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Play Unsafe


Graham Walmsley - 2007
    We buy shelves of thick books. We plan detailed adventures. We memorise rules.In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing.This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead; and put stories at the heart of your game.

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.

Exalted (Exalted, #1)


Alan Alexander - 2006
    The natural history we know is a lie, a falsehood sold to us by wicked old men who would make the world a dull gray prison and protect us from the dangers inherent to freedom. They would have you believe our planet to be a lonely starship, hurtling through the void of space, barren of magic and in need of a stern hand upon the rudder. Close your mind to their deception. The time before our time was not a time of senseless natural struggle and reptilian rage, but a time of myth and sorcery. It was a time of legend, when heroes walked Creation and wielded the very power of the gods. It was a time before the world was bent, a time before the magic of Creation lessened, a time before the souls of men became the stunted, withered things they are today. This is the story of that time. THIS IS THE STORY OF THE EXALTED.

Are We There Yet?: Tales from the Never-Ending Travels of WWE Superstars


Robert Caprio - 2005
    Your favorite WWE Superstars have more road trip stories to tell than they have frequent flier miles. Travel more than a million miles with The Big Show, Triple H, Lita, Stone Cold, and the rest of the WWE roster. Read all about their crazy and hilarious misadventures—Big Show being too large to fit into the shower, Triple H’s hilarious run-in with over-enthusiastic fans, and many more. Also telling their stories are John Cena, Mark Henry, Teddy Long, Shannon Moore, Matt Hardy, The Hurricane, Dr. Tom Prichard, Molly Holly, Dave Hebner, Rico, Brooklyn Brawler, Kane, Jim “J.R.” Ross, Ivory, Victoria, Goldberg, Tommy Dreamer, Al Snow, Steve Richards, Ric Flair, A-Train, Dean Malenko, Sgt. Slaughter, Chris Jericho, Edge, Chavo Guerrero, Coach, Rey Mysterio, D-Von Dudley, and Jackie Gayda.

Capitol Revolution: The Rise of the McMahon Wrestling Empire


Tim Hornbaker - 2015
    Capitol territory — from Boston to Washington, D.C. — enjoyed lucrative box office receipts, and New York’s Madison Square Garden was center stage. Three generations of McMahons have controlled wrestling in that storied building and have since created the most powerful wrestling company the world has ever known.Capitol Revolution documents the growth and evolution of pro wrestling under the stewardships of the McMahons, highlighting the many trials and tribulations beginning in the early 20th century: clashes with rival promoters, government inquests, and routine problems with the potent National Wrestling Alliance monopoly. In the ring, superstars such as Buddy Rogers and Bruno Sammartino entertained throngs of fans, and Capitol became internationally known for its stellar pool of vibrant performers.Covering the transition from old-school wrestling, under the WWWF banner, to the pop-cultural juggernaut of the mid- to late-’80s WWF, Tim Hornbaker’s Capitol Revolution is the detailed history of how the McMahons outlasted their opponents and fostered a billion-dollar empire.

Rules Compendium


Chris Sims - 2007
    The definitive reference guide of Dungeons & Dragons(R) core rules.Tired of hauling all of your D&D rules supplements to the gaming table? Having trouble finding the rule you need? The Rules Compendium supplement takes all of the game's most important rules and presents them in a single comprehensive, easy-to-reference volume for players and Dungeon Masters.In addition to presenting the rules of the game, the Rules Compendium incorporates official errata as well as behind-the-scenes designer and developer commentary explaining how the rules system has evolved and why certain rules work the way they do.

Ravenloft Campaign Setting:


Bruce Nesmith - 1994
    Other lords of darkness have embraced the Demiplane of Dread as their own, and woe to heroes who wander there. Creatures of the night prey freely upon the living in this land, and day is but a prelude to another night of horror.This new edition of the RAVENLOFT game combines the original Realm of Terror boxed set with elements of Forbidden Lore and updated rules from other accessories. Domains destroyed in the infamous Grand Conjunction have been deleted, new domains added, and key personalities detailed.This boxes set includes: Realm of Terror - a 160-page book of rules concerning the reshaping of character classes; fear, horror, madness, and powers checks; curses; spells and magical items,both new and old; psionics; techniques of terror; and more. Domains and Denizens - a 128-page book describing the dark lands of the Core, the islands of terror, and many nefarious personages. Two maps depicting the reshaped Core domains and the islands of terror.A poster featuring a painting by artist Robh Ruppel. A tarokka deck of beautifully illustrated cards for role-playing fortunetelling.A DM screen specifically designed to be used with a RAVENLOFT campaign.

Arcane Power: A 4th Edition D&D Supplement


Logan Bonner - 2009
    New options for wizards, warlocks, sorcerers, bards, and swordmages...This tome focuses on the arcane heroes: characters who wield strange and mysterious spells and rely on their mastery of magic for survival.This book provides new archetypal builds for the wizard, warlock, sorcerer, bard, and swordmage classes, including new character powers, feats, paragon paths, and epic destinies.

Monster of the Week


Michael Sands - 2012
    There are monsters out thereAnd you are mean enough, smart enough, crazy enough, or hurt enough, to fight them.Maybe you'll defend your hometown from evil.Maybe you'll take to the road and hunt them down.Maybe you have magic powers to fight with.Maybe your name appears in an ancient prophecy.One thing's for sure.You aren't going back to your old, safe life.Monster of the Week is an action-horror roleplaying game for 3-5 people.

Clanbook: Gangrel


Brad Freeman - 1995
    Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.

Greyhawk Adventures


James M. Ward - 1988
    Learn about Greyhawk's deities, heroes, monsters, arcane items, magical spells, and much, much more. A book for lovers of Greyhawk and players of all fantasy role-playing games.

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.

Dungeon Master's Guide Rules Supplement: Campaign Sourcebook and Catacomb Guide


Paul Jaquays - 1990
    We've included dozens of helpful tips to help you better organize your games, design adventures, and make your NPCs come to life. In addition, we've included a number of settings for unusual dungeons. In short, there's something for everybody in this exciting addition to the AD&D game system.

Scion Hero


John Chambers - 2007
     Their battles in the Overworld have spilled over to ours. Armed with abilities and weapons granted by their divine parents, the Scions stand as humanity's only defense. This book includes: • Six ready-to-play Scions—the offspring of the Gods • Rules to create your own Scion from one of more than 50 gods from six different pantheons • The adventure, "The Long Road to Heaven," using the Storytelling Adventure System Scion: Hero is the first book in a new Storytelling game series from White Wolf Publishing. 336 page hardcover.

My Idols - Journey of a Cricket Crazy


Pankaj Agrawal - 2013
    Cricket and Bollywood. So there are only two kinds of people, who have unconditional fan following in India. That is Film actors and Cricket players. There are millions of Indians, who are huge fan of Cricket and cricketers. The book is all about collection of memoirs of the author in regard with his idols in the game. Book gives inside in to career span of few of the most prolific Indian cricketers in contemporary Cricket and few of greatest in international Cricket. The career path of them is embedded with most splendid performance of these players and interesting anecdotes (few of them are untold). All in all, a full sketch of these players in a very concise and interesting manner. There are chapters on:- Sachin Tendulkar Kapil Dev Kris Srikkanth Javagal Srinath Mohd. Azharruddin Ajay Jadeja Rahul Dravid Viv Richard Wasim Akram Shane Warne Author – Pankaj Agrawal