Book picks similar to
Hobby Games: The 100 Best by James Lowder
non-fiction
games
gaming
reference
A Supposedly Fun Thing I'll Never Do Again: Essays and Arguments
David Foster Wallace - 1997
In this exuberantly praised book — a collection of seven pieces on subjects ranging from television to tennis, from the Illinois State Fair to the films of David Lynch, from postmodern literary theory to the supposed fun of traveling aboard a Caribbean luxury cruiseliner — David Foster Wallace brings to nonfiction the same curiosity, hilarity, and exhilarating verbal facility that has delighted readers of his fiction, including the bestselling Infinite Jest.
Dungeons and Dragons and Philosophy: Read and Gain Advantage on All Wisdom Checks
Christopher Robichaud - 2014
A series of accessible essays reveals what the imaginary worlds of D&D can teach us about ethics, morality, metaphysics and more.Illustrates a wide variety of philosophical concepts and ideas that arise in Dungeons & Dragons gameplay and presents them in an accessible and entertaining manner Reveals how the strategies, tactics, improvisations, and role-play employed by D&D enthusiasts have startling parallels in the real world of philosophy Explores a wide range of philosophical topics, including the nature of free will, the metaphysics of personal identity, the morality of crafting fictions, sex and gender issues in tabletop gameplay, and friendship and collaborative storytelling Provides gamers with deep philosophical insights that can lead to a richer appreciation of D&D and any gaming experience
H.G. Wells Collection, Over 50 Works: The War of the Worlds, The Invisible Man, Time Machine, Island of Dr. Moreau, Little Wars, World Set Free, Tales of Space and Time, When the Sleeper Wakes & MORE!
H.G. Wells - 2013
Wells Collection, which has been designed and formatted specifically for your Amazon Kindle. Unlike other e-book editions, the text and chapters are perfectly set up to match the layout and feel of a physical copy, rather than being haphazardly thrown together for a quick release. This edition also comes with a linked Table of Contents for both the list of included books and their respective chapters. Navigation couldn't be easier.Purchase this H.G. Wells Collection and treat yourself to the following list of works created by this classic author: Novels:The Time Machine (1895)The Wonderful Visit (1895)The Island of Doctor Moreau (1896)The Wheels of Chance (1896)The Invisible Man (1897)The War of the Worlds (1898)Love and Mr. Lewisham (1900)The First Men in the Moon (1901)The Sea Lady (1902)The Food of the Gods and How It Came to Earth (1904)Kipps (1905)A Modern Utopia (1905)In the Days of the Comet (1906)The War in the Air (1908)Tono-Bungay (1909)Ann Veronica (1909)The History of Mr. Polly (1910)The Sleeper Awakes (1910)The New Machiavelli (1911)Marriage (1912)The Passionate Friends (1913)The Wife of Sir Isaac Harman (1914)The World Set Free (1914)The Research Magnificent (1915)Mr. Britling Sees It Through (1916)The Soul of a Bishop (1917)The Secret Places of the Heart (1922)Non-fiction:Certain Personal Matters (1897)Anticipations of the Reactions of Mechanical andScientific Progress upon Human Life and Thought (1901)Mankind in the Making (1903)New Worlds for Old (1908)First and Last Things (1908)Floor Games (1911)Little Wars (1913)An Englishman Looks at the World (1914)What is Coming? (1916)God the Invisible King (1917)War and the Future (aka Italy, France and Britain atWar) (1917)In the Fourth Year (1918)The Salvaging of Civilization (1921)A Short History of the World (1922)Short Stories:Select Conversations with an Uncle (Now Extinct) andTwo Other Reminscences (1895)The Stolen Bacillus and Other Incidents (1895)Tales of Space and Time (1899)Twelve Stories and a Dream (1903)Other Short Stories
Fate Core System
Leonard Balsera - 2013
Fate Core is that engine.
Fate Core is the latest evolution of the award-winning Fate roleplaying game system from Evil Hat Productions. We’ve streamlined and clarified the rules while maintaining the system’s trademark flexibility. Name your game; Fate Core can make it happen.
Inside, you’ll discover:
Easy-to-follow rules for character and world creation.
Rock-solid storytelling advice for players and GMs to produce the best play experience.
Clearly-defined systems to guide players both new and old.
New and improved approaches to character actions, aspects, compels... and more!
TELL YOUR TALE. ROLL THE DICE. EMBRACE YOUR FATE!
The Moth Presents Occasional Magic: True Stories about Defying the Impossible
Catherine Burns - 2019
Inside, storytellers from around the world share times when, in the face of seemingly impossible situations, they found moments of beauty, wonder, and clarity that shed light on their lives and helped them find a path forward.From a fifteen-year-old saving a life in Chicago to a mother of triplets trekking to the North Pole to a ninety-year-old Russian man recalling his standoff with the KGB, these storytellers attest to the variety and richness of the human experience, and the shared threads that connect us all. With honesty and humor, they stare down their fear, embrace uncertainty, and encourage us all to be more authentic, vulnerable, and alive.
The Art of Game Design: A Book of Lenses
Jesse Schell - 2008
The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.
Arms and Equipment Guide
Eric Cagle - 2003
The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including:A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.To use this accessory, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.
The Monsters and the Critics and Other Essays
J.R.R. Tolkien - 1983
Tolkien assembled in this new paperback edition were with one exception delivered as general lectures on particular occasions; and while they mostly arose out of Tolkien’s work in medieval literature, they are accessible to all. Two of them are concerned with Beowulf, including the well-known lecture whose title is taken for this book, and one with Sir Gawain and the Green Knight, given in the University of Glasgow in 1953.Also included in this volume is the lecture English and Welsh; the Valedictory Address to the University of Oxford in 1959; and a paper on Invented Languages delivered in 1931, with exemplification from poems in the Elvish tongues. Most famous of all is On Fairy-Stories, a discussion of the nature of fairy-tales and fantasy, which gives insight into Tolkien’s approach to the whole genre.The pieces in this collection cover a period of nearly thirty years, beginning six years before the publication of The Hobbit, with a unique ‘academic’ lecture on his invention (calling it A Secret Vice) and concluding with his farewell to professorship, five years after the publication of The Lord of the Rings.
Forensics: A Guide for Writers
D.P. Lyle - 2008
Lyle, M.D., takes each area of forensics--from fingerprint analysis to crime scene reconstruction--and discusses its development, how the science works, how it helps in crime solving, and how you as a writer might use this technique in crafting your plot. This comprehensive reference guide includes:Real-life case files and the role forensic evidence played in solving the crimesA breakdown of the forensics system from its history and organization to standard evidence classification and collection methodsDetailed information on what a dead body can reveal--including the cause, mechanism, and manner of deathThe actual steps taken to preserve a crime scene and the evidence that can be gathered there, such as bloodstains, documents, fingerprints, tire impressions, and moreForensics is the ultimate resource for learning how to accurately imbue your stories with authentic details of untimely demises.
My Creative Space: How to Design Your Home to Stimulate Ideas and Spark Innovation
Donald M. Rattner - 2015
Whether it's to gain a competitive advantage in the marketplace, or to find personal fulfillment, people are looking to develop their capacity for creative and innovative thinking in business and daily life. Many have turned to the growing literature of creativity to shed the shackles of conventionality and discover new ways of doing things. Now comes THE CREATIVITY CATALOG, a fresh and original take on the pursuit of innovation. Rather than start with the premise that creativity originates largely from within our minds, THE CREATIVITY CATALOG looks outward to the things we surround ourselves with in our home and work environments to uncover a trove of products deliberately designed to cultivate our mental faculties through hands-on experience. Among the products featured are furnishings, accessories, shelving, cookware, jewelry, and children's playthings. Pieces are attractively presented with 550 high-quality photographs and explanatory text, and supplemented by an introduction by author, educator and architect Donald Rattner on the history and future of interactive, touch-based design. Profiles of the designers and brands represented, and a list of further resources, round out this distinctive book.
Literary Wonderlands: A Journey Through the Greatest Fictional Worlds Ever Created
Laura MillerAbigail Nussbaum - 2016
From Spenser's The Fairie Queene to Wells's The Time Machine to Murakami's 1Q84 it explores the timeless and captivating features of fiction's imagined worlds including the relevance of the writer's own life to the creation of the story, influential contemporary events and philosophies, and the meaning that can be extracted from the details of the work. With hundreds of pieces of original artwork, illustration and cartography, as well as a detailed overview of the plot and a "Dramatis Personae" for each work, Literary Wonderlands is a fascinating read for lovers of literature, fantasy, and science fiction.
Naked Pictures of Famous People
Jon Stewart - 1998
In these nineteen whip-smart essays, Jon Stewart takes on politics, religion, and celebrity with seething irreverent wit, a brilliant sense of timing, and a palate for the absurd -- and these one-of-a-kind forays into his hilarious world will expose you to all it's wickedly naked truths.
The Year of Reading Dangerously: How Fifty Great Books (and Two Not-So-Great Ones) Saved My Life
Andy Miller - 2012
Or so he kept telling himself. But, no matter how busy or tired he was, something kept niggling at him. Books. Books he'd always wanted to read. Books he'd said he'd read that he actually hadn't. Books that whispered the promise of escape from the daily grind. And so, with the turn of a page, Andy began a year of reading that was to transform his life completely.This book is Andy's inspirational and very funny account of his expedition through literature: classic, cult, and everything in between. Beginning with a copy of Bulgakov's Master and Margarita that he happens to find one day in a bookstore, he embarks on a literary odyssey. From Middlemarch to Anna Karenina to A Confederacy of Dunces, this is a heartfelt, humorous, and honest examination of what it means to be a reader, and a witty and insightful journey of discovery and soul-searching that celebrates the abiding miracle of the book and the power of reading.
79 Short Essays on Design
Michael Bierut - 2007
Bierut is widely considered the finest observer on design writing today. Covering topics as diverse as Twyla Tharp and ITC Garamond, Bierut's intelligent and accessible texts pull design culture into crisp focus. He touches on classics, like Massimo Vignelli and the cover of The Catcher in the Rye, as well as newcomers, like McSweeney's Quarterly Concern and color-coded terrorism alert levels. Along the way Nabakov's Pale Fire; Eero Saarinen; the paper clip; Celebration, Florida; the planet Saturn; the ClearRx pill bottle; and paper architecture all fall under his pen. His experience as a design practitioner informs his writing and gives it truth. In Seventy-nine Short Essays on Design, designers and nondesigners alike can share and revel in his insights.