Author: Steve Kenson
Publisher:
ISBN: 9781934547588
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Icons Superpowered Roleplaying is a tabletop game of superhero adventure that lets you devise stories of the imagination with your friends, based around the heroes you create. The new Assembled Edition revises and expands the original game, putting all options you want under one cover. Icons features quick character creation, a flexible game system that's easy to learn, and flavorful rules to give your games that comic book feel. Icons is your all-in-one package for superhero roleplaying adventure: quick, easy, descriptive, and fun!
Icons Superpowered Roleplaying: the Assembled Edition
Author: Steve Kenson
Publisher:
ISBN: 9781934547588
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Icons Superpowered Roleplaying is a tabletop game of superhero adventure that lets you devise stories of the imagination with your friends, based around the heroes you create. The new Assembled Edition revises and expands the original game, putting all options you want under one cover. Icons features quick character creation, a flexible game system that's easy to learn, and flavorful rules to give your games that comic book feel. Icons is your all-in-one package for superhero roleplaying adventure: quick, easy, descriptive, and fun!
Publisher:
ISBN: 9781934547588
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Icons Superpowered Roleplaying is a tabletop game of superhero adventure that lets you devise stories of the imagination with your friends, based around the heroes you create. The new Assembled Edition revises and expands the original game, putting all options you want under one cover. Icons features quick character creation, a flexible game system that's easy to learn, and flavorful rules to give your games that comic book feel. Icons is your all-in-one package for superhero roleplaying adventure: quick, easy, descriptive, and fun!
Icons
Author: Steve Kenson
Publisher: Cubicle 7 Entertainment Limited
ISBN: 9781907204524
Category : Games
Languages : en
Pages : 128
Book Description
What kid raised in recent generations hasn't pretended to be a superhero at some point: worn a cape, "flown" around, bounced imaginary bullets or shot "blasts of power" from hands or eyes? Why not? After all, the superhero is the perfect modern fantasy: powerful, respected, and loved by the public, but with a message of responsibility, duty, truth, and justice that appeals to parents as well as kids. In countless comic books (and now "graphic novels"), cartoons, and live-action television shows and films, superheroes continue to thrill and capture our imagination while also celebrating some of our better qualities. Who wouldn't want to be a hero? With ICONS, you can be! Steve Kenson, the designer of the best-selling Mutants & Masterminds delivers a superpowered new role-playing game, inspired by the fast-playing old-school games and the new generation of narrative role-play! Within its pages are complete rules for character creation, abilities and powers, random adventure generation, a rogue's gallery of villains, a complete adventure and all the superheroic action you can handle!
Publisher: Cubicle 7 Entertainment Limited
ISBN: 9781907204524
Category : Games
Languages : en
Pages : 128
Book Description
What kid raised in recent generations hasn't pretended to be a superhero at some point: worn a cape, "flown" around, bounced imaginary bullets or shot "blasts of power" from hands or eyes? Why not? After all, the superhero is the perfect modern fantasy: powerful, respected, and loved by the public, but with a message of responsibility, duty, truth, and justice that appeals to parents as well as kids. In countless comic books (and now "graphic novels"), cartoons, and live-action television shows and films, superheroes continue to thrill and capture our imagination while also celebrating some of our better qualities. Who wouldn't want to be a hero? With ICONS, you can be! Steve Kenson, the designer of the best-selling Mutants & Masterminds delivers a superpowered new role-playing game, inspired by the fast-playing old-school games and the new generation of narrative role-play! Within its pages are complete rules for character creation, abilities and powers, random adventure generation, a rogue's gallery of villains, a complete adventure and all the superheroic action you can handle!
Level Up!
Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Digital Material
Author: Marianne van den Boomen
Publisher: Amsterdam University Press
ISBN: 9089640681
Category : Social Science
Languages : en
Pages : 304
Book Description
This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.
Publisher: Amsterdam University Press
ISBN: 9089640681
Category : Social Science
Languages : en
Pages : 304
Book Description
This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.
Simulacra and Simulation
Author: Jean Baudrillard
Publisher: University of Michigan Press
ISBN: 9780472065219
Category : Art
Languages : en
Pages : 174
Book Description
Develops a theory of contemporary culture that relies on displacing economic notions of cultural production with notions of cultural expenditure. This book represents an effort to rethink cultural theory from the perspective of a concept of cultural materialism, one that radically redefines postmodern formulations of the body.
Publisher: University of Michigan Press
ISBN: 9780472065219
Category : Art
Languages : en
Pages : 174
Book Description
Develops a theory of contemporary culture that relies on displacing economic notions of cultural production with notions of cultural expenditure. This book represents an effort to rethink cultural theory from the perspective of a concept of cultural materialism, one that radically redefines postmodern formulations of the body.
The Expanse Roleplaying Game
Author: Steve Kenson
Publisher:
ISBN: 9781934547977
Category : Games & Activities
Languages : en
Pages : 0
Book Description
"The Expanse created by James S.A. Corey."
Publisher:
ISBN: 9781934547977
Category : Games & Activities
Languages : en
Pages : 0
Book Description
"The Expanse created by James S.A. Corey."
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.
Me Against My Brother
Author: Scott Peterson
Publisher: Routledge
ISBN: 1135955514
Category : Political Science
Languages : en
Pages : 400
Book Description
As a foreign correspondent, Scott Peterson witnessed firsthand Somalia's descent into war and its battle against US troops, the spiritual degeneration of Sudan's Holy War, and one of the most horrific events of the last half century: the genocide in Rwanda. In Me Against My Brother, he brings these events together for the first time to record a collapse that has had an impact far beyond African borders.In Somalia, Peterson tells of harrowing experiences of clan conflict, guns and starvation. He met with warlords, observed death intimately and nearly lost his own life to a Somali mob. From ground level, he documents how the US-UN relief mission devolved into all out war - one that for America has proven to be the most formative post-Cold War debacle. In Sudan, he journeys where few correspondents have ever been, on both sides of that religious front line, to find that outside "relief" has only prolonged war. In Rwanda, his first-person experience of the genocide and well-documented analysis provide rare insight into this human tragedy.Filled with the dust, sweat and powerful detail of real-life, Me Against My Brother graphically illustrates how preventive action and a better understanding of Africa - especially by the US - could have averted much suffering. Also includes a 16-page color insert.
Publisher: Routledge
ISBN: 1135955514
Category : Political Science
Languages : en
Pages : 400
Book Description
As a foreign correspondent, Scott Peterson witnessed firsthand Somalia's descent into war and its battle against US troops, the spiritual degeneration of Sudan's Holy War, and one of the most horrific events of the last half century: the genocide in Rwanda. In Me Against My Brother, he brings these events together for the first time to record a collapse that has had an impact far beyond African borders.In Somalia, Peterson tells of harrowing experiences of clan conflict, guns and starvation. He met with warlords, observed death intimately and nearly lost his own life to a Somali mob. From ground level, he documents how the US-UN relief mission devolved into all out war - one that for America has proven to be the most formative post-Cold War debacle. In Sudan, he journeys where few correspondents have ever been, on both sides of that religious front line, to find that outside "relief" has only prolonged war. In Rwanda, his first-person experience of the genocide and well-documented analysis provide rare insight into this human tragedy.Filled with the dust, sweat and powerful detail of real-life, Me Against My Brother graphically illustrates how preventive action and a better understanding of Africa - especially by the US - could have averted much suffering. Also includes a 16-page color insert.
The Iraq War
Author: Anthony H. Cordesman
Publisher: CSIS
ISBN: 9780892064328
Category : History
Languages : en
Pages : 596
Book Description
"In April of 2003, a stunned world looked on as the armed forces of the United States and Britain conducted a lightning-fast military campaign against Iraq. Confounding predictions of failure, the Anglo-American victory brought down not just the Iraqi regime, but also much of the conventional wisdom about modern war. But even as U.S. and British forces occupied Basra, Tikrit, and Mosul, the Iraqi nation slipped into anarchy - and new military and security challenges emerged." "In this book, respected military analyst Anthony Cordesman provides the first in-depth examination of the key issues swirling around the most significant U.S. war since Vietnam. Finding answers is essential if we are to understand the United States' awesome power and its place in a new age of international terror and regional conflict. Finding answers is also essential if we are to draw the proper lessons and understand the new challenges of conflict termination, peacemaking, and nation building."--BOOK JACKET.
Publisher: CSIS
ISBN: 9780892064328
Category : History
Languages : en
Pages : 596
Book Description
"In April of 2003, a stunned world looked on as the armed forces of the United States and Britain conducted a lightning-fast military campaign against Iraq. Confounding predictions of failure, the Anglo-American victory brought down not just the Iraqi regime, but also much of the conventional wisdom about modern war. But even as U.S. and British forces occupied Basra, Tikrit, and Mosul, the Iraqi nation slipped into anarchy - and new military and security challenges emerged." "In this book, respected military analyst Anthony Cordesman provides the first in-depth examination of the key issues swirling around the most significant U.S. war since Vietnam. Finding answers is essential if we are to understand the United States' awesome power and its place in a new age of international terror and regional conflict. Finding answers is also essential if we are to draw the proper lessons and understand the new challenges of conflict termination, peacemaking, and nation building."--BOOK JACKET.
Level Design
Author: Rudolf Kremers
Publisher: CRC Press
ISBN: 1439876959
Category : Computers
Languages : en
Pages : 400
Book Description
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build
Publisher: CRC Press
ISBN: 1439876959
Category : Computers
Languages : en
Pages : 400
Book Description
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build