the Computer Role-Playing Game
Author: Carly A. Kocurek
Publisher: Amherst College Press
ISBN: 1943208662
Category : Games & Activities
Languages : en
Pages : 140
Book Description
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.
Publisher: Amherst College Press
ISBN: 1943208662
Category : Games & Activities
Languages : en
Pages : 140
Book Description
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.
Interactive Storytelling
Author: Rogelio E. Cardona-Rivera
Publisher: Springer Nature
ISBN: 3030338940
Category : Computers
Languages : en
Pages : 443
Book Description
This book constitutes the refereed proceedings of the 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, held in Little Cottonwood Canyon, UT, USA, in November 2019. The 14 revised full papers and 10 short papers presented together with 19 posters, 1 demo, and 3 doctoral consortiums were carefully reviewed and selected from 66 submissions. The papers are organized in the following topical sections: Creating the Discipline: Interactive Digital Narrative Studies, Impacting Culture and Society, Interactive Digital Narrative Practices and Applications, Theoretical Foundations, Technologies, Human Factors, Doctoral Consortium, and Demonstrations.
Publisher: Springer Nature
ISBN: 3030338940
Category : Computers
Languages : en
Pages : 443
Book Description
This book constitutes the refereed proceedings of the 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, held in Little Cottonwood Canyon, UT, USA, in November 2019. The 14 revised full papers and 10 short papers presented together with 19 posters, 1 demo, and 3 doctoral consortiums were carefully reviewed and selected from 66 submissions. The papers are organized in the following topical sections: Creating the Discipline: Interactive Digital Narrative Studies, Impacting Culture and Society, Interactive Digital Narrative Practices and Applications, Theoretical Foundations, Technologies, Human Factors, Doctoral Consortium, and Demonstrations.
One-Week Dungeons
Author: David L. Craddock
Publisher: CRC Press
ISBN: 100042717X
Category : Computers
Languages : en
Pages : 131
Book Description
"An entertaining, race-against-time narrative." —Kobo review "A fast-paced look into seven-day roguelikes, something so niche most people wouldn't have heard about, but the book is well written and shows how important it is to get your thoughts down so you can sort out your ideas." —Goodreads review Eleven game designers. Eight grand ideas. Seven days to will them into reality. Every year, programmers around the world compete in the 7-day roguelike challenge, or 7DRL, a weeklong game jam where participants endeavor to design and program a roguelike role-playing game. Their obstacles: day jobs, family responsibilities, sleep deprivation, and visionary concepts too big for 168 hours to contain. Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires. David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series and Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
Publisher: CRC Press
ISBN: 100042717X
Category : Computers
Languages : en
Pages : 131
Book Description
"An entertaining, race-against-time narrative." —Kobo review "A fast-paced look into seven-day roguelikes, something so niche most people wouldn't have heard about, but the book is well written and shows how important it is to get your thoughts down so you can sort out your ideas." —Goodreads review Eleven game designers. Eight grand ideas. Seven days to will them into reality. Every year, programmers around the world compete in the 7-day roguelike challenge, or 7DRL, a weeklong game jam where participants endeavor to design and program a roguelike role-playing game. Their obstacles: day jobs, family responsibilities, sleep deprivation, and visionary concepts too big for 168 hours to contain. Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires. David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series and Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
Racing the Beam
Author: Nick Montfort
Publisher: MIT Press
ISBN: 0262539764
Category : Games & Activities
Languages : en
Pages : 193
Book Description
A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
Publisher: MIT Press
ISBN: 0262539764
Category : Games & Activities
Languages : en
Pages : 193
Book Description
A study of the relationship between platform and creative expression in the Atari VCS, the gaming system for popular games like Pac-Man and Star Wars: The Empire Strikes Back. The Atari Video Computer System dominated the home video game market so completely that “Atari” became the generic term for a video game console. The Atari VCS was affordable and offered the flexibility of changeable cartridges. Nearly a thousand of these were created, the most significant of which established new techniques, mechanics, and even entire genres. This book offers a detailed and accessible study of this influential video game console from both computational and cultural perspectives. Studies of digital media have rarely investigated platforms—the systems underlying computing. This book, the first in a series of Platform Studies, does so, developing a critical approach that examines the relationship between platforms and creative expression. Nick Montfort and Ian Bogost discuss the Atari VCS itself and examine in detail six game cartridges: Combat, Adventure, Pac-Man, Yars' Revenge, Pitfall!, and Star Wars: The Empire Strikes Back. They describe the technical constraints and affordances of the system and track developments in programming, gameplay, interface, and aesthetics. Adventure, for example, was the first game to represent a virtual space larger than the screen (anticipating the boundless virtual spaces of such later games as World of Warcraft and Grand Theft Auto), by allowing the player to walk off one side into another space; and Star Wars: The Empire Strikes Back was an early instance of interaction between media properties and video games. Montfort and Bogost show that the Atari VCS—often considered merely a retro fetish object—is an essential part of the history of video games.
The Mentor
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 820
Book Description
Publisher:
ISBN:
Category :
Languages : en
Pages : 820
Book Description
Mastering AI Game Development with Unreal
Author: Hrishikesh Andurlekar
Publisher: Orange Education Pvt Ltd
ISBN: 8197953457
Category : Computers
Languages : en
Pages : 502
Book Description
TAGLINE Elevate your Unreal Engine skills with This Essential Guide to AI-Driven Game Development! KEY FEATURES ● Comprehensive coverage of AI techniques and their Unreal Engine implementation ● Practical hands-on exercises and real-world examples for seamless AI integration ● Covers all important AI workflows in Unreal Engine DESCRIPTION In the rapidly evolving world of game development, integrating Artificial Intelligence (AI) into your Unreal Engine projects is no longer optional—it’s essential. Mastering AI for Unreal Engine is your definitive guide to unlocking the transformative power of AI, propelling your games beyond the ordinary and into the realm of cutting-edge, immersive experiences. Through a step-by-step approach, you will explore a wide range of AI techniques, including pathfinding, behavior trees, perception systems, and the powerful Environment Query System (EQS). Each chapter delves into the theoretical underpinnings of these AI components, followed by hands-on exercises and real-world examples that demonstrate their integration within Unreal Engine. We will learn to create intelligent, dynamic, and engaging game experiences by leveraging the power of AI. What sets this book apart is its deep dive into emerging AI frameworks like the Mass Framework, giving you a strategic edge in adopting the latest trends and technologies that are shaping the future of gaming. You’ll learn how to optimize your AI systems, enhance performance, and master debugging techniques critical for smooth, efficient development processes. Mastering AI for Unreal Engine doesn’t just teach you AI—it empowers you to innovate, create intelligent game worlds, and stand out in the fiercely competitive game development landscape. WHAT WILL YOU LEARN ● Set up and navigate Unreal Engine to establish a strong foundation for AI development. ● Learn Blueprints, create class Blueprints, and use Blueprint communication for interactive AI components. ● Build AI characters, and master navigation meshes and pathfinding for dynamic movement. ● Create complex AI behaviors using Behavior Trees and Blackboard components. ● Implement AI Perception to add sight and hearing, making your AI characters more aware and reactive. ● Use State Trees to manage AI states with evaluators, tasks, and transitions. ● Leverage the Environmental Query System (EQS) to enable AI to make context-aware decisions. ● Debug and optimize AI with Unreal’s visual logging and debugging tools. ● Explore advanced AI design techniques like Data Oriented Design, Mass AI, and ZoneGraph. WHO IS THIS BOOK FOR? This book is tailored for game developers, aspiring designers, and anyone interested in integrating AI into Unreal Engine projects. Suitable for beginners to experienced professionals, it’s ideal for students, hobbyists, and industry pros looking to enhance their AI skills. Whether you're creating Non-Player Characters (NPCs), designing complex decision-making systems, or advancing game AI, this book provides the tools and knowledge you need to succeed. TABLE OF CONTENTS 1. Introduction to Unreal Engine 2. Unreal Blueprints 3. Understanding AI in Games 4. Navigation and Pathfinding 5. Behavior Trees and Blackboards 6. AI Perception 7. StateTree 8. Environment Query System 9. SmartObjects 10. Debugging AI in Unreal Engine 11. Mass Framework and Future Trends in GameAI Index
Publisher: Orange Education Pvt Ltd
ISBN: 8197953457
Category : Computers
Languages : en
Pages : 502
Book Description
TAGLINE Elevate your Unreal Engine skills with This Essential Guide to AI-Driven Game Development! KEY FEATURES ● Comprehensive coverage of AI techniques and their Unreal Engine implementation ● Practical hands-on exercises and real-world examples for seamless AI integration ● Covers all important AI workflows in Unreal Engine DESCRIPTION In the rapidly evolving world of game development, integrating Artificial Intelligence (AI) into your Unreal Engine projects is no longer optional—it’s essential. Mastering AI for Unreal Engine is your definitive guide to unlocking the transformative power of AI, propelling your games beyond the ordinary and into the realm of cutting-edge, immersive experiences. Through a step-by-step approach, you will explore a wide range of AI techniques, including pathfinding, behavior trees, perception systems, and the powerful Environment Query System (EQS). Each chapter delves into the theoretical underpinnings of these AI components, followed by hands-on exercises and real-world examples that demonstrate their integration within Unreal Engine. We will learn to create intelligent, dynamic, and engaging game experiences by leveraging the power of AI. What sets this book apart is its deep dive into emerging AI frameworks like the Mass Framework, giving you a strategic edge in adopting the latest trends and technologies that are shaping the future of gaming. You’ll learn how to optimize your AI systems, enhance performance, and master debugging techniques critical for smooth, efficient development processes. Mastering AI for Unreal Engine doesn’t just teach you AI—it empowers you to innovate, create intelligent game worlds, and stand out in the fiercely competitive game development landscape. WHAT WILL YOU LEARN ● Set up and navigate Unreal Engine to establish a strong foundation for AI development. ● Learn Blueprints, create class Blueprints, and use Blueprint communication for interactive AI components. ● Build AI characters, and master navigation meshes and pathfinding for dynamic movement. ● Create complex AI behaviors using Behavior Trees and Blackboard components. ● Implement AI Perception to add sight and hearing, making your AI characters more aware and reactive. ● Use State Trees to manage AI states with evaluators, tasks, and transitions. ● Leverage the Environmental Query System (EQS) to enable AI to make context-aware decisions. ● Debug and optimize AI with Unreal’s visual logging and debugging tools. ● Explore advanced AI design techniques like Data Oriented Design, Mass AI, and ZoneGraph. WHO IS THIS BOOK FOR? This book is tailored for game developers, aspiring designers, and anyone interested in integrating AI into Unreal Engine projects. Suitable for beginners to experienced professionals, it’s ideal for students, hobbyists, and industry pros looking to enhance their AI skills. Whether you're creating Non-Player Characters (NPCs), designing complex decision-making systems, or advancing game AI, this book provides the tools and knowledge you need to succeed. TABLE OF CONTENTS 1. Introduction to Unreal Engine 2. Unreal Blueprints 3. Understanding AI in Games 4. Navigation and Pathfinding 5. Behavior Trees and Blackboards 6. AI Perception 7. StateTree 8. Environment Query System 9. SmartObjects 10. Debugging AI in Unreal Engine 11. Mass Framework and Future Trends in GameAI Index
Hands-On Design Patterns with Kotlin
Author: Alexey Soshin
Publisher: Packt Publishing Ltd
ISBN: 1788999592
Category : Computers
Languages : en
Pages : 299
Book Description
Make the most of Kotlin by leveraging design patterns and best practices to build scalable and high performing apps Key Features Understand traditional GOF design patterns to apply generic solutions Shift from OOP to FP; covering reactive and concurrent patterns in a step-by-step manner Choose the best microservices architecture and MVC for your development environment Book Description Design patterns enable you as a developer to speed up the development process by providing you with proven development paradigms. Reusing design patterns helps prevent complex issues that can cause major problems, improves your code base, promotes code reuse, and makes an architecture more robust. The mission of this book is to ease the adoption of design patterns in Kotlin and provide good practices for programmers. The book begins by showing you the practical aspects of smarter coding in Kotlin, explaining the basic Kotlin syntax and the impact of design patterns. From there, the book provides an in-depth explanation of the classical design patterns of creational, structural, and behavioral families, before heading into functional programming. It then takes you through reactive and concurrent patterns, teaching you about using streams, threads, and coroutines to write better code along the way By the end of the book, you will be able to efficiently address common problems faced while developing applications and be comfortable working on scalable and maintainable projects of any size. What you will learn Get to grips with Kotlin principles, including its strengths and weaknesses Understand classical design patterns in Kotlin Explore functional programming using built-in features of Kotlin Solve real-world problems using reactive and concurrent design patterns Use threads and coroutines to simplify concurrent code flow Understand antipatterns to write clean Kotlin code, avoiding common pitfalls Learn about the design considerations necessary while choosing between architectures Who this book is for This book is for developers who would like to master design patterns with Kotlin to build efficient and scalable applications. Basic Java or Kotlin programming knowledge is assumed
Publisher: Packt Publishing Ltd
ISBN: 1788999592
Category : Computers
Languages : en
Pages : 299
Book Description
Make the most of Kotlin by leveraging design patterns and best practices to build scalable and high performing apps Key Features Understand traditional GOF design patterns to apply generic solutions Shift from OOP to FP; covering reactive and concurrent patterns in a step-by-step manner Choose the best microservices architecture and MVC for your development environment Book Description Design patterns enable you as a developer to speed up the development process by providing you with proven development paradigms. Reusing design patterns helps prevent complex issues that can cause major problems, improves your code base, promotes code reuse, and makes an architecture more robust. The mission of this book is to ease the adoption of design patterns in Kotlin and provide good practices for programmers. The book begins by showing you the practical aspects of smarter coding in Kotlin, explaining the basic Kotlin syntax and the impact of design patterns. From there, the book provides an in-depth explanation of the classical design patterns of creational, structural, and behavioral families, before heading into functional programming. It then takes you through reactive and concurrent patterns, teaching you about using streams, threads, and coroutines to write better code along the way By the end of the book, you will be able to efficiently address common problems faced while developing applications and be comfortable working on scalable and maintainable projects of any size. What you will learn Get to grips with Kotlin principles, including its strengths and weaknesses Understand classical design patterns in Kotlin Explore functional programming using built-in features of Kotlin Solve real-world problems using reactive and concurrent design patterns Use threads and coroutines to simplify concurrent code flow Understand antipatterns to write clean Kotlin code, avoiding common pitfalls Learn about the design considerations necessary while choosing between architectures Who this book is for This book is for developers who would like to master design patterns with Kotlin to build efficient and scalable applications. Basic Java or Kotlin programming knowledge is assumed
Abstracting Reality
Author: Mark J. P. Wolf
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 344
Book Description
Abstracting Reality considers the relationship between digital technology and culture and their mutual influences on each other. The book begins with an examination of how everyday life became quantized over time, setting the stage for digital technology, which developed out of communication, machine control, and calculating machines. From there the book explores how digital technology changed the nature of art, inherent culture biases in digitization, composite imagery, machine-mediated communication, the metaphor of cyberspace, virtual reality, and finally, the way in which digital technology and imaging changes the very nature of indexicality itself.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 344
Book Description
Abstracting Reality considers the relationship between digital technology and culture and their mutual influences on each other. The book begins with an examination of how everyday life became quantized over time, setting the stage for digital technology, which developed out of communication, machine control, and calculating machines. From there the book explores how digital technology changed the nature of art, inherent culture biases in digitization, composite imagery, machine-mediated communication, the metaphor of cyberspace, virtual reality, and finally, the way in which digital technology and imaging changes the very nature of indexicality itself.
Random Tables: Dungeons and Lairs
Author: Timm Woods
Publisher: Simon and Schuster
ISBN: 1646043510
Category : Games & Activities
Languages : en
Pages : 128
Book Description
Get ready to add even more dark and dangerous detail to your table fantasy tabletop role-playing game with hundreds of random tables designed to help you create epic storylines full of mysterious dungeons, secret entrances, and more! Take your fantasy world to the next level, all with the roll of a dice! Random Tables: Dungeons and Lairs is a utility book for fans of tabletop role-playing games like Dungeons & Dragons, allowing game masters to generate on-the-fly content for their adventures traveling through dangerous dungeons, choosing room and hall aesthetics, and discovering unique sealing techniques. Adventurers love to ask tough questions that can sometimes put game masters on the spot and put their creative skills to the test. Never fear being stumped when the party asks: What type of rumors are embedded into this dungeon? What’s this room's feature and how can I navigate it? Is this door made from magical properties or is it normal? Generate all of these answers and more by rolling on the dozens of randomized tables provided within these pages. Your party will love your fast-paced and exciting adventures, and even you will be on the edge of your seat to see what happens next!
Publisher: Simon and Schuster
ISBN: 1646043510
Category : Games & Activities
Languages : en
Pages : 128
Book Description
Get ready to add even more dark and dangerous detail to your table fantasy tabletop role-playing game with hundreds of random tables designed to help you create epic storylines full of mysterious dungeons, secret entrances, and more! Take your fantasy world to the next level, all with the roll of a dice! Random Tables: Dungeons and Lairs is a utility book for fans of tabletop role-playing games like Dungeons & Dragons, allowing game masters to generate on-the-fly content for their adventures traveling through dangerous dungeons, choosing room and hall aesthetics, and discovering unique sealing techniques. Adventurers love to ask tough questions that can sometimes put game masters on the spot and put their creative skills to the test. Never fear being stumped when the party asks: What type of rumors are embedded into this dungeon? What’s this room's feature and how can I navigate it? Is this door made from magical properties or is it normal? Generate all of these answers and more by rolling on the dozens of randomized tables provided within these pages. Your party will love your fast-paced and exciting adventures, and even you will be on the edge of your seat to see what happens next!