Author: Frog God Games
Publisher:
ISBN: 9781943067367
Category :
Languages : en
Pages : 318
Book Description
A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.
Tome of Adventure Design PoD Softcover
Author: Frog God Games
Publisher:
ISBN: 9781943067367
Category :
Languages : en
Pages : 318
Book Description
A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.
Publisher:
ISBN: 9781943067367
Category :
Languages : en
Pages : 318
Book Description
A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.
Icarus at the Edge of Time
Author: Brian Greene
Publisher: Knopf
ISBN: 0307268888
Category : Icarus (Greek mythology)
Languages : en
Pages : 33
Book Description
A futuristic reimaging of the classic Greek myth, as a boy ventures through deep space and challenges the awesome power of black holes. The beauty of the book lies in the images, provided by NASA and the Hubble Space telescope, and printed on board rather than paper.
Publisher: Knopf
ISBN: 0307268888
Category : Icarus (Greek mythology)
Languages : en
Pages : 33
Book Description
A futuristic reimaging of the classic Greek myth, as a boy ventures through deep space and challenges the awesome power of black holes. The beauty of the book lies in the images, provided by NASA and the Hubble Space telescope, and printed on board rather than paper.
Crossroads of Twilight
Author: Robert Jordan
Publisher: Tor Fantasy
ISBN: 1429960744
Category : Fiction
Languages : en
Pages : 623
Book Description
The Wheel of Time is now an original series on Prime Video, starring Rosamund Pike as Moiraine! In Crossroads of Twilight, the tenth novel in Robert Jordan’s #1 New York Times bestselling epic fantasy series, The Wheel of Time®, Rand al'Thor and his allies endure trials by fire amidst battles, sacrifices, and treachery. Fleeing from Ebou Dar with the kidnapped Daughter of the Nine Moons, whom he is fated to marry, Mat Cauthon learns that he can neither keep her nor let her go, not in safety for either of them, for both the Shadow and the might of the Seanchan Empire are in deadly pursuit. Perrin Aybara will stop at nothing to free his wife Faile from the Shaido Aiel. Consumed by rage, he offers no mercy to those he takes prisoner. And when he discovers that Masema Dagar, the Prophet of the Dragon, has been conspiring with the Seanchan, Perrin considers making an unholy alliance. Rand al'Thor, the Dragon Reborn himself, has cleansed the Dark One's taint from the male half of the True Source, and everything has changed. Yet nothing has, for only men who can channel believe that saidin is clean again, and a man who can channel is still hated and feared—even one prophesied to save the world. Now, Rand must gamble again, with himself at stake, and he cannot be sure which of his allies are really enemies. Since its debut in 1990, The Wheel of Time® by Robert Jordan has captivated millions of readers around the globe with its scope, originality, and compelling characters. The last six books in series were all instant #1 New York Times bestsellers, and The Eye of the World was named one of America's best-loved novels by PBS's The Great American Read. The Wheel of Time® New Spring: The Novel #1 The Eye of the World #2 The Great Hunt #3 The Dragon Reborn #4 The Shadow Rising #5 The Fires of Heaven #6 Lord of Chaos #7 A Crown of Swords #8 The Path of Daggers #9 Winter's Heart #10 Crossroads of Twilight #11 Knife of Dreams By Robert Jordan and Brandon Sanderson #12 The Gathering Storm #13 Towers of Midnight #14 A Memory of Light By Robert Jordan and Teresa Patterson The World of Robert Jordan's The Wheel of Time By Robert Jordan, Harriet McDougal, Alan Romanczuk, and Maria Simons The Wheel of Time Companion By Robert Jordan and Amy Romanczuk Patterns of the Wheel: Coloring Art Based on Robert Jordan's The Wheel of Time At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Publisher: Tor Fantasy
ISBN: 1429960744
Category : Fiction
Languages : en
Pages : 623
Book Description
The Wheel of Time is now an original series on Prime Video, starring Rosamund Pike as Moiraine! In Crossroads of Twilight, the tenth novel in Robert Jordan’s #1 New York Times bestselling epic fantasy series, The Wheel of Time®, Rand al'Thor and his allies endure trials by fire amidst battles, sacrifices, and treachery. Fleeing from Ebou Dar with the kidnapped Daughter of the Nine Moons, whom he is fated to marry, Mat Cauthon learns that he can neither keep her nor let her go, not in safety for either of them, for both the Shadow and the might of the Seanchan Empire are in deadly pursuit. Perrin Aybara will stop at nothing to free his wife Faile from the Shaido Aiel. Consumed by rage, he offers no mercy to those he takes prisoner. And when he discovers that Masema Dagar, the Prophet of the Dragon, has been conspiring with the Seanchan, Perrin considers making an unholy alliance. Rand al'Thor, the Dragon Reborn himself, has cleansed the Dark One's taint from the male half of the True Source, and everything has changed. Yet nothing has, for only men who can channel believe that saidin is clean again, and a man who can channel is still hated and feared—even one prophesied to save the world. Now, Rand must gamble again, with himself at stake, and he cannot be sure which of his allies are really enemies. Since its debut in 1990, The Wheel of Time® by Robert Jordan has captivated millions of readers around the globe with its scope, originality, and compelling characters. The last six books in series were all instant #1 New York Times bestsellers, and The Eye of the World was named one of America's best-loved novels by PBS's The Great American Read. The Wheel of Time® New Spring: The Novel #1 The Eye of the World #2 The Great Hunt #3 The Dragon Reborn #4 The Shadow Rising #5 The Fires of Heaven #6 Lord of Chaos #7 A Crown of Swords #8 The Path of Daggers #9 Winter's Heart #10 Crossroads of Twilight #11 Knife of Dreams By Robert Jordan and Brandon Sanderson #12 The Gathering Storm #13 Towers of Midnight #14 A Memory of Light By Robert Jordan and Teresa Patterson The World of Robert Jordan's The Wheel of Time By Robert Jordan, Harriet McDougal, Alan Romanczuk, and Maria Simons The Wheel of Time Companion By Robert Jordan and Amy Romanczuk Patterns of the Wheel: Coloring Art Based on Robert Jordan's The Wheel of Time At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Out Of Control
Author: Kevin Kelly
Publisher: Basic Books
ISBN: 078674703X
Category : Science
Languages : en
Pages : 666
Book Description
Out of Control chronicles the dawn of a new era in which the machines and systems that drive our economy are so complex and autonomous as to be indistinguishable from living things.
Publisher: Basic Books
ISBN: 078674703X
Category : Science
Languages : en
Pages : 666
Book Description
Out of Control chronicles the dawn of a new era in which the machines and systems that drive our economy are so complex and autonomous as to be indistinguishable from living things.
The Age of Em
Author: Robin Hanson
Publisher: Oxford University Press
ISBN: 0198754620
Category : Business & Economics
Languages : en
Pages : 522
Book Description
Robots may one day rule the world, but what is a robot-ruled Earth like? Many think that the first truly smart robots will be brain emulations or "ems." Robin Hanson draws on decades of expertise in economics, physics, and computer science to paint a detailed picture of this next great era in human (and machine) evolution - the age of em.
Publisher: Oxford University Press
ISBN: 0198754620
Category : Business & Economics
Languages : en
Pages : 522
Book Description
Robots may one day rule the world, but what is a robot-ruled Earth like? Many think that the first truly smart robots will be brain emulations or "ems." Robin Hanson draws on decades of expertise in economics, physics, and computer science to paint a detailed picture of this next great era in human (and machine) evolution - the age of em.
Collecting the Art of G. I. Joe
Author: R. Carson Mataxis
Publisher:
ISBN: 9780996578608
Category :
Languages : en
Pages : 62
Book Description
This 62 page 8"x11" celebration of the painted art of G.I.Joe: A Real American Hero features every carded figure, vehicle, playset, poster and peripheral product featuring painted art released from 1982-1983. This soft cover book features 100# paper and an epic card stock AccuFoil 11"x16" wraparound cover!
Publisher:
ISBN: 9780996578608
Category :
Languages : en
Pages : 62
Book Description
This 62 page 8"x11" celebration of the painted art of G.I.Joe: A Real American Hero features every carded figure, vehicle, playset, poster and peripheral product featuring painted art released from 1982-1983. This soft cover book features 100# paper and an epic card stock AccuFoil 11"x16" wraparound cover!
How to Write Adventure Modules That Don't Suck
Author: Jobe Bittman
Publisher:
ISBN: 9781946231086
Category : Fiction
Languages : en
Pages : 0
Book Description
Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now we present our advice on how you can write great adventures! This compilation of articles is authored by two dozen of the industry's best-known adventure writers. Each article gives a different perspective on how to write adventure modules that don't suck, written by authors with decades of experience and prominent published credits. By the time you're done reading this book, you'll be on the path to designing great adventure modules on your own. Bonus: This PDF includes a digital copy of the original How To Write Adventures Modules That Don't Suck (2007). Whether you're an experienced writer or an aspiring novice, you'll find something of value in this book!
Publisher:
ISBN: 9781946231086
Category : Fiction
Languages : en
Pages : 0
Book Description
Goodman Games has established a reputation for publishing some of the best adventure modules in the industry. Now we present our advice on how you can write great adventures! This compilation of articles is authored by two dozen of the industry's best-known adventure writers. Each article gives a different perspective on how to write adventure modules that don't suck, written by authors with decades of experience and prominent published credits. By the time you're done reading this book, you'll be on the path to designing great adventure modules on your own. Bonus: This PDF includes a digital copy of the original How To Write Adventures Modules That Don't Suck (2007). Whether you're an experienced writer or an aspiring novice, you'll find something of value in this book!
Foucault's Pendulum
Author: Umberto Eco
Publisher: Random House
ISBN: 1448181984
Category : Fiction
Languages : en
Pages : 656
Book Description
Three book editors, jaded by reading far too many crackpot manuscripts on the mystic and the occult, are inspired by an extraordinary conspiracy story told to them by a strange colonel to have some fun. They start feeding random bits of information into a powerful computer capable of inventing connections between the entries, thinking they are creating nothing more than an amusing game, but then their game starts to take over, the deaths start mounting, and they are forced into a frantic search for the truth
Publisher: Random House
ISBN: 1448181984
Category : Fiction
Languages : en
Pages : 656
Book Description
Three book editors, jaded by reading far too many crackpot manuscripts on the mystic and the occult, are inspired by an extraordinary conspiracy story told to them by a strange colonel to have some fun. They start feeding random bits of information into a powerful computer capable of inventing connections between the entries, thinking they are creating nothing more than an amusing game, but then their game starts to take over, the deaths start mounting, and they are forced into a frantic search for the truth