Daemon Voices


Philip Pullman - 2017
    In over 30 essays, written over 20 years, one of the world's great story-tellers meditates on story-telling. Warm, funny, generous, entertaining, and above all, deeply considered, they offer thoughts on a wide variety of topic, including the origin and composition of Philip's own stories, the craft of writing and the story-tellers who have meant the most to him. The art of story-telling is everywhere present in the essays themselves, in the instantly engaging tone, the vivid imagery and the striking phrases, the resonant anecdotes, the humour and learnedness. Together, they are greater than the sum of their parts.

The Art of Creative Thinking


Rod Judkins - 2015
    Rod Judkins, a lecturer in creativity at the world-famous St Martin's College of Art, will examine the behaviour of successful creative thinkers and explain how all of us can learn from them to improve our lives. Judkins will draw on an extraordinary range of reference points, from the Dada Manifesto to Andy Warhol's studio, via Steve Jobs, Nobel Prize winning economists and many others, and distil a lifetime's expertise into 90 succinct chapters. Along the way he shares the story of most successful class in educational history (in which every single student won a Nobel prize); shows why graphic nudity during public speaking can be both a curse and surprisingly persuasive; and reveals why, in the twenty-first century, it's technically illegal to be as good as good as Michelangelo.

Strongholds & Followers


Matthew Colville - 2018
    Raise armies! Research spells! Spy on your enemies! More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime. It only takes one character building a stronghold to radically change the nature of a campaign and introduce new narrative opportunities for GM and players alike! Huge new story opportunities arise! This book includes tons of examples for GMs to inspire them.

What We See When We Read


Peter Mendelsund - 2014
    A VINTAGE ORIGINAL.What do we see when we read? Did Tolstoy really describe Anna Karenina? Did Melville ever really tell us what, exactly, Ishmael looked like? The collection of fragmented images on a page - a graceful ear there, a stray curl, a hat positioned just so - and other clues and signifiers helps us to create an image of a character. But in fact our sense that we know a character intimately has little to do with our ability to concretely picture our beloved - or reviled - literary figures.In this remarkable work of nonfiction, Knopf's Associate Art Director Peter Mendelsund combines his profession, as an award-winning designer; his first career, as a classically trained pianist; and his first love, literature - he thinks of himself first, and foremost, as a reader - into what is sure to be one of the most provocative and unusual investigations into how we understand the act of reading.

No Plot? No Problem!: A Low-Stress, High-Velocity Guide to Writing a Novel in 30 Days


Chris Baty - 2004
    . . just haven't gotten around to it. No Plot? No Problem! is the kick in the pants you've been waiting for.Let Chris Baty, founder of the rockin' literary marathon National Novel Writing Month (a.k.a. NaNoWriMo), guide you through four exciting weeks of hard-core noveling. Baty's pep talks and essential survival strategies cover the initial momentum and energy of Week One, the critical "plot flashes" of Week Two, the "Can I quit now?" impulses of Week Three, and the champagne and roar of the crowd during Week Four. Whether you're a first-time novelist who just can't seem to get pen to paper or a results-oriented writer seeking a creative on-ramp into the world of publishing, this is the adventure for you.So what are you waiting for? The No Plot? approach worked for the thousands of people who've signed up for NaNoWriMo, and it can work for you! Let No Plot? No Problem! help you get fired up and on the right track.

Console Wars: Sega, Nintendo, and the Battle that Defined a Generation


Blake J. Harris - 2014
    Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

The Complete Psionics Handbook


Steve Winter - 1991
    The psionicist is a completely new character class for AD&D games, both for player characters and NPCs. Explore inner space! Now you can really put mind over matter with The Complete Psionics Handbook.

Arms and Equipment Guide


Anne Brown - 1991
    This is the essential volume for the well-equipped Dungeons and Dragons character.

Fiasco


Jason Morningstar - 2009
    Maybe you and your girlfriend figured you could scare your wife into a divorce, but things went pear-shaped and now a gang of cranked-up Mexicans with latex gloves and a pit bull are looking for you.It seemed like such a good idea at the time.Fiasco is inspired by cinematic tales of small time capers gone disastrously wrong - inspired by films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan. You'll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won't go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your guy just might end up back where he started.Fiasco is a GM-less game for 3-5 players, designed to be played in a few hours with six-sided dice and no preparation. During a game you will engineer and play out stupid, disastrous situations, usually at the intersection of greed, fear, and lust. It's like making your own Coen brothers movie, in about the same amount of time it'd take to watch one.

Monstrous Manual


Doug Stewart - 1993
    This will be the perfect, easy-to-use replacement for the bulkier compendiums of the past. Illustrations, some in color.

Good Prose: The Art of Nonfiction


Tracy Kidder - 2013
    The story begins in 1973, in the offices of The Atlantic Monthly, in Boston, where a young freelance writer named Tracy Kidder came looking for an assignment. Richard Todd was the editor who encouraged him. From that article grew a lifelong association. Before long, Kidder’s The Soul of a New Machine, the first book the two worked on together, had won the Pulitzer Prize. It was a heady moment, but for Kidder and Todd it was only the beginning of an education in the art of nonfiction.Good Prose explores three major nonfiction forms: narratives, essays, and memoirs. Kidder and Todd draw candidly, sometimes comically, on their own experience—their mistakes as well as accomplishments—to demonstrate the pragmatic ways in which creative problems get solved. They also turn to the works of a wide range of writers, novelists as well as nonfiction writers, for models and instruction. They talk about narrative strategies (and about how to find a story, sometimes in surprising places), about the ethical challenges of nonfiction, and about the realities of making a living as a writer. They offer some tart and emphatic opinions on the current state of language. And they take a clear stand against playing loose with the facts. Their advice is always grounded in the practical world of writing and publishing.Good Prose—like Strunk and White’s The Elements of Style—is a succinct, authoritative, and entertaining arbiter of standards in contemporary writing, offering guidance for the professional writer and the beginner alike. This wise and useful book is the perfect companion for anyone who loves to read good books and longs to write one.

The Best Punctuation Book, Period


June Casagrande - 2014
    Everywhere you turn, publications seem to follow different rules on everything from possessive apostrophes to hyphens to serial commas. Then there are all the gray areas of punctuation--situations the rule books gloss over or never mention at all. At last, help has arrived.This all-in-one reference from grammar columnist June Casagrande covers the basic rules of punctuation plus the finer points not addressed anywhere else, offering clear answers to perplexing questions about semicolons, quotation marks, periods, apostrophes, and more. Better yet, this is the only guide that uses handy icons to show how punctuation rules differ for book, news, academic, and science styles--so you can boldly switch between essays, online newsletters, reports, fiction, and magazine and news articles.Style guides don't cover everything, but never fear! This handbook features rulings from an expert "Punctuation Panel" so you can see how working pros approach sticky situations. And the second half of the book features an alphabetical master list of commonly punctuated terms worth its weight in gold, combining rulings from the major style guides and showing exactly where they differ. With The Best Punctuation Book, Period, you'll be able to handle any punctuation predicament in a flash--and with aplomb.

Dungeons & Dreamers: A Story of how Computer Games Created a Global Community


Brad King - 2003
    D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.

Monkeys with Typewriters: How to Write Fiction and Unlock the Secret Power of Stories


Scarlett Thomas - 2012
    Y and Our Tragic Universe  Exploring how fiction works, this manual shows you how you can learn to understand it well enough to crack open any fictional narrative, and, if you like, start creating your own. Have you ever had your heart broken, or broken someone else's heart? Have you ever won an argument but later realized you were wrong? Have you ever tripped in public or spilled wine on someone else's carpet? Have you ever tried to help someone who didn't want to be helped—or even someone who did? Have you ever been in trouble, big or small? Have you ever felt trapped? Have you ever gossiped, felt bad about it, and then found that you've been the subject of gossip yourself? Have you ever basically felt like a chimp in a pair of jeans, caught up in endless drama and with no idea of how the universe works? This is an ode to secret power of stories, and a guide to cracking those powers open.

Endgame: Bobby Fischer's Remarkable Rise and Fall—From America's Brightest Prodigy to the Edge of Madness


Frank Brady - 2011
    and remarkable powers of concentration, Bobby memorized hundreds of chess books in several languages, and he was only 13 when he became the youngest chess master in U.S. history.   But his strange behavior started early.  In 1972, at the historic Cold War showdown in Reykjavik, Iceland, where he faced Soviet champion Boris Spassky, Fischer made headlines with hundreds of petty demands that nearly ended the competition.  It was merely a prelude to what was to come. Arriving back in the United States to a hero’s welcome, Bobby was mobbed wherever he went—a figure as exotic and improbable as any American pop culture had yet produced.  No player of a mere “board game” had ever ascended to such heights.  Commercial sponsorship offers poured in, ultimately topping $10 million—but Bobby demurred.  Instead, he began tithing his limited money to an apocalyptic religion and devouring anti-Semitic literature.   After years of poverty and a stint living on Los Angeles’ Skid Row, Bobby remerged in 1992 to play Spassky in a multi-million dollar rematch—but the experience only deepened a paranoia that had formed years earlier when he came to believe that the Soviets wanted him dead for taking away “their” title.  When the dust settled, Bobby was a wanted man—transformed into an international fugitive because of his decision to play in Montenegro despite U.S. sanctions.  Fearing for his life, traveling with bodyguards, and wearing a long leather coat to ward off knife attacks, Bobby lived the life of a celebrity fugitive – one drawn increasingly to the bizarre.  Mafiosi, Nazis, odd attempts to breed an heir who could perpetuate his chess-genius DNA—all are woven into his late-life tapestry.  And yet, as Brady shows, the most notable irony of Bobby Fischer’s strange descent – which had reached full plummet by 2005 when he turned down yet another multi-million dollar payday—is that despite his incomprehensible behavior, there were many who remained fiercely loyal to him.  Why that was so is at least partly the subject of this book—one that at last answers the question: “Who was Bobby Fischer?”