Author: S. Coleman Charlton
Publisher: Iron Crown Enterprises
ISBN: 9780915795314
Category : Fantasy games
Languages : en
Pages : 128
Book Description
Middle-Earth Role Playing
Author: S. Coleman Charlton
Publisher: Iron Crown Enterprises
ISBN: 9780915795314
Category : Fantasy games
Languages : en
Pages : 128
Book Description
Publisher: Iron Crown Enterprises
ISBN: 9780915795314
Category : Fantasy games
Languages : en
Pages : 128
Book Description
Darksword Adventures
Author: Margaret Weis
Publisher: Spectra
ISBN: 9780553276008
Category : Fiction
Languages : en
Pages : 452
Book Description
/Margaret Weis and Tracy Hickman An absolutely essential book for all role-players. Very appealing to the hundreds of thousands of kids who have read the novels and want to create gaming scenarios of their own. In addition to its value as a gaming tool, Darksword Adventures will be of interest to anyone who wants to learn more about the world of the Darksw
Publisher: Spectra
ISBN: 9780553276008
Category : Fiction
Languages : en
Pages : 452
Book Description
/Margaret Weis and Tracy Hickman An absolutely essential book for all role-players. Very appealing to the hundreds of thousands of kids who have read the novels and want to create gaming scenarios of their own. In addition to its value as a gaming tool, Darksword Adventures will be of interest to anyone who wants to learn more about the world of the Darksw
The Lord of the Rings Roleplaying Adventure Game
Author: Decipher
Publisher: Decipher Incorporated
ISBN: 9781582369501
Category :
Languages : en
Pages : 0
Book Description
Publisher: Decipher Incorporated
ISBN: 9781582369501
Category :
Languages : en
Pages : 0
Book Description
Adventures in Middle Earth Loremasters G
Author: Cubicle 7
Publisher: Cubicle 7 Entertainment
ISBN: 9780857443113
Category : Adventures in Middle-Earth (Game)
Languages : en
Pages : 155
Book Description
The Loremaster's Guide is packed with extra setting material and advice for running Adventures in Middle-earth. There are expanded rules and guidance for running Journeys, Audiences, new rules for combat and adversaries, and a whole lot more.
Publisher: Cubicle 7 Entertainment
ISBN: 9780857443113
Category : Adventures in Middle-Earth (Game)
Languages : en
Pages : 155
Book Description
The Loremaster's Guide is packed with extra setting material and advice for running Adventures in Middle-earth. There are expanded rules and guidance for running Journeys, Audiences, new rules for combat and adversaries, and a whole lot more.
Middle-earth Envisioned
Author: Brian J. Robb
Publisher:
ISBN: 1937994279
Category : Art
Languages : en
Pages : 228
Book Description
Examines artistic interpretations of Tolkien's fantasy world, including movie stills, theatrical performances, games, and comic books, and features the lost art of Mary Fairburn, whose paintings were favored by Tolkien himself.
Publisher:
ISBN: 1937994279
Category : Art
Languages : en
Pages : 228
Book Description
Examines artistic interpretations of Tolkien's fantasy world, including movie stills, theatrical performances, games, and comic books, and features the lost art of Mary Fairburn, whose paintings were favored by Tolkien himself.
The Fantasy Role-Playing Game
Author: Daniel Mackay
Publisher: McFarland
ISBN: 0786450479
Category : Games & Activities
Languages : en
Pages : 216
Book Description
Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.
Publisher: McFarland
ISBN: 0786450479
Category : Games & Activities
Languages : en
Pages : 216
Book Description
Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.
Tabletop Role-Playing Games and the Experience of Imagined Worlds
Author: Nicholas J. Mizer
Publisher: Springer Nature
ISBN: 3030291278
Category : Social Science
Languages : en
Pages : 183
Book Description
In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.
Publisher: Springer Nature
ISBN: 3030291278
Category : Social Science
Languages : en
Pages : 183
Book Description
In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.
Role-Playing Game Studies
Author: Sebastian Deterding
Publisher: Routledge
ISBN: 1317268318
Category : Games & Activities
Languages : en
Pages : 905
Book Description
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Publisher: Routledge
ISBN: 1317268318
Category : Games & Activities
Languages : en
Pages : 905
Book Description
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
The Making of Middle-earth
Author: Christopher A. Snyder
Publisher: Union Square & Co.
ISBN: 1454963360
Category : Literary Criticism
Languages : en
Pages : 325
Book Description
This volume is perhaps the most in-depth exploration ever undertaken of Tolkien's world. Accessible but authoritative, and fully illustrated, it is now being reissued with a stunning new cover treatment and updated commentary on new books, films, games, and shows. This book, originally published in 2013 and richly illustrated with photographs and artwork , was the first to connect all the threads of influence on Tolkien that infused his creation of Middle-earth—from the languages, poetry, and mythology of medieval Europe and ancient Greece and Rome to the halls of Oxford and the battlefields of World War I. Snyder examines the impact of these works on our modern culture, from 1960s counterculture to fantasy publishing, gaming, music, and beyond. The reissue has a gorgeous, updated cover design with a custom illustration on foil-stamped faux cloth and additional pages of material covering new developments.
Publisher: Union Square & Co.
ISBN: 1454963360
Category : Literary Criticism
Languages : en
Pages : 325
Book Description
This volume is perhaps the most in-depth exploration ever undertaken of Tolkien's world. Accessible but authoritative, and fully illustrated, it is now being reissued with a stunning new cover treatment and updated commentary on new books, films, games, and shows. This book, originally published in 2013 and richly illustrated with photographs and artwork , was the first to connect all the threads of influence on Tolkien that infused his creation of Middle-earth—from the languages, poetry, and mythology of medieval Europe and ancient Greece and Rome to the halls of Oxford and the battlefields of World War I. Snyder examines the impact of these works on our modern culture, from 1960s counterculture to fantasy publishing, gaming, music, and beyond. The reissue has a gorgeous, updated cover design with a custom illustration on foil-stamped faux cloth and additional pages of material covering new developments.
The Evolution of Fantasy Role-Playing Games
Author: Michael J. Tresca
Publisher: McFarland
ISBN: 0786460091
Category : Games & Activities
Languages : en
Pages : 239
Book Description
Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.
Publisher: McFarland
ISBN: 0786460091
Category : Games & Activities
Languages : en
Pages : 239
Book Description
Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.