Rule of Wolves

Rule of Wolves PDF Author: Leigh Bardugo
Publisher: King of Scars Duology
ISBN: 1250820618
Category : Young Adult Fiction
Languages : en
Pages : 0

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Book Description
The wolves are circling and a young king will face his greatest challenge in the explosive finale of the instant #1 New York Times–bestselling King of Scars Duology.

Rule of Wolves

Rule of Wolves PDF Author: Leigh Bardugo
Publisher: King of Scars Duology
ISBN: 1250820618
Category : Young Adult Fiction
Languages : en
Pages : 0

Get Book Here

Book Description
The wolves are circling and a young king will face his greatest challenge in the explosive finale of the instant #1 New York Times–bestselling King of Scars Duology.

A Supposedly Fun Thing I'll Never Do Again

A Supposedly Fun Thing I'll Never Do Again PDF Author: David Foster Wallace
Publisher: Back Bay Books
ISBN: 0316090522
Category : Humor
Languages : en
Pages : 549

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Book Description
These widely acclaimed essays from the author of Infinite Jest -- on television, tennis, cruise ships, and more -- established David Foster Wallace as one of the preeminent essayists of his generation. In this exuberantly praised book -- a collection of seven pieces on subjects ranging from television to tennis, from the Illinois State Fair to the films of David Lynch, from postmodern literary theory to the supposed fun of traveling aboard a Caribbean luxury cruiseliner -- David Foster Wallace brings to nonfiction the same curiosity, hilarity, and exhilarating verbal facility that has delighted readers of his fiction, including the bestselling Infinite Jest.

Four Against Darkness

Four Against Darkness PDF Author: Andrea Sfiligoi
Publisher: Createspace Independent Publishing Platform
ISBN: 9781976371455
Category :
Languages : en
Pages : 90

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Book Description
Four Against Darkness is a solitaire dungeon-delving game that may also be played cooperatively. No miniatures are needed. All you need is this book, a pencil, two dice, and grid paper. Choose four characters from a list of classic types (warrior, wizard, rogue, halfling, dwarf, barbarian, cleric, elf), equip them, and venture into dungeons created by dice rolls and your own choices. You will fight monsters, manage resources, grab treasure, dodge traps, find clues, and even accept quests from the monsters themselves. Your characters will level up, becoming more powerful with each game... IF THEY SURVIVE.

Proofreading, Revising & Editing Skills Success in 20 Minutes a Day

Proofreading, Revising & Editing Skills Success in 20 Minutes a Day PDF Author: Brady Smith
Publisher:
ISBN:
Category : Editing
Languages : en
Pages : 187

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Book Description
"In this eBook, you'll learn the principles of grammar and how to manipulate your words until they're just right. Strengthen your revising and editing skills and become a clear and consistent writer." --

Rules of Play

Rules of Play PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680

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Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Albion's Seed

Albion's Seed PDF Author: David Hackett Fischer
Publisher: Oxford University Press
ISBN: 019974369X
Category : History
Languages : en
Pages : 981

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Book Description
This fascinating book is the first volume in a projected cultural history of the United States, from the earliest English settlements to our own time. It is a history of American folkways as they have changed through time, and it argues a thesis about the importance for the United States of having been British in its cultural origins. While most people in the United States today have no British ancestors, they have assimilated regional cultures which were created by British colonists, even while preserving ethnic identities at the same time. In this sense, nearly all Americans are "Albion's Seed," no matter what their ethnicity may be. The concluding section of this remarkable book explores the ways that regional cultures have continued to dominate national politics from 1789 to 1988, and still help to shape attitudes toward education, government, gender, and violence, on which differences between American regions are greater than between European nations.

The Monsters Know What They're Doing

The Monsters Know What They're Doing PDF Author: Keith Ammann
Publisher: Simon and Schuster
ISBN: 1982122684
Category : Games & Activities
Languages : en
Pages : 560

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Book Description
From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.

The Origin of Consciousness in the Breakdown of the Bicameral Mind

The Origin of Consciousness in the Breakdown of the Bicameral Mind PDF Author: Julian Jaynes
Publisher: Houghton Mifflin Harcourt
ISBN: 0547527543
Category : Psychology
Languages : en
Pages : 580

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Book Description
National Book Award Finalist: “This man’s ideas may be the most influential, not to say controversial, of the second half of the twentieth century.”—Columbus Dispatch At the heart of this classic, seminal book is Julian Jaynes's still-controversial thesis that human consciousness did not begin far back in animal evolution but instead is a learned process that came about only three thousand years ago and is still developing. The implications of this revolutionary scientific paradigm extend into virtually every aspect of our psychology, our history and culture, our religion—and indeed our future. “Don’t be put off by the academic title of Julian Jaynes’s The Origin of Consciousness in the Breakdown of the Bicameral Mind. Its prose is always lucid and often lyrical…he unfolds his case with the utmost intellectual rigor.”—The New York Times “When Julian Jaynes . . . speculates that until late in the twentieth millennium BC men had no consciousness but were automatically obeying the voices of the gods, we are astounded but compelled to follow this remarkable thesis.”—John Updike, The New Yorker “He is as startling as Freud was in The Interpretation of Dreams, and Jaynes is equally as adept at forcing a new view of known human behavior.”—American Journal of Psychiatry

Sophie's World

Sophie's World PDF Author: Jostein Gaarder
Publisher: Farrar, Straus and Giroux
ISBN: 1466804270
Category : Fiction
Languages : en
Pages : 599

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Book Description
A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.

Games

Games PDF Author: C. Thi Nguyen
Publisher:
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

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Book Description
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.