Book picks similar to
Complete Kobold Guide to Game Design by Wolfgang Baur
game-design
nonfiction
rpg
non-fiction
Hobby Games: The 100 Best
James Lowder - 2007
Their essays cover the spectrum of the hobby market, from role-playing games to collectible card games, miniatures games to wargames to board games, with titles both familiar and esoteric. Writers include such legendary designers as Gary Gygax, co-creator of Dungeons & Dragons; Richard Garfield, creator of Magic: The Gathering and Larry Harris, creator of Axis and Allies; best-selling authors R. A. Salvatore, Tracy Hickman, Ed Greenwood, and Michael Stackpole; computer industry notables Bruce Shelley of Ensemble Studios (Age of Empires) and Jack Emmert of Cryptic Studios (City of Heroes); as well as dozens of other noteworthy and award-winning creators. Hobby Games: The 100 Best also features a foreword by board game legend Reiner Knizia and an afterword by wargame legend James F. Dunnigan.
Things We Think About Games
Will Hindmarch - 2008
It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.
Boardgames That Tell Stories
Ignacy Trzewiczek - 2014
Book that tell an extraordinary story about game design. Learn about terryfying presentation of International Gamers Nominee Pret-a-Porter. Learn how much time was needed to design Golden Geek Best Card Game nominee 51st State. Learn how kids helped designind Dice Tower nominee Robinson Crusoe...Read stories behind scenes. Learn about designing one of the most popular boardgames. You find them all in this one book.
The Kobold Guide to Board Game Design
Mike Selinker - 2011
Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.
Hamlet's Hit Points
Robin D. Laws - 2010
You'll read about the relationships between those beats. You'll also find complete analyses of three stories you know already--Hamlet, Casablanca, and Dr. No--to show you how the system works.Written with roleplayers in mind, Hamlet's Hit Points is an indispensable tool for understanding stories, in games and everywhere else.
Designers & Dragons: The '70s
Shannon Appelcline - 2014
The first in a four volume series, this book has more interesting tidbits than a hundred pop up videos. Learn about the colorful history of TSR and the wave of D&D inspired games (and gaming companies) to follow, and dip your toes into wargaming trivia. Whether you’re a long-time gamer who greets each mention of a ’70s title with “I remember that!” or a new-to-the-hobby sort who wants to know how we got here in the first place, Shannon Appelcline’s meticulously researched history won’t disappoint.
100 Words Almost Everyone Confuses and Misuses
American Heritage - 2004
100 Words Almost Everyone Confuses and Misuses is the perfect book for anyone seeking clear and sensible guidance on avoiding the recognized pitfalls of the English language.Each word on the list is accompanied by a concise and authoritative usage note based on the renowned usage program of the American Heritage® Dictionaries. These notes discuss why a particular usage has been criticized and explain the rules and conventions that determine what’s right, what’s wrong, and what falls in between. Troublesome pairs such as affect / effect, blatant / flagrant, and disinterested / uninterested are disentangled, as are vexing sound-alikes such as discrete / discreet and principal / principle. Other notes tackle such classic irritants as hopefully, impact, and aggravate, as well as problematic words like peruse and presently.A great graduation gift or stocking stuffer for anyone who cares about language, 100 Words Almost Everyone Confuses and Misuses is guaranteed to help keep writers and speakers on the up-and-up!
A Theory of Fun for Game Design
Raph Koster - 2004
It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
Kobold Guide to Worldbuilding (Kobold Guides to Game Design)
Janna SilversteinMichael A. Stackpole - 2012
It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again.Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more.Take that creative leap, and create dazzling worlds of your own!Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.
Grammatically Correct
Anne Stilman - 1997
If its purpose is to entertain or to provoke thought, it makes readers want to come back for more.Revised and updated, this guide covers four essential aspects of good writing:Individual words - spelling variations, hyphenation, frequently confused homonyms, frequently misused words and phrases, irregular plurals and negatives, and uses of capitalization and type style to add special meaningsPunctuation - the role of each mark in achieving clarity and affecting tone, and demonstration of how misuses can lead to ambiguitySyntax and structure - agreement of subject and verb, parallel construction, modifiers, tenses, pronouns, active versus passive voice, and moreStyle - advice on the less hard-and-fast areas of clarity and tone, including sentence length and order, conciseness, simplification, reading level, jargon and cliches, and subtletyFilled with self-test exercises and whimsical literary quotations, "Grammatically Correct" steers clear of academic stuffiness, focusing instead on practical strategies and intuitive explanations.Discussions are designed to get to the heart of a concept and provide a sufficient sense of when and how to use it, along with examples that show what ambiguities or misinterpretations might result if the rules are not followed. In cases where there is more than one acceptable way to do something, the approach is not to prescribe one over another but simply to describe the options.Readers of this book will never break the rules of language again - unintentionally."
The Anti-Inflammatory Diet Slow Cooker Cookbook: Prep-and-Go Recipes for Long-Term Healing
Madeline Given NC - 2018
The anti inflammatory diet can be easily incorporated into your daily life—especially with a little help from your slow cooker. The Anti Inflammatory Diet Slow Cooker Cookbook makes it easy to eat fresh, healthy foods that fight inflammation with prep-and-go recipes for ready-to-eat meals when you come home.Ready-made for your busiest days, the recipes in this anti inflammatory diet cookbook require a maximum prep time of 15 minutes. With no stove-top cooking needed, The Anti Inflammatory Diet Slow Cooker Cookbook is an effortless, everyday solution to healing your immune system.The Anti Inflammatory Diet Slow Cooker Cookbook helps you fight inflammation and stay healthy every day with: An introduction to the anti inflammatory diet that explains the basic principles of the diet, with a special focus on foods for fighting inflammation and foods that cause flare-ups. 100 quick and easy recipes that maximize the convenience of your slow cooker with a maximum prep time of 15 minutes and no additional steps. Slow cooking tips that include advice on getting to know your slow cooker, plus dos and don’ts for slow cooking. A little preparation makes it easy to cross self-care off of your to-do list—and with The Anti Inflammatory Diet Slow Cooker Cookbook, it only takes 15 minutes (or less).
Practical Meditation for Beginners: 10 Days to a Happier, Calmer You
Benjamin W. Decker - 2018
From Zen and Vipassana to walking meditations and body scans, the simple practices outlined in Practical Meditation for Beginners make it easy to build an ongoing meditation routine that is best for you.Written by experienced meditation teacher Benjamin Decker, Practical Meditation for Beginners offers a clear 10-day program for learning 10 different meditation techniques—one for each day of the program. Newcomers and experienced meditators alike will enjoy the ease and variety presented in Practical Meditation for Beginners.In the pages of Practical Meditation for Beginners you’ll find:
Logical chapter organization that sets a daily structure for building your meditation skill set
Step-by-step instructions to help you fully engage in each of the 10 techniques
Thoughtful writing prompts for recording daily insights in your Meditation Notebook
Accessible and effective, Practical Meditation for Beginners is a true how-to guide that will empower you to meditate with confidence right away.
Sly Flourish's Dungeon Master Tips
Michael E. Shea - 2010
You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.
Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games
Jon Peterson - 2012
From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Silver Marches (Forgotten Realms) (Dungeons & Dragons 3rd Edition)
Ed Greenwood - 2002
Complete information on the towns and settlements of the burgeoning Silver Marches alliance and the many hazards that threaten it highlight this detailed survey of one of the most exciting regions in the Forgotten Realms game setting.* 6 new prestige classes * Indigenous monsters * Poster map of the region To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.