Book picks similar to
Complete Kobold Guide to Game Design by Wolfgang Baur
game-design
rpg
nonfiction
gaming
How to Write a Novel Using the Snowflake Method
Randy Ingermanson - 2014
You’ve heard of “organic writing,” but that seems a bit squishy to you. Take a look at the wildly popular Snowflake Method—a battle-tested series of ten steps that jump-start your creativity and help you quickly map out your story. All around the world, novelists are using the Snowflake Method right now to ignite their imaginations and get their first drafts down on paper. In this book, you’ll follow the story of a fictitious novelist as she learns to tap into the amazing power of the Snowflake Method. Almost magically, she finds her story growing from a simple idea into a deep and powerful novel. And she finds her novel changing her—turning her into a stronger, more courageous person.Zany, Over the Top, and Just Plain FunHow to Write a Novel Using the Snowflake Method is a “business parable”—a how-to guide written in story form. It’s zany. It’s over the top. It’s just plain fun. Most important, it’s effective, because it shows you, rather than telling you.You’ll learn by example how to grow your story idea into a sizzling first draft. You’ll discover:* How to define your “target audience” the right way, so you know exactly how your ideal readers think and feel. Forget what the experts tell you about “demographics.”* How to create a dynamite selling tool that will instantly tell people whether they’ll love your story or hate it. And you want them to either love it or hate it.* How to get inside the skin of every one of your characters—even your villain. Especially your villain.* How to find a deep, emotively powerful theme for your story. Do you know the one best point in your novel to unveil your theme—when your reader is most eager to hear it?* How to know when to backtrack, and why backtracking is essential to writing great fiction.* How to fire-test each scene to guarantee it’ll be high-impact—before you write it.Excerpt from Chapter 1:Goldilocks had always wanted to write a novel. She learned to read before she went to kindergarten. In grade school, she always had her nose in a book. In junior high, the other kids thought she was weird, because she actually liked reading those dusty old novels in literature class. All through high school, Goldilocks dreamed of writing a book of her own someday.But when she went to college, her parents persuaded her to study something practical. Goldilocks hated practical, and secretly she kept reading novels. But she was a very obedient girl, so she did what her parents told her. She got a very practical degree in marketing. After college, she got a job that bored her to tears—but at least it was practical.Then she got married, and within a few years, she had two children, a girl and then a boy. She quit her job to devote full time to them. As the children grew, Goldilocks took great joy in introducing them to the stories she had loved as a child. When her son went off to kindergarten, Goldilocks thought about looking for a job. But her resume now had a seven-year hole in it, and her practical skills were long out of date. The only jobs Goldilocks could qualify for were minimum wage.She suddenly realized that being practical had made her horribly unhappy. On a whim, Goldilocks decided to do the one thing she had always wanted more than anything else—she was finally going to write a novel.She didn’t care if it was impractical.She didn’t care if nobody would ever read her novel.She was going to do it just because she wanted to.For the first time in years, she was going to do something just for herself.And nobody was going to stop her.
Hoop Dreams: Modern Hand Embroidery
Cristin Morgan - 2018
Author Cristin Morgan of Marigold + Mars outlines the basics of 10 classic embroidery stitches and then teaches you how to use them to create 20 beautiful and practical projects for hoops, for the home, and to wear. New and experienced embroiderers alike will be delighted by the fresh motifs and bold color palettes and empowered by the easy step-by-step instructions and templates, which show that with just a few simple stitches, some basic materials, and an idea or two, you can stitch just about anything. A glossary of more than 50 additional patterns and motifs will inspire you to personalize your projects and use your newfound embroidery skills in fresh and imaginative ways. As an added bonus, the book includes an envelope with 10 carbon transfer papers for quickly transferring patterns to fabric. If you received a first printing of this book that includes transfer papers that do not work, please email us at abrams@abramsbooks.com or call (212) 206-7715 to receive replacement papers.
Art Before Breakfast: A Zillion Ways to be More Creative No Matter How Busy You Are
Danny Gregory - 2015
For aspiring artists who want to draw and paint but just can't seem to find time in the day, Gregory offers 5– to 10–minute exercises for every skill level that fit into any schedule—whether on a plane, in a meeting, or at the breakfast table—along with practical instruction on techniques and materials, plus strategies for making work that's exciting, unintimidating, and fulfilling. Filled with Gregory's encouraging words and motivating illustrations, Art Before Breakfast teaches readers how to develop a creative habit and lead a richer life through making art.
Wonderbook: The Illustrated Guide to Creating Imaginative Fiction
Jeff VanderMeer - 2013
Employing an accessible, example-rich approach, Wonderbook energizes and motivates while also providing practical, nuts-and-bolts information needed to improve as a writer. Aimed at aspiring and intermediate-level writers, Wonderbook includes helpful sidebars and essays from some of the biggest names in fantasy today, such as George R. R. Martin, Lev Grossman, Neil Gaiman, Michael Moorcock, Catherynne M. Valente, and Karen Joy Fowler, to name a few.Praise for Wonderbook: “Jammed with storytelling wisdom.” —Fast Company’s Co.Create blog“This is the kind of book you leave sitting out for all to see . . . and the kind of book you will find yourself picking up again and again.” —Kirkus Reviews online“If you’re looking for a handy guide to not just crafting imaginative fiction like sci-fi, fantasy, and horror, but to writing in general, be sure to pick up a copy of Steampunk Bible author Jeff Vandermeer’s lovingly compiled Wonderbook." —Flavorwire“Jeff Vandermeer and Jeremy Zerfoss have created a kaleidoscopically rich and beautiful book about fiction writing.” —Star Tribune“Because it is so layered and filled with text, tips, and links to online extras, this book can be read again and again by both those who want to learn the craft of writing and those interested in the process of others.” —Library Journal
Pathfinder Roleplaying Game Beginner Box
Jason Bulmahn - 2011
Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!
A History of Video Games in 64 Objects
World Video Game Hall of Fame - 2018
Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture.A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including:The first edition of Dungeons & Dragons—the ancestor of computer role-playing gamesThe Oregon Trail and the development of educational gamingThe Atari 2600 and the beginning of the console revolutionA World of Warcraft server blade and massively multiplayer online gamesMinecraft—the backlash against the studio systemThe rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materialsThe prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplaceAnd so much more!A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!
Kult: Death is Only the Beginning...
Gunilla Jonsson - 1991
Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.
You Can Knit That: Foolproof Instructions for Fabulous Sweaters
Amy Herzog - 2016
Whether you’re knitting a sweater for the first time or seeking to expand your skills to knit sweaters in styles you’ve never tried before, this essential guide starts with basic sweater know-how and moves into instructions for knitting six must-have sweater styles—vests, all-in-one construction, drop shoulders, raglans, yokes, and set-in sleeves. Each chapter offers a less-intimidating “mini” sweater sized for a child and a selection of adult women’s patterns in 12 sizes—24 sweater patterns in all, each building on the next, to ensure success with even the most complicated sweaters.
Graphic Design Theory: Readings from the Field
Helen Armstrong - 2009
Each beautifully designed, affordable volume offers a concise overview of a design fundamentalthe hows of design. But as most seasoned designers will tell you, a comprehensive education also requires an understanding of the whys of design practice. Graphic Design Theory presents groundbreaking, primary texts from the most important historical and contemporary designthinkers. From Aleksandr Rodchenko's "Who We Are: Manifesto of the Constructivist Group" to Kenya Hara's "Computer Technology and Design," this essential volume provides the necessary foundation for contemporary critical vocabulary and thought. Graphic Design Theory is organized in three sections: "Creating the Field" traces the evolution of graphic design over the course of the early 1900s, including influential avant-garde ideas of futurism, constructivism, and the Bauhaus; "Building on Success" covers the mid- to late twentieth century and considers the International Style, modernism, and postmodernism; and "Mapping the Future" opens at the end of the last century and includes current discussions on legibility, social responsibility, and new media. Striking color images illustrate each of the movements discussed and demonstrate the ongoing relationship between theory and practice. A brief commentary prefaces each text, providing a cultural and historical framework through which the work can be evaluated. Authors include such influential designers as Herbert Bayer, Lszl Moholy-Nagy, Karl Gerstner, Katherine McCoy, Michael Rock, Lev Manovich, Ellen Lupton, and Lorraine Wild. Additional features include a timeline, glossary, and bibliography for further reading. A must-have survey for graduate and undergraduate courses in design history, theory, and contemporary issues, Graphic Design Theory invites designers and interested readers of all levels to plunge into the world of design discourse.
The Ultimate Book of Mind Maps
Tony Buzan - 2005
This practical book explains how this incredible thinking tool works and how you can use it to achieve your full potential.
Mind Hacks: Tips & Tools for Using Your Brain
Tom Stafford - 2004
At any given time, the brain is collecting, filtering, and analyzing information and, in response, performing countless intricate processes, some of which are automatic, some voluntary, some conscious, and some unconscious.Cognitive neuroscience is one of the ways we have to understand the workings of our minds. It's the study of the brain biology behind our mental functions: a collection of methods--like brain scanning and computational modeling--combined with a way of looking at psychological phenomena and discovering where, why, and how the brain makes them happen.Want to know more? Mind Hacks is a collection of probes into the moment-by-moment works of the brain. Using cognitive neuroscience, these experiments, tricks, and tips related to vision, motor skills, attention, cognition, subliminal perception, and more throw light on how the human brain works. Each hack examines specific operations of the brain. By seeing how the brain responds, we pick up clues about the architecture and design of the brain, learning a little bit more about how the brain is put together.Mind Hacks begins your exploration of the mind with a look inside the brain itself, using hacks such as "Transcranial Magnetic Stimulation: Turn On and Off Bits of the Brain" and "Tour the Cortex and the Four Lobes." Also among the 100 hacks in this book, you'll find:Release Eye Fixations for Faster ReactionsSee Movement When All is StillFeel the Presence and Loss of AttentionDetect Sounds on the Margins of CertaintyMold Your Body SchemaTest Your HandednessSee a Person in Moving LightsMake Events Understandable as Cause-and-EffectBoost Memory by Using ContextUnderstand Detail and the Limits of AttentionSteven Johnson, author of "Mind Wide Open" writes in his foreword to the book, "These hacks amaze because they reveal the brain's hidden logic; they shed light on the cheats and shortcuts and latent assumptions our brains make about the world." If you want to know more about what's going on in your head, then Mind Hacks is the key--let yourself play with the interface between you and the world.
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!
The Expert at the Card Table: The Classic Treatise on Card Manipulation
S.W. Erdnase - 1902
In it, S. W. Erdnase, a supreme master of card manipulation, teaches card enthusiasts how to perform the dazzling tricks and sleights — many of them his own creations — that made him famous.The first section of the book deals with card table artifice, or, to put it more bluntly, cheating at cards. Step by step, Mr. Erdnase demonstrates his own systems of false shuffling, false riffling and cutting, dealing from the bottom, and such slick moves as palming cards, "skinning the hand" — even three-card monte.The second section covers legerdemain: the art of forcing a card, one- and two-hand transformations, the devious "slide" and more. Card handlers will love Erdnase's selection of dazzling card tricks, including The Acrobatic Jacks, The Exclusive Coterie, The Divining Rod, The Invisible Flights, A Mind Reading Trick, and many others.In an informative Foreword to this edition, Martin Gardner relates the unhappy details of the author's personal life, and recounts the history of this famous book, whose methods, Mr. Gardner asserts, "are as useful today by magicians and card hustlers as they were in 1902. This book is still the bible of card 'mechanics,' and as much a delight to read as it was in the early years of this century."
Monstrous Compendium Appendix
Allen Varney - 1994
Replacing the original Outer Planes Appendix, this new and enlarged compendium includes full-color illustrations, reintroducing many of the best mulitplanar monsters from a wide variety of out-of-print sources.
Player's Option: Skills & Powers
Dale Donovan - 1995
Player's Option Rulebooks present an alternative approach to AD&D characters. Custom-craft your next PC, selecting the profession, skills, and abilities you want! Characters can even have additional ability scores such as Stamina, Muscle, Balance, and others. New proficiencies, talents, and updated psionics round out the Player's Option character. Be ready for anything with Skills & Powers!