Book picks similar to
Complete Kobold Guide to Game Design by Wolfgang Baur
game-design
rpg
nonfiction
gaming
Getting the Words Right
Theodore A. Rees Cheney - 1983
In this new edition, author Theodore Cheney offers 39 targeted ways you can improve your writing, including how to:create smooth transitions between paragraphscorrect the invisible faults of inconsistency, incoherence, and imbalanceovercome problems of shifting point of view and styleexpress your ideas clearly by trimming away weak or extra wordsYou'll strengthen existing pieces and every future work by applying the three simple principles--reduce, rearrange, and reword. Once the secrets of revision are yours, you'll be able to follow Hemingway's lead--and get the words right!
Raw Food: A Complete Guide for Every Meal of the Day
Erica Palmcrantz Aziz - 2010
No one should have to sacrifice time, money, or flavor to enjoy the astounding health advantages of going raw. Learn how to soak and sprout vegetables and nuts to increase the nutritional value, what types of kitchen tools are best for preparing raw food, and which foods to have on-hand for use in raw recipes. Recipes include:Broccoli Saad with RaisinsIndian Cauliflower MashBeet Burgers on Romaine BunsI Can’t Believe It’s Not Salmon PatePapaya CarpaccioStuffed PeppersAnd much more!From creative salads to spicy burritos to chocolate mousse, every recipe will broaden your raw-food horizons. Complete with recipes for breakfast, lunch, dinner, snacks, desserts, and side dishes, Raw Food is an innovative approach to a wholesome way of eating.
Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons
Michael Witwer - 2015
Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008.Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.
Rifts Ultimate Edition
David MartinFreddie E. Williams II - 2005
There will be more world information, tips on how to use the time-line and World Books, rewrites on O.C.C.s, and in some cases, expansions of and more details on O.C.C.s such as the Headhunter, Mercenaries, the Techno-Wizard and Shifter, as well as a few new O.C.C.s. Our goal is to make Rifts® more exciting and compelling than ever, while at the same time making the rules better organized, clearer and easier to use. The wonder and infinite possibilities of Rifts® all brought to pulse-pounding life like never before. Of course, there will be a few fun changes and additions, but nothing so dramatic as to make the 40+ available sourcebooks obsolete. Approximately 30 unique Occupational and Racial Character Classes, including Cyber-Knights, cyborgs, Glitter Boys, Psi-Stalkers, Dog Boys (mutant humanoid dogs), Juicers, Crazies, Techno-Wizards, Ley Line Walkers, Mystics, Shifters, Elemental Fusionists, Mind Melters, and many others. Supernatural and magical creatures, like dragons, available as player characters, others are horrifying menaces from the Rifts. Bionics and cybernetics offer a vast range of mechanical augmentation, meanwhile chemical enhancement (Juicers) and brain implants (Crazies) can turn a human into a superman, though with tragic results. Psychic powers are the source of the Burster, Mind Melter and Mystics abilities. Strange forms of magic are at the command of characters like the Ley Line Walker, Shifter, Elemental Fusionist, Rifter and Techno-Wizard (who combine magic and technology). Super-technology with Mega-DamageTM body armor, energy weapons, rail guns, power armor, and human augmentation. The Coalition States. Humankind's salvation, or its own worst nightmare? Character sheets. Color end sheets by John Zeleznik. New artwork and color pages throughout. Written and created by Kevin Siembieda.
The LEGO Adventure Book, Vol. 1
Megan H. Rothrock - 2012
This inspiring tour is filled with bright visuals, step-by-step breakdowns of 25 models, and nearly 200 example models from the world's best builders. Learn to build robots, trains, medieval villages, spaceships, airplanes, and much more. Whether you're brand-new to LEGO or have been building for years, this book is sure to spark your imagination and motivate you to keep creating!
Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games
Lizzie Stark - 2012
A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—larp is thriving, and this book explores its multifaceted communities and related phenomena, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. Author Lizzie Stark looks at the hobby from a variety of angles, from its history in the pageantry of Tudor England to its present use as a training tool for the US military. Along the way, she duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents’ beach house, and endures an existential awakening in the high-art larp scene of Scandinavia.
Rules of Play: Game Design Fundamentals
Katie Salen - 2003
In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
How to Read a Book: The Classic Guide to Intelligent Reading
Mortimer J. Adler - 1940
It is the best and most successful guide to reading comprehension for the general reader. And now it has been completely rewritten and updated. You are told about the various levels of reading and how to achieve them – from elementary reading, through systematic skimming and inspectional reading, to speed reading, you learn how to pigeonhole a book, X-ray it, extract the author's message, criticize. You are taught the different reading techniques for reading practical books, imaginative literature, plays, poetry, history, science and mathematics, philosophy and social science. Finally, the authors offer a recommended reading list and supply reading tests whereby you can measure your own progress in reading skills, comprehension and speed.This a previously-published edition of ISBN 9780671212094
The Tea Cyclopedia: A Celebration of the World's Favorite Drink
Keith Souter - 2013
To put it frankly, it is a love, an addiction, and some would even go as far to say a philosophy. Dr. Keith Souter examines the perpetual impact that this adored beverage has bestowed upon the world for centuries, from its mystical origins in the East, to its inevitable influence on the West. The Tea Cyclopedia is an indispensable reference for anyone interested in all things tea. Commencing each chapter with insightful quotes, it not only captures the historical beginnings of this beloved drink, but also explores tea's involvement in politics, health, the economy, and even fortune-telling. This unprecedented beverage has united people in times of adversity; it has also divided nations, causing volatile revolutions, such as the Sri Lankan Civil War and the Boston Tea Party. But today you will most likely find that various cultures have developed their own unique style of enjoying tea, and the ritual of tea drinking itself is not only intriguing, but also highly rewarding.
In this meticulously detailed guide, readers will rediscover tea, its cultivation, and all of its richness and intricacy as a worldwide beverage. The Tea Cyclopedia is an enthralling tribute to the illustrious, invigorating, and elusive leaf that has vehemently continued to inspire people for more than two thousand years.
The Creative Process Illustrated: How Advertising's Big Ideas Are Born
W. Glenn Griffin - 2010
Considering the scope and power of their influence in our culture, that's not such a crazy idea.Take an intimate look into the creative processes of some of the top minds in the advertising industry. Get inspired as you learn about the people behind smart ad campaigns and see how they visualize their own search for a great idea.You'll find outstanding work from an eclectic mix of agencies, including TBWA\CHIAT\DAY, The Jupiter Drawing Room, Wieden+Kennedy, McGarryBowen, McCann Erickson, Ogilvy & Mather, Carmichael Lynch and 72andSunny."The Creative Process Illustrated" represents a rare and remarkable look at the minds that fuel the ad industry. You'll be inspired to fresh thinking and better work immediately. Inside you'll find:Process canvases--sketches that visually represent the thought process leading to an idea, from some of the best minds in advertising.Profiles--insightful commentary from contributors, samples of their favorite work, perspectives from their colleagues and details of their professional accomplishments.Practical analysis--a breakdown of models of creativity, creativity as a problem-solving device, and putting the creative process to work for you.
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Frank Rose - 2011
Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.
Dark Heresy RPG: Core Rulebook
Owen Barnes - 2008
You stand in the front line of a great and secret war where your duty is to hunt out the foul stench of heresy, the vile alien, and the twisted influence of Chaos. You will tread where others fear, venturing to distant planets, ancient space hulks, and the unsavory depths of the under-hive. You will never know fame nor reward, yet if you stand resolute your deeds will be whispered to the God-Emperor of Mankind and your name will be revered for millennia The Dark Heresy core rulebook contains everything you need to start your roleplaying adventure in the Warhammer 40,000 universe.
Ravenloft Core Rulebook
John W. Mangrum - 2001
A world ruled by fear and horror. Vampires who command the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.
Lonely Planet's Best Ever Travel Tips
Tom Hall - 2010
Featuring contributions from a range of travel writers, industry experts and staff, Lonely Planet's Best Ever Travel Tips gives you the secrets of the trade that will help you get the most from your trips.Find the best value dealsScore that elusive upgradeMake your trip as eco-friendly as possibleStay safe on the road
The Storytelling Animal: How Stories Make Us Human
Jonathan Gottschall - 2012
We spin fantasies. We devour novels, films, and plays. Even sporting events and criminal trials unfold as narratives. Yet the world of story has long remained an undiscovered and unmapped country. It’s easy to say that humans are “wired” for story, but why?In this delightful and original book, Jonathan Gottschall offers the first unified theory of storytelling. He argues that stories help us navigate life’s complex social problems—just as flight simulators prepare pilots for difficult situations. Storytelling has evolved, like other behaviors, to ensure our survival.Drawing on the latest research in neuroscience, psychology, and evolutionary biology, Gottschall tells us what it means to be a storytelling animal. Did you know that the more absorbed you are in a story, the more it changes your behavior? That all children act out the same kinds of stories, whether they grow up in a slum or a suburb? That people who read more fiction are more empathetic?Of course, our story instinct has a darker side. It makes us vulnerable to conspiracy theories, advertisements, and narratives about ourselves that are more “truthy” than true. National myths can also be terribly dangerous: Hitler’s ambitions were partly fueled by a story.But as Gottschall shows in this remarkable book, stories can also change the world for the better. Most successful stories are moral—they teach us how to live, whether explicitly or implicitly, and bind us together around common values. We know we are master shapers of story. The Storytelling Animal finally reveals how stories shape us.