Book picks similar to
Designers & Dragons: The '70s by Shannon Appelcline
rpg
history
gaming
nonfiction
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.
Dungeon World
Sage LaTorra - 2012
You and your friends will explore a land of magic and danger in the roles of adventurers searching for fame, gold, and glory.Dungeon World rules are easy to learn and always drive the story forward in unexpected ways. A missed roll is never a dead end--failure introduces new complexities and complications. Life as an adventurer is hard and dangerous but its never boring!Designed to be ready for you to hack, remix, and build new content, Dungeon World includes systems for changing everything to suit your group including creating new races, classes, and monsters.To play, you'll need this rulebook, 3-5 players, some polyhedral dice, and 1-4 hours.Explore fantasy adventure roleplaying in a whole new way with Dungeon World!
Mage: The Awakening
Bill Bridges - 2005
And for it, they were flung down into the world of clay, their minds clouded by ignorance. Only a bare few remember their birthrightthe power of magic. If they cannot claim the heavens, they will make their own kingdoms on Earth. A Storytelling Game of Modern Sorcery • Provides everything you need to tell your own stories in the occult world of the Awakened, including details of the various orders and paths of magic, and many secrets of the World of Darkness. Requires the World of Darkness rulebook for play. • Presents the most comprehensive and freeform magic system ever achieved in gaming, allowing characters to cast nearly any spell imaginable. • Features Boston as a fully fleshed-out, ready-to-play setting. • Features artwork by the acclaimed Michael Kaluta.
Faiths & Avatars (Advanced Dungeons & Dragons: Forgotten Realms, Campaign Expansion/9516)
Julia Martin - 1996
Detailed in this 192-page core supplement are the most prominent religions and deities of the Realms. Each divine power is covered in depth by an entry that includes information about the deity's appearance, personality, worshipers, portfolio, aliases, domain name, superior, allies, foes, symbol, worshipers' alignments, avatar, manifestations, church and specialty priests. The information on each religion includes its core dogma, day-to-day activities of priests, holy days and important ceremonies, major centers of worship, affiliated orders, and the priestly vestments and adventuring garb of members of the clergy. Finally, each entry contains spells specific to each of the religions - some new, some long unavailable or hard to find and some updated to conform with the current AD&D game rules. Faiths & Avatars includes: • All the greater, intermediate and lesser deities of the Faerûnian pantheon • The honored dead, including Bane, Bhaal, Moander, Myrkul and Leira, among others • Expanded and clarified specialty priest classes and specific spells for all religions with priesthoods • Color illustrations of priests from every faith in ceremonial dress • Four additional general priest classes now official to the Forgotten Realms campaign setting: crusaders, monks, mystics and shamans.
Clanbook: Followers of Set Revised
Dean Shomshak - 2001
The Followers of Set are scattered all over the world, seducing mortals into cults and enslaving other Kindred through their own vices. Yet the Setites do not exist for excess alone: They gather secrets from the darkness that spawned them, secrets that can be yours for a price.Blasphemies and DebasementAs the next entry in the revised lineup of clanbooks, Setite takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. The sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.
Nobilis
R. Sean Borgstrom - 1999
Once human, each character has been forever changed, imbued with awesome power and terrible responsibility. Heaven and Hell, angels and devils, the Giants and the Old Gods - in Nobilis, all are united in the Great War against the Excrucians, whose goal is to destroy all Creation - but all are divided by their own plots and ancient rivalries, as well.
Generation Xbox: How Videogames Invaded Hollywood
Jamie Russell - 2012
Movies defined the 20th century but games are now pushing them aside as the medium that captures our time, fascination and money. Generation Xbox digs into the love-hate relationship between games and cinema that has led us to this point. It's a story of disaster, triumph and Angelia Jolie in hot pants. Learn how Steven Spielberg's game-making dreams fell apart and why Silicon Valley pioneers wooed Stanley Kubrick. Discover the story behind the failed Halo movie, how videogame tech paved the way for Avatar, and what companies like Ubisoft and Valve are doing to take gaming to the next level. Based on more than 100 interviews with leading figures from videogames and Hollywood, Generation Xbox is the definitive history of an epic power struggle that has reshaped the entertainment landscape. Are you ready to play?
A Well-Read Woman: The Life, Loves, and Legacy of Ruth Rappaport
Kate Stewart - 2019
After fleeing her home in Leipzig at fifteen and losing both parents to the Holocaust, Ruth drifted between vocations, relationships, and countries, searching for belonging and purpose. When she found her calling in librarianship, Ruth became not only a witness to history but an agent for change as well.Culled from decades of diaries, letters, and photographs, this epic true story reveals a driven woman who survived persecution, political unrest, and personal trauma through a love of books. It traces her activism from the Zionist movement to the Red Scare to bibliotherapy in Vietnam and finally to the Library of Congress, where Ruth made an indelible mark and found a home. Connecting it all, one constant thread: Ruth’s passion for the printed word, and the haven it provides—a haven that, as this singularly compelling biography proves, Ruth would spend her life making accessible to others.This wasn’t just a career for Ruth Rappaport. It was her purpose.
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!
Don't Panic: The Official Hitchhiker's Guide to the Galaxy Companion
Neil Gaiman - 1986
Told in the same fanciful, irreverent style as the Hitchhiker trilogy, with scraps of scripts, letters and comments from Adams, Don't Panic is the perfect companion to one of the most successful series in publishing history.