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.
Thieves of Weirdwood
Author: Christian McKay Heidicker
Publisher: Henry Holt and Company (BYR)
ISBN: 1250302897
Category : Juvenile Fiction
Languages : en
Pages : 352
Book Description
Thieves of Weirdwood is the first in William Shivering and Newbery Honor-winning author of Scary Stories for Young Foxes Christian McKay Heidicker's brand-new fantasy series—illustrated by Anna Earley—about two kid thieves who are plunged into a battle between the Real and Imaginary worlds! Action, laughs, and monsters beyond imagining abound! "[W]ill delight and satiate those besotted with Harry Potter, Percy Jackson, Artemis Fowl, Miss Peregrine, the Spiderwicks." —New York Times Book Review Twelve-year-old thieves Arthur and Wally are determined to steal their way up the ranks of the notorious Black Feathers gang. With loan sharks chasing after Arthur’s father and Wally’s brother’s hospital bill due, they’re in need of serious cash. Fast. When Arthur spots some wealthy strangers exiting a seemingly deserted mansion, he smells an opportunity for a big score. Little do the boys realize, they’ve stumbled upon Weirdwood Manor, the headquarters of a magical order who protect the Balance between the Real and Imaginary worlds. When Kingsport is besieged by nightmarish creatures, it’s up to a pair of thieves to save their city. Filled with giant tentacle monsters and heroes literally ripped from the pages of adventure stories, this imagination-bending series is perfect for fans of Keeper of the Lost Cities, Aru Shah, and Nevermoor. "Startling, original and epic." —Eoin Colfer, creator of Artemis Fowl "An imaginative, page-turning adventure." —Shannon Messenger, New York Times bestselling author of Keeper of the Lost Cities
Publisher: Henry Holt and Company (BYR)
ISBN: 1250302897
Category : Juvenile Fiction
Languages : en
Pages : 352
Book Description
Thieves of Weirdwood is the first in William Shivering and Newbery Honor-winning author of Scary Stories for Young Foxes Christian McKay Heidicker's brand-new fantasy series—illustrated by Anna Earley—about two kid thieves who are plunged into a battle between the Real and Imaginary worlds! Action, laughs, and monsters beyond imagining abound! "[W]ill delight and satiate those besotted with Harry Potter, Percy Jackson, Artemis Fowl, Miss Peregrine, the Spiderwicks." —New York Times Book Review Twelve-year-old thieves Arthur and Wally are determined to steal their way up the ranks of the notorious Black Feathers gang. With loan sharks chasing after Arthur’s father and Wally’s brother’s hospital bill due, they’re in need of serious cash. Fast. When Arthur spots some wealthy strangers exiting a seemingly deserted mansion, he smells an opportunity for a big score. Little do the boys realize, they’ve stumbled upon Weirdwood Manor, the headquarters of a magical order who protect the Balance between the Real and Imaginary worlds. When Kingsport is besieged by nightmarish creatures, it’s up to a pair of thieves to save their city. Filled with giant tentacle monsters and heroes literally ripped from the pages of adventure stories, this imagination-bending series is perfect for fans of Keeper of the Lost Cities, Aru Shah, and Nevermoor. "Startling, original and epic." —Eoin Colfer, creator of Artemis Fowl "An imaginative, page-turning adventure." —Shannon Messenger, New York Times bestselling author of Keeper of the Lost Cities
Ready Player One
Author: Ernest Cline
Publisher: Ballantine Books
ISBN: 0307887456
Category : Fiction
Languages : en
Pages : 386
Book Description
#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9
Publisher: Ballantine Books
ISBN: 0307887456
Category : Fiction
Languages : en
Pages : 386
Book Description
#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9
Cyclopean Deeps Volume 1 - Swords & Wizardry
Author: Matt Finch
Publisher:
ISBN: 9781622835225
Category :
Languages : en
Pages : 162
Book Description
Deep beneath the ground, in those regions where the echoes of mankind's feet are seldom heard, where even firelight is a bizarre intruder from a long-forgotten place, the foes of mankind breed and multiply. It is a realm of dark chaos - for these creatures of the echoing deeps count each other as rivals and enemies. It is a place without peace, a place without virtues, a place where every countenance of evil is to be found in sluggish torpor, stirring restlessly in dreams of cruelty and hatred. These dark and deadly provinces are known as the Under Realms. Most named regions in the Under Realms are quite distinct from each other, whether by geological formation or by the types of inhabitants that have established themselves in strategically important areas. Characters who enter this area expecting to find drowic elves, deep gnomes, and other "normal" features of the Under Realms will swiftly discover the error of their thinking. The Vaults of the Sunless Sea, located to the north of the Cyclopean Deeps, might fit that description, but the Cyclopean Deeps are a different and decidedly more unpleasant area into which the denizens of the Vaults seldom venture. This series of adventures forms a mini-campaign in the depths of the earth, suitable for a party of 4+ characters with an average level of 10-12, or 8+ characters with an average level around 7. For Swords & Wizardry.
Publisher:
ISBN: 9781622835225
Category :
Languages : en
Pages : 162
Book Description
Deep beneath the ground, in those regions where the echoes of mankind's feet are seldom heard, where even firelight is a bizarre intruder from a long-forgotten place, the foes of mankind breed and multiply. It is a realm of dark chaos - for these creatures of the echoing deeps count each other as rivals and enemies. It is a place without peace, a place without virtues, a place where every countenance of evil is to be found in sluggish torpor, stirring restlessly in dreams of cruelty and hatred. These dark and deadly provinces are known as the Under Realms. Most named regions in the Under Realms are quite distinct from each other, whether by geological formation or by the types of inhabitants that have established themselves in strategically important areas. Characters who enter this area expecting to find drowic elves, deep gnomes, and other "normal" features of the Under Realms will swiftly discover the error of their thinking. The Vaults of the Sunless Sea, located to the north of the Cyclopean Deeps, might fit that description, but the Cyclopean Deeps are a different and decidedly more unpleasant area into which the denizens of the Vaults seldom venture. This series of adventures forms a mini-campaign in the depths of the earth, suitable for a party of 4+ characters with an average level of 10-12, or 8+ characters with an average level around 7. For Swords & Wizardry.
Monstrosities
Author: Matt J Finch
Publisher:
ISBN: 9781943067343
Category : Games & Activities
Languages : en
Pages : 560
Book Description
Publisher:
ISBN: 9781943067343
Category : Games & Activities
Languages : en
Pages : 560
Book Description
Riverwatch
Author: Joseph Nassise
Publisher: Pocket Books/Star Trek
ISBN: 9780743470964
Category : City and town life
Languages : en
Pages : 0
Book Description
When an ancient stone chamber is unsealed, a creature of eternal bloodlust is unleashed and a reign of death consumes a small town. A Bram Stoker Award and International Horror Guild Award-nominated novel.
Publisher: Pocket Books/Star Trek
ISBN: 9780743470964
Category : City and town life
Languages : en
Pages : 0
Book Description
When an ancient stone chamber is unsealed, a creature of eternal bloodlust is unleashed and a reign of death consumes a small town. A Bram Stoker Award and International Horror Guild Award-nominated novel.
Steve Jobs
Author: Walter Isaacson
Publisher: Simon and Schuster
ISBN: 1451648545
Category : Biography & Autobiography
Languages : en
Pages : 656
Book Description
Based on more than 40 interviews with Jobs conducted over two years--as well as interviews with more than 100 family members, friends, adversaries, competitors, and colleagues--Isaacson has written a riveting story of the roller-coaster life and searingly intense personality of a creative entrepreneur whose passion for perfection and ferocious drive revolutionized six industries: personal computers, animated movies, music, phones, tablet computing, and digital publishing.
Publisher: Simon and Schuster
ISBN: 1451648545
Category : Biography & Autobiography
Languages : en
Pages : 656
Book Description
Based on more than 40 interviews with Jobs conducted over two years--as well as interviews with more than 100 family members, friends, adversaries, competitors, and colleagues--Isaacson has written a riveting story of the roller-coaster life and searingly intense personality of a creative entrepreneur whose passion for perfection and ferocious drive revolutionized six industries: personal computers, animated movies, music, phones, tablet computing, and digital publishing.
Stars Without Number (Perfect Bound)
Author:
Publisher:
ISBN: 9781936673018
Category :
Languages : en
Pages : 210
Book Description
Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution
Publisher:
ISBN: 9781936673018
Category :
Languages : en
Pages : 210
Book Description
Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution
The Last Book on the Left
Author: Ben Kissel
Publisher: Dey Street Books
ISBN: 1328566315
Category : Humor
Languages : en
Pages : 307
Book Description
A NEW YORK TIMES BESTSELLER An equal parts haunting and hilarious deep-dive review of history's most notorious and cold-blooded serial killers, from the creators of the award-winning Last Podcast on the Left Since its first show in 2010, The Last Podcast on the Left has barreled headlong into all things horror, as hosts Henry Zebrowski, Ben Kissel, and Marcus Parks cover subjects spanning Jeffrey Dahmer, werewolves, Jonestown, and supernatural phenomena. Deeply researched but with a morbidly humorous bent, the podcast has earned a dedicated and aptly cultlike following for its unique take on all things macabre. In their first book, the guys take a deep dive into history's most infamous serial killers, from Ted Bundy to John Wayne Gacy, exploring their origin stories, haunting habits, and perverse predilections. Featuring newly developed content alongside updated fan favorites, each profile is an exhaustive examination of the darker side of human existence. With appropriately creepy four-color illustrations throughout and a gift-worthy paper over board format, The Last Book on the Left will satisfy the bloodlust of readers everywhere.
Publisher: Dey Street Books
ISBN: 1328566315
Category : Humor
Languages : en
Pages : 307
Book Description
A NEW YORK TIMES BESTSELLER An equal parts haunting and hilarious deep-dive review of history's most notorious and cold-blooded serial killers, from the creators of the award-winning Last Podcast on the Left Since its first show in 2010, The Last Podcast on the Left has barreled headlong into all things horror, as hosts Henry Zebrowski, Ben Kissel, and Marcus Parks cover subjects spanning Jeffrey Dahmer, werewolves, Jonestown, and supernatural phenomena. Deeply researched but with a morbidly humorous bent, the podcast has earned a dedicated and aptly cultlike following for its unique take on all things macabre. In their first book, the guys take a deep dive into history's most infamous serial killers, from Ted Bundy to John Wayne Gacy, exploring their origin stories, haunting habits, and perverse predilections. Featuring newly developed content alongside updated fan favorites, each profile is an exhaustive examination of the darker side of human existence. With appropriately creepy four-color illustrations throughout and a gift-worthy paper over board format, The Last Book on the Left will satisfy the bloodlust of readers everywhere.
Champions of the Force: Star Wars Legends (The Jedi Academy)
Author: Kevin Anderson
Publisher: Random House Worlds
ISBN: 055329802X
Category : Fiction
Languages : en
Pages : 370
Book Description
Suspended helplessly between life and death, Luke Skywalker lies in state at the Jedi academy. But on the spirit plane, Luke fights desperately for survival, reaching out physically to the Jedi twins. At the same time, Leia is on a life-and-death mission of her own, a race against Imperial agents hoping to destroy a third Jedi child -- Leia and Han's baby Anakin -- hidden on the planet Anoth. Meanwhile, Luke's former protÚgÚ Kyp Durron has pirated the deadly Sun Crusher on an apocalyptic mission of mass destruction, convinced he is fighting for a just cause. Hunting down the rogue warrior, Han must persuade Kyp to renounce his dark crusade and regain his lost honor. To do it, Kyp must take the Sun Crusher on a suicide mission against the awesome Death Star prototype -- a battle Han knows they may be unable to win... even with Luke Skywalker at their side!
Publisher: Random House Worlds
ISBN: 055329802X
Category : Fiction
Languages : en
Pages : 370
Book Description
Suspended helplessly between life and death, Luke Skywalker lies in state at the Jedi academy. But on the spirit plane, Luke fights desperately for survival, reaching out physically to the Jedi twins. At the same time, Leia is on a life-and-death mission of her own, a race against Imperial agents hoping to destroy a third Jedi child -- Leia and Han's baby Anakin -- hidden on the planet Anoth. Meanwhile, Luke's former protÚgÚ Kyp Durron has pirated the deadly Sun Crusher on an apocalyptic mission of mass destruction, convinced he is fighting for a just cause. Hunting down the rogue warrior, Han must persuade Kyp to renounce his dark crusade and regain his lost honor. To do it, Kyp must take the Sun Crusher on a suicide mission against the awesome Death Star prototype -- a battle Han knows they may be unable to win... even with Luke Skywalker at their side!