Book picks similar to
Complete Kobold Guide to Game Design by Wolfgang Baur
game-design
nonfiction
rpg
gaming
Player's Handbook
David Zeb Cook - 1995
It features the complete set of core rules in a stunning full-color presentation.Separate edition as previous AD&D 2nd edition as book has been revamped and updated with significant changes to structure and content.
Zero to Maker: Learn (Just Enough) to Make (Just About) Anything
David Lang - 2013
You’ll discover how to navigate this new community, and find the best resources for learning the tools and skills you need to be a dynamic maker in your own right.Lang reveals how he became a pro maker after losing his job, and how the experience helped him start OpenROV—a DIY community and product line focused on open source undersea exploration. It all happened once he became an active member of the Maker culture. Ready to take the plunge into the next Industrial Revolution? This guide provides a clear and inspiring roadmap.* Take an eye-opening journey from unskilled observer to engaged maker-entrepreneur* Enter the Maker community to connect with experts and pick up new skills* Use a template for building a maker-based entrepreneurial lifestyle* Learn from the organizer of the first-ever Maker Startup Weekend* Be prepared for exciting careers of the future
Fiend Folio (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
James WyattPaul Leach - 2003
Whether torn from the darkest planes of existence or spawned as blights upon the natural world, the creatures bound within these covers will challenge stalwart adventurers of every experience level.This accessory for the D&D game captures over 150 monsters, including some of the most diabolical beings imaginable. While focused on extraplanar and otherworldly creatures, you'll also stumble across new creatures of every type, with Challenge Ratings that range from 1/8 to 25. Along with three new fiendish prestige classes, six new templates, and rules for swarms, grafts, and symbionts, the Fiend Folio offers a multitude of challenges for every hero.To use this supplement, a Dungeon Master also needs the Player's Handbook, and the Dungeon Master's Guide. A player needs only the Player's Handbook.
The Art of Game Design: A Book of Lenses
Jesse Schell - 2008
The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.
Muffins & Biscuits: 50 Recipes to Start Your Day with a Smile
Heidi Gibson - 2017
This follow-up to the successful Grilled Cheese Kitchen features 50 recipes for tender-on-the-inside, crunchy-on-the-outside biscuits and melt-in-your-mouth muffins as well as an irresistible assortment of flavored butters, sauces, and preserves. Featuring sweet and savory varieties and exciting new flavor combinations—think Quinoa Muffins with Cheddar, Apples, and Rosemary or Orange Zest, Ham, and Thyme Biscuits—bakers of all skill levels will delight in these fresh twists on classic treats. Packed with tips and tricks, from making delectable pancakes with muffin batter to turning leftover biscuits into bread pudding, this collection of recipes takes time-tested breakfast favorites to an entirely new level of deliciousness.
Monster Manual V (Dungeons & Dragons Supplement)
David NoonanWil Upchurch - 2007
This D&D supplement presents a fully illustrated hoard of new monsters, as well as ready-to-play variations of previously existing monsters. In addition, this supplement features maps of monster lairs, sample encounters, and tactics sections to help Dungeon Masters run the more complex creatures. Additionally, many entries contain information about where monsters are likely to appear in the Forgotten Realms and Eberron compaign settings.
The Complete Book of Gnomes & Halflings
Douglas Niles - 1993
Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!
Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms
Ethan Gilsdorf - 2009
Science fiction. Role-playing games. People around the globe turn away from the "real" world to inhabit others. Movie fan-freaks design costumes and collect "Lord of the Rings "action figures. Some attend comic book conventions and Renaissance fairs, others play live-action role-playing games (LARPs). The online game World of Warcraft (WoW) has lured twelve million users worldwide. Even old-school role-playing games such as Dungeons & Dragons (D&D) are still wildly popular. What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty- year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds--from Boston to New Zealand, and Planet Earth to the realm of Aggramar. On a quest that begins in his own geeky teenage past and ends in our online gaming future, he asks gaming and fantasy geeks how they balance their escapist urges with the kingdom of adulthood. He speaks to grown men who build hobbit holes, and to grown women who play massively multiplayer online games. He seeks out those who dream of elves, long swords, and heroic deeds, and mentally inhabit faraway magical lands. What lures them--old, young, male, female, able-bodied, and disabled--into fantasy worlds, and for what reasons, whether healthy, unhealthy, or in between? Our noble hero battles online goblins, trolls, and sorcerers for weeks on end. He travels to pilgrimage sites: Tolkien's hometown, movie locations, and castles. He hangs out with Harry Potter tribute bands. He LARPs. He goes to fan conventions and gaming tournaments. He camps with medieval re-enactors--12,000 of them. He becomes Ethor, Ethorian, and Ethor-An3. He sews his own tunic. He even plays D&D. What he discovers is funny, poignant, and enlightening.
The Cuban Table: A Celebration of Food, Flavors, and History
Ana Sofia Peláez - 2014
Cuban-American food writer Ana Sofia Pelaez and award-winning photographer Ellen Silverman traveled through Cuba, Miami and New York to document and learn about traditional Cuban cooking from a wide range of authentic sources.Cuban home cooks are fiercely protective of their secrets. Content with a private kind of renown, they demonstrate an elusive turn of hand that transforms simple recipes into bright and memorable meals that draw family and friends to their tables time and again. More than just a list of ingredients or series of steps, Cuban cooks' tricks and touches hide in plain sight, staying within families or being passed down in well-worn copies of old cookbooks largely unread outside of the Cuban community.Here you'll find documented recipes for everything from iconic Cuban sandwiches to rich stews with Spanish accents and African ingredients, accompanied by details about historical context and insight into cultural nuances. More than a cookbook, The Cuban Table is a celebration of Cuban cooking, culture and cuisine. With stunning photographs throughout and over 110 deliciously authentic recipes this cookbook invites you into one of the Caribbean's most interesting and vibrant cuisines.
Starfinder: Alien Archive
Jason KeeleySteve Kenson - 2017
What's more, player rules for a host of creatures let players not just fight aliens, but be them!Inside Starfinder Alien Archive, you'll find the following:- Over 80 bizarre life-forms both classic and new, from the reptilian ikeshtis and energy-bodied hallajins to robotic anacites and supernatural entities from beyond the realms of mortals.- Over 20 races with full player rules, letting you play everything from a winged dragonkin to a hyperevolved floating brain.- New alien technology to help give your character an edge, including weapons, armor, magic items, and more.- A robust NPC-creation system to let Game Masters build any aliens or creatures they can imagine.- New rules for magical monster summoning, quick templates to modify creatures on the fly, and more!Cover art by Remko Troost
Arms and Equipment Guide
Eric Cagle - 2003
The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including:A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.To use this accessory, a Dungeon Master also needs the Player's Handbook and the Dungeon Master's Guide. A player needs only the Player's Handbook.
Magpies, Homebodies, and Nomads: A Modern Knitter’s Guide to Discovering and Exploring Style
Cirilia Rose - 2014
Her attitude toward curating her own collection of designs is informed as much by travel, cultural history, and tried-and-true sourcebooks as it is by modern media and technology. In Magpies, Homebodies, and Nomads, Rose takes readers behind the scenes of her design process, showing them how she curates and organizes ideas and translates them into knitwear designs. Through 25 projects that fall into three categories—Magpies (accessories for the small amounts of precious yarns that knitters inevitably collect), Homebodies (garments for time spent close to home), and Nomads (garments to wear when venturing out into the world)—Rose shares her modern aesthetic and invites readers to develop their own.
The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World
Steven L. Kent - 2001
The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.
Medieval Combat: A Fifteenth-Century Illustrated Manual of Swordfighting and Close-Quarter Combat
Hans Talhoffer
The authentic fifteenth-century techniques of master of arms Hans Talhoffer are illustrated in detail, presenting not only a unique historic record but also a visual guide for modern practitioners. Talhoffer's professional fencing manual of 1467 illustrates the intricacies of the medieval art of fighting, covering both the 'judicial duel' (an officially sanctioned fight to resolve a legal dispute) and personal combat. Combatants in the Middle Ages used footwork, avoidance, and the ability to judge and manipulate timing and distance to exploit and enhance the sword's inherent cutting and thrusting capabilities. These skills were supplemented with techniques for grappling, wrestling, kicking and throwing the opponent, as well as disarming him by seizing his weapon. Every attack contained a defense and every defense a counter-attack. Talhoffer reveals the techniques for wrestling, unarmored fighting with the long sword, pole-axe, dagger, sword and buckler, and mounted combat. This unparalleled guide to medieval combat, illustrated with 268 contemporary images, provides a glimpse of real people fighting with skill, sophistication and ruthlessness.