Author: Barrett Williams
Publisher: Barrett Williams
ISBN:
Category : Games & Activities
Languages : en
Pages : 115
Book Description
Dive into the realm of imagination and camaraderie with *Adventure Quest*, your ultimate guide to creating and sustaining an unforgettable role-playing game (RPG) experience. Whether you're a novice Game Master or a seasoned adventurer, this eBook opens the portal to crafting immersive worlds, epic quests, and a thriving community of players. Begin your journey by understanding the essence of RPGs and the pivotal role of a Game Master. *Adventure Quest* guides you through discovering your niche in the vast landscape of RPG genres, focusing on the thrilling realm of Adventure Quests. Learn to cultivate a unique group culture that enriches every session. Recruit your band of adventurers with precision, balancing dynamics and setting expectations to create a cohesive team eager to embark on mythical journeys. Craft captivating campaigns with well-rounded story arcs, intriguing non-player characters (NPCs), and personal player backstories that integrate seamlessly into your narrative. *Adventure Quest* equips you with essential Game Mastery tools and techniques, teaching you the art of improvisation and player engagement. Learn to build enchanting worlds on a budget, weaving in cultural lore and history to breathe life into your campaigns. Prepare your inaugural game session, setting the stage for an unforgettable night of adventure and excitement. As the quest progresses, manage group dynamics effectively, handle conflicts, and ensure inclusivity, fostering a respectful and cohesive environment. Sustain the thrill over time by expanding campaigns, keeping players engaged, and celebrating achievements. Delve into creative storytelling with plot twists, character evolution, and moral dilemmas that challenge and intrigue your adventurers. Embrace technology and online platforms to enhance your games, explore various RPG systems, and integrate player-created content. Organize live RPG events that captivate and resonate within local communities, leaving a lasting impact. Finally, *Adventure Quest* emphasizes the importance of learning from feedback, adapting to change, and inspiring future Game Masters. It’s time to embark on a journey where your storytelling dreams become a reality. Unlock the secrets to an enthralling RPG group that will stand the test of time.
What Is Your Quest?
Author: Anastasia Salter
Publisher: University of Iowa Press
ISBN: 1609382757
Category : Games & Activities
Languages : en
Pages : 217
Book Description
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
Publisher: University of Iowa Press
ISBN: 1609382757
Category : Games & Activities
Languages : en
Pages : 217
Book Description
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
Adventure Quest
Author: Aaron Pirnack
Publisher:
ISBN: 9780991108213
Category :
Languages : en
Pages : 200
Book Description
Be the hero of a mythic quest! Simple and scalable rules, nearly unlimited character options, and fast-paced play make Adventure Quest excellent for roleplaying hobbyists, experiential learning, and youth programs. This book has all the standard powers, paths, gear, and rules for an exciting adventure. For the experiential education facilitator or camp director, this game is a fun tool that develops the 21st century skills of decision-making, critical thinking, communication, teamwork, and self-efficacy. For the gamer/hobbyist, Adventure Quest is an inspired re-imagining of fantasy roleplaying that features an intuitive, low-math combat system and infinitely customizable character options. For tabletop gaming, download a free translation guide at www.RenaissanceAdventures.com. For the therapist, this interactive storytelling game motivates participants to greater collaboration and engagement.
Publisher:
ISBN: 9780991108213
Category :
Languages : en
Pages : 200
Book Description
Be the hero of a mythic quest! Simple and scalable rules, nearly unlimited character options, and fast-paced play make Adventure Quest excellent for roleplaying hobbyists, experiential learning, and youth programs. This book has all the standard powers, paths, gear, and rules for an exciting adventure. For the experiential education facilitator or camp director, this game is a fun tool that develops the 21st century skills of decision-making, critical thinking, communication, teamwork, and self-efficacy. For the gamer/hobbyist, Adventure Quest is an inspired re-imagining of fantasy roleplaying that features an intuitive, low-math combat system and infinitely customizable character options. For tabletop gaming, download a free translation guide at www.RenaissanceAdventures.com. For the therapist, this interactive storytelling game motivates participants to greater collaboration and engagement.
Quest for Adventure
Author: Chris Bonington
Publisher:
ISBN: 9780792279525
Category : Adventure and adventurers
Languages : en
Pages : 352
Book Description
Examines the feats of adventure and exploration that take people to the most remote and dangerous parts of the world, including the seas, mountains and polar regions.
Publisher:
ISBN: 9780792279525
Category : Adventure and adventurers
Languages : en
Pages : 352
Book Description
Examines the feats of adventure and exploration that take people to the most remote and dangerous parts of the world, including the seas, mountains and polar regions.
Adventure Quest
Author: Barrett Williams
Publisher: Barrett Williams
ISBN:
Category : Games & Activities
Languages : en
Pages : 115
Book Description
Dive into the realm of imagination and camaraderie with *Adventure Quest*, your ultimate guide to creating and sustaining an unforgettable role-playing game (RPG) experience. Whether you're a novice Game Master or a seasoned adventurer, this eBook opens the portal to crafting immersive worlds, epic quests, and a thriving community of players. Begin your journey by understanding the essence of RPGs and the pivotal role of a Game Master. *Adventure Quest* guides you through discovering your niche in the vast landscape of RPG genres, focusing on the thrilling realm of Adventure Quests. Learn to cultivate a unique group culture that enriches every session. Recruit your band of adventurers with precision, balancing dynamics and setting expectations to create a cohesive team eager to embark on mythical journeys. Craft captivating campaigns with well-rounded story arcs, intriguing non-player characters (NPCs), and personal player backstories that integrate seamlessly into your narrative. *Adventure Quest* equips you with essential Game Mastery tools and techniques, teaching you the art of improvisation and player engagement. Learn to build enchanting worlds on a budget, weaving in cultural lore and history to breathe life into your campaigns. Prepare your inaugural game session, setting the stage for an unforgettable night of adventure and excitement. As the quest progresses, manage group dynamics effectively, handle conflicts, and ensure inclusivity, fostering a respectful and cohesive environment. Sustain the thrill over time by expanding campaigns, keeping players engaged, and celebrating achievements. Delve into creative storytelling with plot twists, character evolution, and moral dilemmas that challenge and intrigue your adventurers. Embrace technology and online platforms to enhance your games, explore various RPG systems, and integrate player-created content. Organize live RPG events that captivate and resonate within local communities, leaving a lasting impact. Finally, *Adventure Quest* emphasizes the importance of learning from feedback, adapting to change, and inspiring future Game Masters. It’s time to embark on a journey where your storytelling dreams become a reality. Unlock the secrets to an enthralling RPG group that will stand the test of time.
Publisher: Barrett Williams
ISBN:
Category : Games & Activities
Languages : en
Pages : 115
Book Description
Dive into the realm of imagination and camaraderie with *Adventure Quest*, your ultimate guide to creating and sustaining an unforgettable role-playing game (RPG) experience. Whether you're a novice Game Master or a seasoned adventurer, this eBook opens the portal to crafting immersive worlds, epic quests, and a thriving community of players. Begin your journey by understanding the essence of RPGs and the pivotal role of a Game Master. *Adventure Quest* guides you through discovering your niche in the vast landscape of RPG genres, focusing on the thrilling realm of Adventure Quests. Learn to cultivate a unique group culture that enriches every session. Recruit your band of adventurers with precision, balancing dynamics and setting expectations to create a cohesive team eager to embark on mythical journeys. Craft captivating campaigns with well-rounded story arcs, intriguing non-player characters (NPCs), and personal player backstories that integrate seamlessly into your narrative. *Adventure Quest* equips you with essential Game Mastery tools and techniques, teaching you the art of improvisation and player engagement. Learn to build enchanting worlds on a budget, weaving in cultural lore and history to breathe life into your campaigns. Prepare your inaugural game session, setting the stage for an unforgettable night of adventure and excitement. As the quest progresses, manage group dynamics effectively, handle conflicts, and ensure inclusivity, fostering a respectful and cohesive environment. Sustain the thrill over time by expanding campaigns, keeping players engaged, and celebrating achievements. Delve into creative storytelling with plot twists, character evolution, and moral dilemmas that challenge and intrigue your adventurers. Embrace technology and online platforms to enhance your games, explore various RPG systems, and integrate player-created content. Organize live RPG events that captivate and resonate within local communities, leaving a lasting impact. Finally, *Adventure Quest* emphasizes the importance of learning from feedback, adapting to change, and inspiring future Game Masters. It’s time to embark on a journey where your storytelling dreams become a reality. Unlock the secrets to an enthralling RPG group that will stand the test of time.
Quests
Author: Jeff Howard
Publisher: CRC Press
ISBN: 1000576450
Category : Art
Languages : en
Pages : 316
Book Description
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
Publisher: CRC Press
ISBN: 1000576450
Category : Art
Languages : en
Pages : 316
Book Description
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
What Is Your Quest?
Author: Anastasia Salter
Publisher: University of Iowa Press
ISBN: 1609382986
Category : Games & Activities
Languages : en
Pages : 217
Book Description
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
Publisher: University of Iowa Press
ISBN: 1609382986
Category : Games & Activities
Languages : en
Pages : 217
Book Description
What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.
J.R.R. Tolkien Encyclopedia
Author: Michael D. C. Drout
Publisher: Taylor & Francis
ISBN: 0415969425
Category : Literary Criticism
Languages : en
Pages : 810
Book Description
A detailed work of reference and scholarship, this one volume Encyclopedia includes discussions of all the fundamental issues in Tolkien scholarship written by the leading scholars in the field. Coverage not only presents the most recent scholarship on J.R.R. Tolkien, but also introduces and explores the author and scholar's life and work within their historical and cultural contexts. Tolkien's fiction and his sources of influence are examined along with his artistic and academic achievements - including his translations of medieval texts - teaching posts, linguistic works, and the languages he created. The 550 alphabetically arranged entries fall within the following categories of topics: adaptations art and illustrations characters in Tolkien's work critical history and scholarship influence of Tolkien languages biography literary sources literature creatures and peoples of Middle-earth objects in Tolkien's work places in Tolkien's work reception of Tolkien medieval scholars scholarship by Tolkien medieval literature stylistic elements themes in Tolkien's works theological/ philosophical concepts and philosophers Tolkien's contemporary history and culture works of literature
Publisher: Taylor & Francis
ISBN: 0415969425
Category : Literary Criticism
Languages : en
Pages : 810
Book Description
A detailed work of reference and scholarship, this one volume Encyclopedia includes discussions of all the fundamental issues in Tolkien scholarship written by the leading scholars in the field. Coverage not only presents the most recent scholarship on J.R.R. Tolkien, but also introduces and explores the author and scholar's life and work within their historical and cultural contexts. Tolkien's fiction and his sources of influence are examined along with his artistic and academic achievements - including his translations of medieval texts - teaching posts, linguistic works, and the languages he created. The 550 alphabetically arranged entries fall within the following categories of topics: adaptations art and illustrations characters in Tolkien's work critical history and scholarship influence of Tolkien languages biography literary sources literature creatures and peoples of Middle-earth objects in Tolkien's work places in Tolkien's work reception of Tolkien medieval scholars scholarship by Tolkien medieval literature stylistic elements themes in Tolkien's works theological/ philosophical concepts and philosophers Tolkien's contemporary history and culture works of literature
The Clive Cussler Adventures
Author: Steven Philip Jones
Publisher: McFarland
ISBN: 0786478969
Category : Literary Criticism
Languages : en
Pages : 289
Book Description
The author of more than 50 books--125 million copies in print--Clive Cussler is the current grandmaster of adventure literature. Dirk Pitt, the sea-loving protagonist of 22 of Cussler's novels, remains among the most popular and influential adventure series heroes of the past half-century. This first critical review of Cussler's work features an overview of Pitt and the supporting characters and other heroes, an examination of Cussler's themes and influences, a review of his most important adventures, such as Raise the Titanic! and Iceberg, and a look at adaptations of his work in other media. Cussler joins the pantheon of such as Rudyard Kipling, Sir Arthur Conan Doyle and Ian Fleming, and this overdue volume demonstrates that beneath Cussler's immense popularity lies a literary depth that well merits scholarly attention.
Publisher: McFarland
ISBN: 0786478969
Category : Literary Criticism
Languages : en
Pages : 289
Book Description
The author of more than 50 books--125 million copies in print--Clive Cussler is the current grandmaster of adventure literature. Dirk Pitt, the sea-loving protagonist of 22 of Cussler's novels, remains among the most popular and influential adventure series heroes of the past half-century. This first critical review of Cussler's work features an overview of Pitt and the supporting characters and other heroes, an examination of Cussler's themes and influences, a review of his most important adventures, such as Raise the Titanic! and Iceberg, and a look at adaptations of his work in other media. Cussler joins the pantheon of such as Rudyard Kipling, Sir Arthur Conan Doyle and Ian Fleming, and this overdue volume demonstrates that beneath Cussler's immense popularity lies a literary depth that well merits scholarly attention.
Adventures in Reasoning
Author: Jason J. Howard
Publisher: Rowman & Littlefield
ISBN: 1475809115
Category : Education
Languages : en
Pages : 161
Book Description
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
Publisher: Rowman & Littlefield
ISBN: 1475809115
Category : Education
Languages : en
Pages : 161
Book Description
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
World Design for 2D Action-Adventures
Author: Christopher W. Totten
Publisher: CRC Press
ISBN: 1040226051
Category : Computers
Languages : en
Pages : 401
Book Description
Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear “Metroidvania” titles. Blending theory and practical analysis, this book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It uses examples from popular games such as The Legend of Zelda and Hollow Knight, while also providing insights from the authors’ own experiences creating independent games in the genre. This book also intersperses these examples with practical exercises in 2D action-adventure world design using the free and easy-to-use GB Studio engine, allowing readers to practice their skills and see how lessons from the theory chapters apply in real game development environments. These practical chapters cover the basics of using GB Studio and related software, such as Aseprite and Tiled, to help readers create their own action-adventure characters, monsters, quest systems, switches, keys, and other mechanics - all the way up to designing their own dungeon! World Design for 2D Action-Adventures will be of great interest to all those looking to improve their level design skills within this genre.
Publisher: CRC Press
ISBN: 1040226051
Category : Computers
Languages : en
Pages : 401
Book Description
Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear “Metroidvania” titles. Blending theory and practical analysis, this book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It uses examples from popular games such as The Legend of Zelda and Hollow Knight, while also providing insights from the authors’ own experiences creating independent games in the genre. This book also intersperses these examples with practical exercises in 2D action-adventure world design using the free and easy-to-use GB Studio engine, allowing readers to practice their skills and see how lessons from the theory chapters apply in real game development environments. These practical chapters cover the basics of using GB Studio and related software, such as Aseprite and Tiled, to help readers create their own action-adventure characters, monsters, quest systems, switches, keys, and other mechanics - all the way up to designing their own dungeon! World Design for 2D Action-Adventures will be of great interest to all those looking to improve their level design skills within this genre.