Dragon's Play

Dragon's Play PDF Author: Charles Belyea
Publisher: Bookpeople
ISBN: 9780962930812
Category : Taoism.
Languages : en
Pages : 196

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Book Description

Dragon's Play

Dragon's Play PDF Author: Charles Belyea
Publisher: Bookpeople
ISBN: 9780962930812
Category : Taoism.
Languages : en
Pages : 196

Get Book Here

Book Description


DreamWorks Dragons: To Berk and Beyond!

DreamWorks Dragons: To Berk and Beyond! PDF Author: Richard Hamilton
Publisher: Insight Kids
ISBN: 9781608876815
Category : Juvenile Fiction
Languages : en
Pages : 0

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Book Description
How to Train Your Dragon: To Berk and Beyond! features all the fan-favorite characters from the acclaimed films. Follow Hiccup and Toothless on their daring adventures with this interactive scrapbook packed with removable items, posters, activities, and more. Before Hiccup became chief and Toothless the Alpha of the dragons, Berk’s most famous Dragon-Racing pair kept a notebook filled with thoughts and observations on inventions, mapmaking, and the bond between dragon and rider. Or that was the plan until every Viking on the island decided to add their comments and drawings, too. Now new Dragon Riders everywhere can learn to read their dragon’s mind with Ruffnut and Tuffnut, decipher runes with Snotlout, and even chart a journey across the islands with an exact replica of Hiccup’s map. The notebook even includes a collectible set of Gobber’s own Dragon-Racing figures! So take flight with your favorite dragon and start exploring in DreamWorks Dragons: To Berk and Beyond! Includes: 8 standing punch-out figures A replica of Hiccup’s map Dragon airmail postcards Hiccup’s invention sketches Collectible dragon cards Create-your-own-dragon stickers DreamWorks Dragons © 2015 DreamWorks Animation LLC. All Rights Reserved.

Dragons

Dragons PDF Author: Leung Ping Kwan
Publisher: The Chinese University of Hong Kong Press
ISBN: 9882371906
Category : Literary Collections
Languages : en
Pages : 188

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Book Description
Leung Ping Kwan brought as much talent and inspiration to the writing of his short stories as he did to his poems. 'I have drawn on magical realism to explore the absurdity of Hong Kong,' he wrote of the story 'See Mun and the Dragon' (1975) in which we find him using a simple, clipped style. The later story 'Drowned Souls' (2007) was written in a more symbolic, lyrical and more complex manner. Although the two stories are separated by over thirty years, and are in many ways so very different, dragons play a prominent part in both. The dragon has always been a fascinating creature, a complex embodiment of the timeless soul of China, symbol of the universal power of the imagination, of the creative energy and transformative possibilities of the Tao. Both of these enchanting stories are anchored in the author's idea of freedom and liberation."

Dungeons & Dragons Lore & Legends

Dungeons & Dragons Lore & Legends PDF Author: Michael Witwer
Publisher: Ten Speed Press
ISBN: 1984859692
Category : Games & Activities
Languages : en
Pages : 417

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Book Description
An illustrated guide to Dungeons & Dragons’ beloved fifth edition told through interviews, artwork, and visual ephemera from the designers, storytellers, and artists who bring it to life. When the reimagined fifth edition of Dungeons & Dragons debuted in the summer of 2014, the game was on the brink of obsolescence. But within a few short years, D&D found greater success than it had ever enjoyed before, even surpassing its 1980s golden age. How did an analog game nearly a half century old become a star in a digital world? For the first time, Lore & Legends reveals the incredible ongoing story of Dungeons & Dragons fifth edition from the perspective of the designers, artists, and players who bring it to life. This comprehensive visual guide illuminates contemporary D&D—its development, evolution, cultural relevance, and popularity—through exclusive interviews and more than 900 pieces of artwork, photography, and advertising curated and analyzed by the authors of the bestselling and Hugo Award–nominated Dungeons & Dragons Art & Arcana.

Dragons

Dragons PDF Author: Doug Niles
Publisher: Simon and Schuster
ISBN: 1440562164
Category : Fiction
Languages : en
Pages : 325

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Book Description
A fantastic collection of draconic tradition! Since the Bronze Age, people have been fascinated, enchanted, and even frightened by tales of mystical dragons. With this book, you will unravel the history and mystery behind these serpentine beasts with folklore, mythology, and poetry from every tradition in the world. From the Slavic Zmey Gorynych, bearing its three fire-breathing heads, to J.R.R. Tolkien's Smaug, who laid entire towns to waste, the thrilling stories surrounding these fierce monsters are sure to captivate anyone who has ever dreamed of running into one during his or her travels. Whether you're interested in exploring the history and culture or just want to learn more about your favorite types of dragons, the legendary tales in this book will transport you to a time when these mythical creatures ruled the land, sea, and sky. Complete with hundreds of imaginative illustrations, Dragons reveals the magnificent beauty of these mesmerizing creatures as well as their terrifying power over civilizations.

Of Dice and Men

Of Dice and Men PDF Author: David M. Ewalt
Publisher: Simon and Schuster
ISBN: 1451640501
Category : Games & Activities
Languages : en
Pages : 289

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Book Description
A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry.

Dungeons & Dragons For Dummies

Dungeons & Dragons For Dummies PDF Author: Bill Slavicsek
Publisher: John Wiley & Sons
ISBN: 0764599240
Category : Games & Activities
Languages : en
Pages : 434

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Book Description
Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.

Slaying the Dragon

Slaying the Dragon PDF Author: Ben Riggs
Publisher: St. Martin's Press
ISBN: 1250278058
Category : Games & Activities
Languages : en
Pages : 206

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Book Description
Role-playing game historian Ben Riggs unveils the secret history of TSR— the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival. "Ben Riggs manages to walk the fine line between historical accuracy and fun about as well as anyone and SLAYING THE DRAGON is equal parts historical accuracy and entertainment. It was an essential read for me while directing and producing the Official D&D documentary but I’d recommend it to anyone regardless of the subject material. It’s a wild and fun ride through the turbulent history of one the most influential brands in our lifetime." - JOE MANGANIELLO Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed to success, producing multiple editions of D&D, numerous settings for the game, magazines, video games, New York Times bestselling novels by Margaret Weis, Tracy Hickman, and R. A. Salvatore, and even a TV show! But by 1997, a series of ruinous choices and failed projects brought TSR to the edge of doom—only to be saved by their fiercest competitor, Wizards of the Coast, the company behind the collectible card game Magic: The Gathering. Unearthed from Ben Riggs’s own adventurous campaign of in-depth research, interviews with major players, and acquisitions of secret documents, Slaying the Dragon reveals the true story of the rise and fall of TSR. Go behind the scenes of their Lake Geneva headquarters where innovative artists and writers redefined the sword and sorcery genre, managers and executives sabotaged their own success by alienating their top talent, ignoring their customer fanbase, accruing a mountain of debt, and agreeing to deals which, by the end, made them into a publishing company unable to publish so much as a postcard. As epic and fantastic as the adventures TSR published, Slaying the Dragon is the legendary tale of the rise and fall of the company that created the role-playing game world.

Fantasy and Belief

Fantasy and Belief PDF Author: Danielle Kirby
Publisher: Routledge
ISBN: 1317543637
Category : Religion
Languages : en
Pages : 205

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Book Description
Religion and spirituality are being transformed in our late modern and secularising times. New forms of belief proliferate, often notable for not being limited to traditional systems of reference or expression. Increasingly, these new religions present worldviews which draw directly upon popular culture - or occulture - in fiction, film, art and the internet. Fantasy and Belief explores the context and implications of these types of beliefs through the example of the Otherkin community. The Otherkin are a loosely-affiliated group who believe themselves to be in some way more than just human, their non-humanity often rooted in the characters and narratives of popular fantasy and science fiction. Challenging much current sociological thinking about spirituality and consumption, Fantasy and Belief reveals how popular occulture operates to recycle, develop, and disseminate metaphysical ideas, and how the popular and the sacred are combining in new ways in today's world.

Video Games

Video Games PDF Author: Arthur Asa Berger
Publisher: Routledge
ISBN: 1351299948
Category : Social Science
Languages : en
Pages : 163

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Book Description
From their inception, video games quickly became a major new arena of popular entertainment. Beginning with very primitive games, they quickly evolved into interactive animated works, many of which now approach film in terms of their visual excitement. But there are important differences, as Arthur Asa Berger makes clear in this important new work. Films are purely to be viewed, but video involves the player, moving from empathy to immersion, from being spectators to being actively involved in texts. Berger, a renowned scholar of popular culture, explores the cultural significance of the expanding popularity and sophistication of video games and considers the biological and psychoanalytic aspects of this phenomenon.Berger begins by tracing the evolution of video games from simple games like Pong to new, powerfully involving and complex ones like Myst and Half-Life. He notes how this evolution has built the video industry, which includes the hardware (game-playing consoles) and the software (the games themselves), to revenues comparable to the American film industry.