Improvisation for the Theater


Viola Spolin - 1963
    Viola Spolin's improvisational techniques changed the very nature and practice of modern theater. The first two editions of Improvisation for the Theater sold more than 100,000 copies and inspired actors, directors, teachers, and writers in theater, television, film. These techniques have also influenced the fields of education, mental health, social work, and psychology.

Think Like a Lawyer Don't Act Like One


Aernoud Bourdrez - 2013
    Based on principles, research, and real life examples ranging from Harvard University, Mikhail Gorbatsjov, two kissing boxers, and Sun Tze to John Rambo, Think Like a Lawyer Don't Act Like One can be used when dealing with grumpy police officers, angry neighbors, unwilling debtors, nasty lawyers, and other conflict seekers.Each strategy is thoroughly tested and can be used at the kitchen table, on the street, and in the boardroom. All seventy-five rules are illustrated in a funny way.

Impro: Improvisation and the Theatre


Keith Johnstone - 1979
    Admired for its clarity and zest, Impro lays bare the techniques and exercises used to foster spontaneity and narrative skill for actors. These techniques and exercises were evolved in the actors' studio, when he was Associate Director of the Royal Court and then in demonstrations to schools and colleges and ultimately in the founding of a company of performers called The Theatre Machine.Divided into four sections, 'Status', 'Spontaneity', 'Narrative Skills' and 'Masks and Trance', arranged more or less in the order a group might approach them, the book sets out the specific approaches which Johnstone has himself found most useful and most stimulating. The result is a fascinating exploration of the nature of spontaneous creativity.

Surprisingly Simple: LLC vs. S-Corp vs. C-Corp Explained in 100 Pages or Less


Mike Piper - 2008
    (And more importantly, when it will not!)Which business structures could reduce your Federal income tax or Self-Employment Tax.

Source: The Inner Path of Knowledge Creation


Joseph Jaworski - 2011
    Jaworski came to realize that traditional analytical leadership approaches are inadequate for dealing creatively with this complexity. To effectively face these challenges, leaders need to access the Source from which truly profound innovation flows. Many people, including Jaworski himself, have experienced a connection with this Source, often when called upon to respond in times of crisis—moments of extreme spontaneity and intuitive insight. Actions simply flow through them, seemingly without any sort of conscious intervention. But these experiences are chance occurrences—ordinarily, we don’t know how to access the Source, and we even have a blind spot as to its very existence.In an extraordinarily wide-ranging intellectual odyssey, Jaworski relates his fascinating experiences with quantum physicists, cognitive scientists, indigenous leaders, and spiritual thinkers, all focused on getting to the heart of the Source. Ultimately, he develops four guiding principles that encompass the nature of the Source and what we need to do to stay in dynamic dialogue with it.Using the combination of narrative and reflection that made Synchronicity so compelling, Jaworski has written a book that illuminates the essential nature not only of visionary leadership but also of relationships, consciousness, and ultimately reality itself.

Renegade Car Camping: A Guide to Free Campsites and the Ultimate Road Trip Experience


Bryan Snyder - 2016
    Learn how to locate primitive hot springs, navigate the Couchsurfing website, and stay clean, well-fed, and digitally-connected.With over two decades of experience in extended cross-country travel, Bryan and his intrepid Jeep Charlie have amassed a wealth of information and organizational techniques that will keep you healthy and relaxed on the road while avoiding unnecessary expenses.It’s a beautiful country… why wait any longer to see it? Pick up Renegade Car Camping and start planning your next adventure!FAQQ: Will there be a listing of free campsites state-by-state in future editions?A: No, and for good reason. Listing these overlooked areas would cause them to be quickly destroyed through overuse. But once you read the tips in the Renegade Car Camping guide, you’ll easily find some secret, special campsites on your own. And besides, part of the fun of being a renegade camper lies in the thrill of campsite hunting!

Dice Games Properly Explained


Reiner Knizia - 2000
    The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.

The Upright Citizens Brigade Comedy Improvisation Manual


Matt Besser - 2013
    Written by UCB founding members Matt Besser, Ian Roberts, and Matt Walsh, the manual covers everything from the basics of two person scene work (with a heavy emphasis on finding "the game" of the scene), to the complexities of working within an ensemble to perform long form structures, such as "The Harold" and "The Movie". A practical "how to" book, the guide provides exercises throughout to help the reader master each new concept and technique introduced. While the manual is written to be understood by beginners with no previous exposure to improvisational comedy, experienced improvisors will find it to be an excellent resource for honing their skills, clarifying concepts, and generally taking their work to a higher level.

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.

Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers


Dave Gray - 2010
    But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Business Mastery: A Guide for Creating a Fulfilling, Thriving Business and Keeping It Successful


Cherie M. Sohnen-Moe - 1989
    Fully updated and revised, the manual covers the major aspects of building and maintaining a successful practice. It introduces practical yet innovative methods to increase profits, develop a strong customer base, and enhance communications with clients. Topics include marketing, client retention, professionalism, referrals, business planning, insurance billing, ethics, and time-management, designing promotional material, networking and more. The book includes numerous charts and checklists, as well as reproducible business forms. Information on other helpful resources is provided along with contact information for major health care professional associations, business organizations and independent living resources.

GURPS Cyperpunk: High-Tech Low-Life Roleplaying


Lloyd Blankenship - 1990
    -- The book that was confiscated by the Secret Service because they thought it contained hacking secrets (It doesn't)-- Nominated for the Origins Award for Best Roleplaying Supplement.

Improv Wisdom: Don't Prepare, Just Show Up


Patricia Ryan Madson - 2005
    No matter how carefully we formulate a “script,” it is bound to change when we interact with people with scripts of their own. Improv Wisdom shows how to apply the maxims of improvisational theater to real-life challenges—whether it’s dealing with a demanding boss, a tired child, or one of life’s never-ending surprises. Patricia Madson distills thirty years of experience into thirteen simple strategies, including “Say Yes,” “Start Anywhere,” “Face the Facts,” and “Make Mistakes, Please,” helping readers to loosen up, think on their feet, and take on everything life has to offer with skill, chutzpah, and a sense of humor.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.