Dungeons And Desktops

Dungeons and Desktops PDF
Author: Matt Barton
Publisher: CRC Press
ISBN: 1439865248
Size: 27.77 MB
Format: PDF, Docs
Category : Computers
Languages : en
Pages : 451
View: 1774

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Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. This genre includes classics such as Ultima and The Bard’s Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for both the computer game enthusiast and the more casual computer game player, this book explores the history of the genre by telling the stories of the developers, games, and gamers who created it.

Game Magic

Game Magic PDF
Author: Jeff Howard
Publisher: CRC Press
ISBN: 1466567872
Size: 44.44 MB
Format: PDF, ePub, Mobi
Category : Computers
Languages : en
Pages : 376
View: 1537

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Make More Immersive and Engaging Magic Systems in Games Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire). The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.

Zones Of Control

Zones of Control PDF
Author: Pat Harrigan
Publisher: MIT Press
ISBN: 026233495X
Size: 60.38 MB
Format: PDF, ePub, Mobi
Category : Games & Activities
Languages : en
Pages : 848
View: 7130

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Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong

Dungeons And Dragons And Philosophy

Dungeons and Dragons and Philosophy PDF
Author: Jon Cogburn
Publisher: Open Court Publishing
ISBN: 0812697960
Size: 69.51 MB
Format: PDF, ePub
Category : Games & Activities
Languages : en
Pages : 318
View: 5236

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Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. The book is divided into three parts. The first, "Heroic Tier: The Ethical Dungeon-Crawler," explores what D&D has to teach us about ethics. Part II, "Paragon Tier: Planes of Existence," arouses a new sense of wonder about both the real world and the collaborative world game players create. The third part, "Epic Tier: Leveling Up," is at the crossroads of philosophy and the exciting new field of Game Studies.

Mobile R Ume

Mobile R  ume PDF
Author: Regine Buschauer
Publisher: transcript Verlag
ISBN: 3839412463
Size: 29.57 MB
Format: PDF, ePub
Category : Social Science
Languages : de
Pages : 364
View: 2324

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Entgegen medieneuphorischer oder -kritischer Diskurse, welche die kommunikative Vernetzung als Raumüberwindung bzw. -auflösung begreifen, erweist sich »Raum« als ein Kernproblem der aktuellen Medien- und Kulturwissenschaft. Der Band schließt an diesen 'Spatial Turn' an und arbeitet die Potenziale einer relationalen Raumkonzeption aus, um Raum in seinem wechselseitigen Bezug zum Wandel der Kommunikation zu erfassen. In exemplarischen Studien zu historisch je 'neuen' Techniken zeigt er auf, wie sich Kommunikationsgeschichte - von Eisenbahn und Telegraphie bis hin zum Handy - auch als eine Geschichte wiederkehrender räumlicher Umbrüche präsentiert.

The Evolution Of Fantasy Role Playing Games

The Evolution of Fantasy Role Playing Games PDF
Author: Michael J. Tresca
Publisher: McFarland
ISBN: 0786460091
Size: 77.61 MB
Format: PDF, Docs
Category : Games & Activities
Languages : en
Pages : 238
View: 424

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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.

Gary Gygax Games

Gary Gygax Games PDF
Author: Source Wikipedia
Publisher: University-Press.org
ISBN: 9781230570358
Size: 39.83 MB
Format: PDF, Kindle
Category :
Languages : en
Pages : 88
View: 4259

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Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 86. Chapters: Dungeons & Dragons, Wizards of the Coast, The Order of the Stick, Editions of Dungeons & Dragons, Ral Partha Enterprises, Magic of Dungeons & Dragons, Alignment, Sources and influences on the development of Dungeons & Dragons, Dungeons & Dragons gameplay, Dungeons & Dragons controversies, Character race, Dungeons & Dragons related products, Dungeons & Dragons in popular culture, Dungeons & Dragons Miniatures Game, Grenadier Models Inc., Futurama: Bender's Game, Reckoning of Hell, List of Dungeons & Dragons adventures, Dungeon!, D&D Championship Series, Battlesystem, Dungeon Master, Chainmail, Dungeons & Dragons: Wrath of the Dragon God, Paizo Publishing, Lejendary Adventure, Pathfinder, Dungeons & Dragons Basic Game, Epic level, Magocracy, Political states of Greyhawk, PCGen, The Only Sheet, Dragonchess, Boot Hill, E-Tools, Cyborg Commando, Don't Give Up the Ship!, Tractics, Dangerous Journeys, Alexander the Great, The Dungeon Masters, D&D Insider, Variant Dungeons & Dragons games, Cavaliers and Roundheads, Game System License, Dunkirk, Deathless, Worldwide Dungeons & Dragons Game Day, Panzer Warfare, Warriors of Mars, Multi User Dungeons and Dragons. Excerpt: Dungeons & Dragons (abbreviated as D&D or DnD) is a fantasy role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. (TSR). The game has been published by Wizards of the Coast since 1997. It was derived from miniature wargames with a variation of the Chainmail game serving as the initial rule system. D&Ds publication is widely regarded as the beginning of modern role-playing games and the role-playing game industry. D&D departs from traditional wargaming and assigns each player a specific character to play instead of a military formation. These characters embark upon imaginary...

Board Games In 100 Moves

Board Games in 100 Moves PDF
Author: Ian Livingstone
Publisher: Dorling Kindersley Ltd
ISBN: 024144313X
Size: 38.33 MB
Format: PDF, Mobi
Category : Games & Activities
Languages : en
Pages : 176
View: 6968

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Surprising stories behind the games you know and love to play. Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day. More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy. Discover tales of Buddha's banned games, stolen patents, boards smuggled into prison, and Dungeons & Dragons hysteria. Roll six to start, pass go, and learn more about your favourite board games, from Mahjong to Monopoly and more!

Game Wizards

Game Wizards PDF
Author: Jon Peterson
Publisher: MIT Press
ISBN: 0262366738
Size: 67.75 MB
Format: PDF
Category : Games & Activities
Languages : en
Pages : 400
View: 4393

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The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

Dungeons Dragons For Dummies

Dungeons   Dragons For Dummies PDF
Author: Bill Slavicsek
Publisher: John Wiley & Sons
ISBN: 0764599240
Size: 10.40 MB
Format: PDF, ePub, Mobi
Category : Games
Languages : en
Pages : 430
View: 1055

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Chainmail Bikini

Chainmail Bikini PDF
Author: Hazel Newlevant
Publisher: Alternative Comics
ISBN: 1681485524
Size: 59.66 MB
Format: PDF, ePub, Docs
Category : Comics & Graphic Novels
Languages : en
Pages : 204
View: 4557

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"Like a well-designed game, Chainmail Bikini sets forth a straightforward premise and then challenges as it delights, capturing your imagination and before you know it, you’ll find yourself invested in it."—My Entertainment World "Whether you’re a hardcore gamer who wants to see stories by others who share your passion [or] a comics lover who wants to see a wide variety of excellent comics from a wide variety of talented creators . . . this is a book that you’ll enjoy, treasure and be able to return to over and over again."—Autostraddle Chainmail Bikini is an anthology of comics by and about female gamers! Forty cartoonists have contributed comics about the games they’re passionate about—from video games to tabletop role-playing to collectible card games. The comics in Chainmail Bikini explore the real-life impact of entering a fantasy world, and how games can connect us with each other and teach us about ourselves. Alliances are forged, dice get rolled, and dragons get slain! Chainmail Bikini shows that while women are not always the target market for gaming, they are a vital and thoroughly engaged part of it, and are eager to express their personal take as players, makers, and critics of games. Chainmail Bikini is edited by Hazel Newlevant (If This Be Sin), and features a cover illustration by Hellen Jo and comics by established talents and rising stars including Annie Mok, Jane Mai, Molly Ostertag, MK Reed, and Sophie Yanow.

Storytelling In The Modern Board Game

Storytelling in the Modern Board Game PDF
Author: Marco Arnaudo
Publisher: McFarland
ISBN: 1476669511
Size: 35.45 MB
Format: PDF
Category : Games & Activities
Languages : en
Pages : 232
View: 6101

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Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.

The Functions Of Role Playing Games

The Functions of Role Playing Games PDF
Author: Sarah Lynne Bowman
Publisher: McFarland
ISBN: 0786455551
Size: 22.48 MB
Format: PDF, ePub
Category : Games & Activities
Languages : en
Pages : 216
View: 4271

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This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games.

The Digital Role Playing Game And Technical Communication

The Digital Role Playing Game and Technical Communication PDF
Author: Daniel Reardon
Publisher: Bloomsbury Publishing USA
ISBN: 1501352555
Size: 25.29 MB
Format: PDF, Mobi
Category : Games & Activities
Languages : en
Pages : 344
View: 1326

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With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.

The Postmodern Joy Of Role Playing Games

The Postmodern Joy of Role Playing Games PDF
Author: René Reinhold Schallegger
Publisher: McFarland
ISBN: 1476631468
Size: 38.78 MB
Format: PDF, ePub, Mobi
Category : Games & Activities
Languages : en
Pages : 258
View: 1863

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Historian Johan Huizinga once described game playing as the motor of humanity’s cultural development, predating art and literature. Since the late 20th century, Western society has undergone a “ludification,” as the influence of game-playing has grown ever more prevalent. At the same time, new theories of postmodernism have emphasized the importance of interactive, playful behavior. Core concepts of postmodernism are evident in pen-and-paper role-playing, such as Dungeons and Dragons. Exploring the interrelationships among narrative, gameplay, players and society, the author raises questions regarding authority, agency and responsibility, and discusses the social potential of RPGs in the 21st century.

Der Erste Spielleiter

Der erste Spielleiter PDF
Author: David Kushner
Publisher: Feder & Schwert
ISBN: 386762304X
Size: 20.30 MB
Format: PDF, Docs
Category : Comics & Graphic Novels
Languages : de
Pages : 144
View: 5968

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Dies ist die bemerkenswerte Geschichte von Dungeons & Dragons, erzählt in Wort und Bild von David Kushner und Koren Shadmi. In diesem biografischen Comic wird das Leben und Schaffen von Gary Gygax und seinen Mitstreitern beschrieben. Als rührend-witziger Tribut an den Erfinder des modernen Pen & Paper-Rollenspiels lässt das Buch den Leser in eine interessante Zeit eintauchen und Zeuge davon werden, wie aus Gygax' persönlichem Hobby eines der einflussreichsten fantastischen Spiele der Welt entstand. Dabei nimmt der Comic die Leser selbst mit in eine Rollenspiel-Runde. Ein Erzähler begleitet die Geschichte wie ein Spielleiter am Rollenspieltisch, während sie sich wie ein Rollenspiel-Plot in der Ich-Perspektive vor dem Leser ausbreitet, der dabei die Rollen von verschiedenen Charakteren übernimmt.

The Waterfront

The Waterfront PDF
Author: Danny Martineau Jr.
Publisher: Xlibris Corporation
ISBN: 1493147641
Size: 45.13 MB
Format: PDF, Mobi
Category : Biography & Autobiography
Languages : en
Pages : 170
View: 7683

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While growing up, I was fascinated with the world around me. I had an admiration for animals and a love for both the food and culture of the time. Being raised on a campground in rural southern New England was exciting, but transitioning to city life was challenging. It was difficult for me to let go of the 1970s; I felt it was the best decade to be a kid. No matter what challenges the future would bring, I always found myself returning to the woods to find solitude. The vast campground teeming with wildlife manifests itself in both majestic beauty and eerie encounters. It is a splendid forum for the exploration of youngsters' full of imagination. The waterfront is the defining feature of the campground, the epicenter of activity; like the sea, it is both aesthetic and haunting. Somehow, the waterfront possesses an intrinsic quality that is a crucial ingredient in both creating and preserving memories; it is truly the thread that binds the novel together . . .