My Guide to RPG Storytelling


Aron Christensen - 2012
    This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.

A Book of Surrealist Games


Mel Gooding - 1995
    Invented and played by such artists as André Breton, Rene Magritte, and Max Ernst, these gems still produce results ranging from the hilarious to the mysterious and profound.

The Final Hours of Portal 2


Geoff Keighley - 2011
    Journalist Geoff Keighley was granted unprecedented “fly on the wall” access to Valve over the past three years to create this story. From the hush-hush Portal prequel that was shelved to the last minute scramble to complete the game’s story, The Final Hours of Portal 2 is a gripping and dramatic story. Please note the Kindle version does not include as many photos or the videos that are available in the iPad version.

Shooting Ghosts: A U.S. Marine, a Combat Photographer, and Their Journey Back from War


Thomas J. Brennan - 2017
    Marine and a conflict photographer whose unlikely friendship helped both heal their war-wounded bodies and souls War tears people apart, but it can also bring them together. Through the unpredictability of war and its aftermath, a decorated Marine sergeant and a world-trotting war photographer became friends, their bond forged as they patrolled together through the dusty alleyways of Helmand province and camped side by side in the desert. It deepened after Sergeant T. J. Brennan was injured during a Taliban ambush, and both returned home. Brennan began to suffer from the effects of his injury and from the fallout of his tours in Iraq and Afghanistan. But war correspondents experience similar rates of posttraumatic stress as combat veterans. The causes can be different, but guilt plays a prominent role in both. For Brennan, it s the things he s done, or didn t do, that haunt him. Finbarr O Reilly s conscience is nagged by the task of photographing people at their most vulnerable while being able to do little to help, and his survival guilt as colleagues die on the job. Their friendship offered them both a shot at redemption. As we enter the fifteenth year of continuous war, it is increasingly urgent not just to document the experiences of the battlefield but also to probe the reverberations that last long after combatants and civilians have returned home, and to understand the many faces trauma takes. Shooting Ghosts looks at the horrors of war directly, but then turns to a journey that draws on our growing understanding of what recovery takes. Their story, told in alternating first-person narratives, is about the things they saw and did, the ways they have been affected, and how they have navigated the psychological aftershocks of war and wrestled with reforming their own identities and moral centers. While war never really ends for those who ve lived through it, this book charts the ways two survivors have found to calm the ghosts and reclaim a measure of peace."

The Tao Of Chess: 200 Principles to Transform Your Game and Your Life


Peter Kurzdorfer - 2004
    In The Tao of Chess, the author seamlessly blends the wisdom of a time-honoured spiritual quest for truth with 200 principles that will improve anyone's chess game. By following the author's principles, readers not only come to enjoy the game more, they develop a habit of seeking underlying truth - whether in a chess game or a real-life situation.The Tao of Chess is full of conscise advice, such as:Understanding is more important than memoryFortune favors the braveWhen you see a good move, wait and look for a better moveMistakes tend to come in bunchesTrust your intuition; it's usually rightAuthoritative and easy to follow, this book will turn every reader into a master strategist.

DC Adventures Hero's Handbook: Super-Hero Roleplaying in the DC Universe


Steve Kenson - 2010
    This handbook provides everything you need for hours of adventure in the DC Universe, including all the rules of the game, an overview of the original comic-book setting, and details on major heroes and villains, complete with game information.

XDM X-Treme Dungeon Mastery


Tracy Hickman - 2009
    (Do-it-yourself secret initiation rites included.)Master the secrets of designing adventures that tell stories.Create magic illusions that can even make your players disappear!Use actual fire in your game properly.Hijack the game as a player, and how to deal with a player revolution as an XDM.Plus loads more!If I could go back in time and rewrite Dragonlance, it would be this book...only with more dragons in it. --Tracy HickmanI can say without any shame or bias, that this is one of the best books ever written and should be in every hotel room next to the bible. --Curtis HickmanPossessed by the spirits of Da Vinci, Van Gogh, and Jack Fred, I illustrated a book that you should buy two of...one to read and one to hang on your wall.--Howard Tayler

Ironsworn: A Tabletop RPG Of Perilous Quests


Shawn Tomkin - 2018
    You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land.Are you ready to swear iron vows and see them fulfilled—no matter the cost?

Hold'em Wisdom for all Players: Simple and Easy Strategies to Win Money


Daniel Negreanu - 2007
    The book is designed for those players who want to learn 'right now' and enjoy instant success at the tables. Fifty quick sections focus on key winning concepts, making learning both easy and fast.

Hanoi's War: An International History of the War for Peace in Vietnam


Lien-Hang T. Nguyen - 2012
    This riveting narrative takes listeners from the marshy Mekong Delta swamps to the bomb-saturated Red River Delta, from the corridors of power in Hanoi and Saigon to the Nixon White House, from the peace negotiations in Paris to high-level meetings in Beijing and Moscow, all to reveal that peace never had a chance in Vietnam. Hanois War renders transparent the internal workings of Americas most elusive enemy during the Cold War and shows that the war fought during the peace negotiations was bloodier and more far-reaching than thought before. Using never-before-seen archival materials, Nguyen explores the politics of warmaking and peacemaking from various perspectives, presenting a uniquely international portrait.

Elegy


Christie Golden - 2018
    This limited edition hardback version collects two new World of Warcraft novellas from the point of view of the Alliance (Elegy, by Christie Golden) and the Horde (A Good War, by Robert Brooks). These two tales explore the Horde and the Alliance versions of a fateful event, but only you can decide which faction tells it best. Each story includes original artwork exclusive to this edition.

Valley of the Shadow


Franklin Allen Leib - 1991
    William Stuart, a compassionate platoon leader from the 7th ANGLICO (Air and Naval Gunfire Liaison Company) survived his unit's last battle but continued to mourn his losses. Douglas Moser, master of the .50 caliber machine gun, was one of those missing in action. Moser, a "gentle giant" of a man, had been Stuart's closest companion. In Valley of the Shadows, Stuart learns that the Red Cross has delivered a letter to Moser's mother informing her that he is a prisoner of war in Laos. "Tell Mr. Stuart," the letter closes. Stuart has his mission. Moser languishes in the POW camp, tormented daily by Nan, the disfigured, soul-dead camp commandant. Meanwhile, Stuart's mission takes him to the mountains of Moser's boyhood home in Georgia and on to the Foreign Legion archives in France as he searches for clues to the exact location of the camp. Along the way, Stuart recruits an old friend from their days together in Da Nang. Fellow navy officer Philip Hooper will bring along his elite team of SEALS (Sea, Air, Land) to form Moser's rescue party. Bureaucratic inertia in Washington and the rising anti-war movement conspire to stall the rescue interminably. Failure of a major operation to liberate the "Hanoi Hilton" adds to the forces arrayed against Moser's rescue. Finally, it is only through the direct intervention of the president that Stuart's mission is a go. But doubts remain: Has Stuart really found the "Valley of the Shadow" mentioned in Moser's letter? Is Moser still alive? And, most importantly, can Stuart, Hooper, and the SEALS really pull it off? Valley of the Shadow is dramatic, vivid, authentic - and surprising. "Old-fashioned heroism in a saga of Vietnam . . ." - Newsday

LZ Bingo


Reid F. Tillery - 2019
    Boe entered the Vietnam war. Twice wounded during his one-year tour of duty, he endured some of the war's hottest moments, including the Tet offensive. He served honorably, facing an onslaught of bullets, mortars, rockets, hand grenades, and land mines. Through Bill's account, the reader gains a vicarious understanding of the day-to-day life and challenges of an American infantryman in Vietnam. This book's primary purpose is to honor those who made it home and those who did not by telling their story through Bill's eyes and ears. Written in the form of a novel, what makes Bill's true story so compelling is that his experiences likely are similar to those of many other men who served in the infantry in Vietnam. If you served in Vietnam in the infantry, Bill's story will likely bring back vivid memories. If you didn't serve, and if you have a friend who's a Vietnam infantry vet, you'll look at him differently after reading Bill's story. You'll come away with a deeper understanding of the challenges and hardships he faced.

Halo 2: The Official Guide


Microsoft Corporation - 2004
    The Official Halo 2 Guide: Strategy Evolved Developed on-site at Bungie studios and written by the elite Piggyback team, this guide includes an encyclopedic appraisal of Halo 2's multiplayer mode; a full, highly accessible walkthrough for the epic Campaign mode; and everything on basic play, all in one book.The product of over four months of writing, research, and design, this guide includes:·Detailed annotated maps: outwit multiplayer opponents with your intimate knowledge of level architecture ·Study all features of multiplayer maps, from power-up locations to "secret" areas, attack routes, and more ·Includes and exhaustive rundown of preset and custom game types—design your own multiplayer match and attract the best crowd ·Features hundreds of digital screenshots to illustrate key points ·Packed with tips, tactics, and techniques from the Bungie team ·Learn about every adversary, vehicle, and weapon—their strengths and shortcomings and how you can exploit these ·Confidently negotiate the huge Campaign mode with our exclusive maps and step-by-step walkthrough ·Designed to enhance the Halo 2 experience for newcomers and Halo: Combat Evolved veterans alike

Forbidden Lands Player's Handbook


Tomas Härenstam - 2018
    Discover lost tombs, fight horrifying monsters, wander the wilderness and build your own stronghold to defend. Forbidden Lands is a legacy game, in which your actions will permanently change the game map, turning it into a living chronicle of your adventures. The unique rules for exploration, survival, base building and campaign in the game play can easily be ported to any other game world.The tabletop RPG Forbidden Lands was named one of the most anticipated RPGs of 2018 by EN World. The crowdfunding campaign raised over a quarter of a million dollars and was the third most successful RPG Kickstarter in the world 2017.With art by the internationally acclaimed artists Simon Stålenhag and Nils Gulliksson, lore by fantasy author Erik Granström, scenarios by esteemed game writers Patrick Stuart, Ben Milton and Chris McDowall and game design by Free League that created the award-winning RPGs Mutant: Year Zero, Coriolis: The Third Horizon, Symbaroum and Tales from the Loop.