Author: Stephen Hunt
Publisher: Macmillan
ISBN: 9780765360229
Category : Fiction
Languages : en
Pages : 612
Book Description
Targeted for their possession of a magical secret that has forced them into lives of hardship, street-wise Molly and sheltered Oliver find themselves on the run in the company of outlaws and spies who assist their efforts to counter ancient enemies of the state.
The Court of the Air
Author: Stephen Hunt
Publisher: Macmillan
ISBN: 9780765360229
Category : Fiction
Languages : en
Pages : 612
Book Description
Targeted for their possession of a magical secret that has forced them into lives of hardship, street-wise Molly and sheltered Oliver find themselves on the run in the company of outlaws and spies who assist their efforts to counter ancient enemies of the state.
Publisher: Macmillan
ISBN: 9780765360229
Category : Fiction
Languages : en
Pages : 612
Book Description
Targeted for their possession of a magical secret that has forced them into lives of hardship, street-wise Molly and sheltered Oliver find themselves on the run in the company of outlaws and spies who assist their efforts to counter ancient enemies of the state.
Three Californias
Author: Kim Stanley Robinson
Publisher: Tor Books
ISBN: 1250758955
Category : Fiction
Languages : en
Pages : 994
Book Description
From the internationally bestselling author of the Mars Trilogy and New York 2140 Before Kim Stanley Robinson terraformed Mars, he wrote three science fiction novels set in Orange County, California, where he grew up. These alternate futures—one a post-apocalypse, one an if-this-goes-on future reminiscent of Philip K. Dick, and one an ecological utopia—form a whole that illuminates, enchants, and inspires--collected here as Three Californias. What if... there was a limited nuclear war that left the United States blockaded, fragmented, the few survivors living in the ruins of a once-great nation? What if... this goes on, and technology continues to accelerate, and power continues to be consolidated into corporate culture, a developer’s dream world gone mad: an endless sprawl of condos, freeways, and malls, and designer drugs? What if... a revolution happens, and the US addresses climate change in a responsible way. Is a future green Utopia all that great when you’re young and in love? This Tor Essentials edition of Three Californias includes an introduction by Francis Spufford, bestselling author of Golden Hill and Red Plenty. “[Robinson] invites us to share his characters’ intensely personal, intensely local attachment to what they have. The result may shame you into entertaining new hope for the future.” —The New York Times on Pacific Edge At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Publisher: Tor Books
ISBN: 1250758955
Category : Fiction
Languages : en
Pages : 994
Book Description
From the internationally bestselling author of the Mars Trilogy and New York 2140 Before Kim Stanley Robinson terraformed Mars, he wrote three science fiction novels set in Orange County, California, where he grew up. These alternate futures—one a post-apocalypse, one an if-this-goes-on future reminiscent of Philip K. Dick, and one an ecological utopia—form a whole that illuminates, enchants, and inspires--collected here as Three Californias. What if... there was a limited nuclear war that left the United States blockaded, fragmented, the few survivors living in the ruins of a once-great nation? What if... this goes on, and technology continues to accelerate, and power continues to be consolidated into corporate culture, a developer’s dream world gone mad: an endless sprawl of condos, freeways, and malls, and designer drugs? What if... a revolution happens, and the US addresses climate change in a responsible way. Is a future green Utopia all that great when you’re young and in love? This Tor Essentials edition of Three Californias includes an introduction by Francis Spufford, bestselling author of Golden Hill and Red Plenty. “[Robinson] invites us to share his characters’ intensely personal, intensely local attachment to what they have. The result may shame you into entertaining new hope for the future.” —The New York Times on Pacific Edge At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Narrative Worldbuilding
Author: Edwin McRae
Publisher: Narrative
ISBN: 0473710471
Category : Games & Activities
Languages : en
Pages : 122
Book Description
Game worlds differ from traditional fictional worlds. While literary and cinematic worlds are written to host character arcs and plots, game worlds need to be designed to host game mechanics. While Princess Leia, Mad Max and Daenerys Targaryen may leave their marks on their fictional worlds, it is YOU, the player, who will carve your personal experience into the digital firmament of every game world you inhabit. In this accessible book full of practical tips and examples, games industry veteran Edwin McRae will guide you through the evergreen principles of player-centric game world design. How do you create game-based environments and cultures that resonate with reality? This senior narrative designer will share a range of field-tested techniques that will help you design instead of derive. How do you organise all that lore? This is a common pain point for world builders and Edwin will offer tools and tactics that keep game bibles scoped, searchable and sensible. How do you make your game world fun? Through the player-centric perspective, you’ll see how storytelling can be used to support and enrich game play and achieve that Shangri-La of gaming experience... ludo-narrative harmony! Play is what we do. Story is why we do it. And the game world is where it all happens.
Publisher: Narrative
ISBN: 0473710471
Category : Games & Activities
Languages : en
Pages : 122
Book Description
Game worlds differ from traditional fictional worlds. While literary and cinematic worlds are written to host character arcs and plots, game worlds need to be designed to host game mechanics. While Princess Leia, Mad Max and Daenerys Targaryen may leave their marks on their fictional worlds, it is YOU, the player, who will carve your personal experience into the digital firmament of every game world you inhabit. In this accessible book full of practical tips and examples, games industry veteran Edwin McRae will guide you through the evergreen principles of player-centric game world design. How do you create game-based environments and cultures that resonate with reality? This senior narrative designer will share a range of field-tested techniques that will help you design instead of derive. How do you organise all that lore? This is a common pain point for world builders and Edwin will offer tools and tactics that keep game bibles scoped, searchable and sensible. How do you make your game world fun? Through the player-centric perspective, you’ll see how storytelling can be used to support and enrich game play and achieve that Shangri-La of gaming experience... ludo-narrative harmony! Play is what we do. Story is why we do it. And the game world is where it all happens.
The Infernal City: An Elder Scrolls Novel
Author: Greg Keyes
Publisher: Del Rey
ISBN: 0345516974
Category : Fiction
Languages : en
Pages : 305
Book Description
Based on the award-winning The Elder Scrolls, The Infernal City is the first of two exhilarating novels following events that continue the story from The Elder Scrolls IV: Oblivion, named 2006 Game of the Year. Four decades after the Oblivion Crisis, Tamriel is threatened anew by an ancient and all-consuming evil. It is Umbriel, a floating city that casts a terrifying shadow—for wherever it falls, people die and rise again. And it is in Umbriel’s shadow that a great adventure begins, and a group of unlikely heroes meet. A legendary prince with a secret. A spy on the trail of a vast conspiracy. A mage obsessed with his desire for revenge. And Annaig, a young girl in whose hands the fate of Tamriel may rest . . . .
Publisher: Del Rey
ISBN: 0345516974
Category : Fiction
Languages : en
Pages : 305
Book Description
Based on the award-winning The Elder Scrolls, The Infernal City is the first of two exhilarating novels following events that continue the story from The Elder Scrolls IV: Oblivion, named 2006 Game of the Year. Four decades after the Oblivion Crisis, Tamriel is threatened anew by an ancient and all-consuming evil. It is Umbriel, a floating city that casts a terrifying shadow—for wherever it falls, people die and rise again. And it is in Umbriel’s shadow that a great adventure begins, and a group of unlikely heroes meet. A legendary prince with a secret. A spy on the trail of a vast conspiracy. A mage obsessed with his desire for revenge. And Annaig, a young girl in whose hands the fate of Tamriel may rest . . . .
Collaborative Worldbuilding for Writers and Gamers
Author: Trent Hergenrader
Publisher: Bloomsbury Publishing
ISBN: 1350016691
Category : Language Arts & Disciplines
Languages : en
Pages : 281
Book Description
The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.
Publisher: Bloomsbury Publishing
ISBN: 1350016691
Category : Language Arts & Disciplines
Languages : en
Pages : 281
Book Description
The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.
On Writing and Worldbuilding
Author: Timothy Hickson
Publisher:
ISBN: 9780473694043
Category : Fiction
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9780473694043
Category : Fiction
Languages : en
Pages : 0
Book Description
Kobold Guide to Worldbuilding
Author: Wolfgang Baur
Publisher:
ISBN: 9781936781119
Category : Fantasy games
Languages : en
Pages : 124
Book Description
The Essential Elements for Building a World Roleplaying games and fantasy fiction are filled with rich and fascinating worlds: the Forgotten Realms, Glorantha, Narnia, R'lyeh, Middle-Earth, Barsoom, and so many more. It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again. Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more. Take that creative leap, and create dazzling worlds of your own! Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes. NOMINATED FOR TWO ENNIE AWARDS: Best Writing and Best RPG-Related Book Praise for Prior Kobold Design Guides "Highly recommended for gaming nerds everywhere." --CityBookReview.com "If you're an aspiring pro this book is a must. If you're a rules hacker like me, this stuff is solid gold." --Berin Kinsman, UncleBear Media "A fantastic collection ... A solid 5 star rating." --Joshua Guillion, AdventureAWeek.com "An amazing collection ... from some of the best designers and writers creating role-playing game material today." --Brian Fitzpatrick, BlogCritics.org
Publisher:
ISBN: 9781936781119
Category : Fantasy games
Languages : en
Pages : 124
Book Description
The Essential Elements for Building a World Roleplaying games and fantasy fiction are filled with rich and fascinating worlds: the Forgotten Realms, Glorantha, Narnia, R'lyeh, Middle-Earth, Barsoom, and so many more. It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again. Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more. Take that creative leap, and create dazzling worlds of your own! Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes. NOMINATED FOR TWO ENNIE AWARDS: Best Writing and Best RPG-Related Book Praise for Prior Kobold Design Guides "Highly recommended for gaming nerds everywhere." --CityBookReview.com "If you're an aspiring pro this book is a must. If you're a rules hacker like me, this stuff is solid gold." --Berin Kinsman, UncleBear Media "A fantastic collection ... A solid 5 star rating." --Joshua Guillion, AdventureAWeek.com "An amazing collection ... from some of the best designers and writers creating role-playing game material today." --Brian Fitzpatrick, BlogCritics.org
Building Imaginary Worlds
Author: Mark J.P. Wolf
Publisher: Routledge
ISBN: 113622081X
Category : Literary Criticism
Languages : en
Pages : 409
Book Description
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
Publisher: Routledge
ISBN: 113622081X
Category : Literary Criticism
Languages : en
Pages : 409
Book Description
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
The Wildsea: RPG
Author: Felix Isaacs
Publisher:
ISBN: 9781736877586
Category : Comics & Graphic Novels
Languages : en
Pages : 0
Book Description
A POST-FALL FANTASY TABLETOP ROLEPLAYING GAME SET IN A RAMPANT OCEAN OF VERDANT GREEN. Some three hundred years ago the empires of the world were toppled by a wave of fast growing greenery, a tide of rampant growth spilling from the West known as the Verdancy. Now chainsaw-driven ships cut their way across dense treetop waves, their engines powered by oilfruit, rope-golems, honey and pride.You play a wildsailor, part of a motley crew consisting of humanity's weathered descendants, cactoid gunslingers, centipedal fungi, silk-clothed spiderfolk, and other, stranger things. With your fellow crewmembers, you'll journey across the lingin' tide discovering charts, pursuing drives, and avoiding mires of the deep.The Wildsea hungers and grows, roots sinking deep into the forest floor as the waves above ripple with life. What will you discover in its depths?The Wildsea is a tabletop roleplaying game from Quillhound Studios for 2-6 players inspired by stories like Sunless Sea, Bastion, and the Bas-Lag Trilogy. The Wildsea uses a narrative, fiction-first d6 dicepool system that draws inspiration from games like Belly of the Beast, Blades in the Dark, and 13th Age.
Publisher:
ISBN: 9781736877586
Category : Comics & Graphic Novels
Languages : en
Pages : 0
Book Description
A POST-FALL FANTASY TABLETOP ROLEPLAYING GAME SET IN A RAMPANT OCEAN OF VERDANT GREEN. Some three hundred years ago the empires of the world were toppled by a wave of fast growing greenery, a tide of rampant growth spilling from the West known as the Verdancy. Now chainsaw-driven ships cut their way across dense treetop waves, their engines powered by oilfruit, rope-golems, honey and pride.You play a wildsailor, part of a motley crew consisting of humanity's weathered descendants, cactoid gunslingers, centipedal fungi, silk-clothed spiderfolk, and other, stranger things. With your fellow crewmembers, you'll journey across the lingin' tide discovering charts, pursuing drives, and avoiding mires of the deep.The Wildsea hungers and grows, roots sinking deep into the forest floor as the waves above ripple with life. What will you discover in its depths?The Wildsea is a tabletop roleplaying game from Quillhound Studios for 2-6 players inspired by stories like Sunless Sea, Bastion, and the Bas-Lag Trilogy. The Wildsea uses a narrative, fiction-first d6 dicepool system that draws inspiration from games like Belly of the Beast, Blades in the Dark, and 13th Age.
World Building
Author: Marta Boni
Publisher: Transmedia
ISBN: 9789089647566
Category : Imaginary places in mass media
Languages : en
Pages : 395
Book Description
Thanks to modern technology, we are now living in an age of multiplatform fictional worlds, as television, film, the Internet, graphic novels, toys, and more facilitate the creation of diverse yet compact imaginary universes, which are often recognizable as brands and exhibit well-defined identities. This volume, situated at the cutting edge of media theory, explores this phenomenon from both theoretical and practical perspectives, uncovering how the construction of these worlds influences our own determination of values and meaning in contemporary society.
Publisher: Transmedia
ISBN: 9789089647566
Category : Imaginary places in mass media
Languages : en
Pages : 395
Book Description
Thanks to modern technology, we are now living in an age of multiplatform fictional worlds, as television, film, the Internet, graphic novels, toys, and more facilitate the creation of diverse yet compact imaginary universes, which are often recognizable as brands and exhibit well-defined identities. This volume, situated at the cutting edge of media theory, explores this phenomenon from both theoretical and practical perspectives, uncovering how the construction of these worlds influences our own determination of values and meaning in contemporary society.