Legend of the Five Rings RPG


Rich Wulf - 2005
    For one thousand years, the Empire of Rokugan has stood as a bastion of nobility, honor, and virtue. These lands are ruled by the samurai, powerful heroes who carry the katana and wakizashi as their badge of rank. Eight Great Clans vie with one another for supremacy over these lands, all under the eye of the mighty Emperor. And to the south, the Shadowlands, the eternal enemy of Rokugan, waits for the next opportunity to disrupt all that these foolish mortals have built. It is a land of intrigue, wonder, and adventure. Welcome to the third iteration of the Legend of the Five Rings Role-Playing Game. This player's guide will provide players and GM's with all of the setting, culture, and rules needed to create characters in the Legend of the Five Rings world and stage ongoing campaigns in Rokugan. While this book contains an updated version of the familiar rules, conversion rules will be included so that none of the many previous volumes set in this world will ever be obsolete. The best Asian style fantasy setting roleplaying game of this generation returns to its roots with its release this summer. Legend of the Five Rings 3rd Edition returns focus to the Roll and Keep(R&K) system originally released in 1996. Conveying a deeper sense of realism, the R&K system best simulates the tension, reality, and lethality of Samurai drama. Look for it more information in the coming weeks here at L5R.com. * Thrilling fantasy setting based on the myths and culture of Japan, China, and other Asian nations * A new generation of the beloved Legend of the Five Rings roll and keep system.* Streamlines existing rules without making previous products obsolete.* Excellent sourcebook for Rokugani culture and history

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!

250 Things You Should Know About Writing


Chuck Wendig - 2011
    Let’s just go ahead and call that, “25 bonus tips,” shall we? Boom. Value added.)The book features sections such as:“The Transubstantiation of Trope,” “Why Bad Decisions Are A Good Decision,” “Nobody Sees Themselves As A Supporting Character,” "I Want To Buy The Semi-Colon A Private Sex Island," and “Plot Is Promise.”Contained within are things you should know about plot holes, self-publishing versus legacy publishing, "on-the-nose" dialogue, story versus plot, metaphors, copy-editing, killing darlings with a claw hammer, cursing like an undead pirate, and generally being a cranky and irreverent creative type.

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.

Is Life Like This?: A Guide to Writing Your First Novel in Six Months


John Dufresne - 2010
    But it’s also not as difficult as you imagined.” Dufresne’s smart, practical, hard-nosed guide is for the person who has always wanted to write a novel but has been daunted by the sometimes chaotic, always challenging writing process. A patient teacher and experienced writer, Dufresne focuses his expertise and good humor on helping aspiring novelists take their first tentative steps. His six-month program variously calls attention to the key elements of good fiction writing and offers exercises that are designed to sharpen writers’ command of novel-length storytelling. After six months of guided writing, the users of this book will finish what might have once seemed impossible—a rich and compelling first draft of a novel. Is Life Like This? may well be the most important addition to the aspiring writer’s library.

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!

Fiendish Codex I: Hordes of the Abyss


Ed Stark - 2006
    They are as ancient and infinite as the multiverse itself. Even the bottomless Abyss could not contain their malice, and so they spread out across the planes, corrupting and destroying everything in their path. No living soul is beyond their reach, and with each conquered soul their numbers grow. What can stand against such a terrifying onslaught?This supplement for the D&D® game presents the definitive treatise on demons and their unspeakable home plane. Along with information about the physiology, psychology, society, and schemes of demonkind, you’ll find feats, spells, items, and tactics commonly employed by demons and those who oppose them. This book also provides detailed information on various demons, demon lords, and Abyssal layers.For use with these Dungeons & Dragons® core booksPlayer’s Handbook™ Dungeon Master’s Guide™ Monster Manual™

GURPS Fantasy


William H. Stoddard - 2004
    It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books

30 Years of Adventure: A Celebration of Dungeons & Dragons (D&D Retrospective)


Peter Archer - 2004
    100,000 first printing.

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!

Story Genius: How to Use Brain Science to Go Beyond Outlining and Write a Riveting Novel (Before You Waste Three Years Writing 327 Pages That Go Nowhere)


Lisa Cron - 2016
    Informed by story consultant Lisa Cron's science-based insights into how story structure is built into the architecture of the brain, this guide shows writers how to plumb the nitty-gritty details of their raw idea to organically generate a story scene by scene. Once writers reach the end of Cron's program, they will have both a blueprint that works and plenty of compelling writing suitable for their finished novel--allowing them to write forward with confidence.

Write Your Novel From the Middle: A New Approach for Plotters, Pantsers and Everyone in Between


James Scott Bell - 2014
    They are called "pantsers," because they write by the "seat of the pants." Other writers plan and outline and know the ending before they start. These are the "plotters." The two sides never seem to agree with each other on the best approach. But what if it's not the beginning or the end that is the key to a successful book? What if, amazing as it may seem, the place to begin writing your novel is in the very middle of the story? According to #1 bestselling writing teacher James Scott Bell, that's exactly where you'll find your story's heart and heat. Bell's "Mirror Moment" is the secret, and its power is available to any writer, at any stage of the writing process. Bringing together years of craft study and personal discovery, Bell presents a truly unique approach to writing a novel, one that will stand the test of time and serve you all your writing life. "I need three things before I tackle a new novel: Diet Coke, a laptop, and my dog-eared copies of James Scott Bell's books on writing craft!” - Kami Garcia, #1 NYT Times & International Bestselling author

Fiction Unboxed


Johnny B. Truant - 2014
    Publish. Repeat., Fiction Unboxed offers something that’s never been offered before: a naked look into two writer’s process, as they wrote and published a book in 30 days, from scratch, in front of the world.In 2013 Sean Platt & Johnny B. Truant wrote and published 1.5 million words (a Harry Potter series and a half worth of fiction). The next year they showed the world how they did it.In May 2014, Johnny and Sean, along with their third partner David Wright, launched a Kickstarter campaign to see if their fans wanted to see how they wrote behind closed doors. They promised to start their newest project without knowing their story, characters, or even their genre, and publish the final draft before their 30 days were up. They promised to capture every email, every story meeting, and every word from every draft. They promised to show every molecule of their process, warts and all.They had 30 days for their fans to green light the campaign. It fully funded in 11 hours. Fiction Unboxed is as revealing as it is inspiring, empowering readers and writers as much as it will entertain them. With actionable advice that will benefit any writer, this book is a true gem for anyone who loves a well told story.

Vampire Storyteller's Handbook


Justin Achilli - 2000
    Elders, ancillae, neonates and... others... prowl the nights. Only one individual knows all the secrets of the World of darkness. And They Must All Be Told The role of the Storyteller is a daunting one, and this book is an invaluable aid for those who orchestrate Vampire chronicles. It includes a myriad of information, including enigmas best left out of players' hands, to create stories and populate the casts of epic tales. The Vampire Storytellers Handbook revised edition leaves no stone unturned - except those that hide secrets no mortal should know. Vampire Storytellers Handbook includes systems for rare bloodlines, Disciplines and elder vampires* Presents a Vampire FAQ, details for the True Hand, crossovers with other World of Darkness games and other secrets of storytelling* Outlines suggestions for alternate character creatio, historical settings and chronicle creation.

Complete Scoundrel


Mike McArtor - 2007
    You know how to take advantage of every situation, and you don’t mind getting your hands dirty. Take the gloves off? Ha! You never put them on. You infuriate your foes and amaze your allies with your ingenuity, resourcefulness, and style. For you, every new predicament is an opportunity in disguise, and with each sweet victory your notoriety grows. That is how legends are made.This D&D supplement gives you everything you need to get the drop on your foes and escape sticky situations. In addition to new feats, spells, items, and prestige classes, Complete Scoundrel presents new mechanics that put luck on your side and a special system of skill tricks that allow any character to play the part of a scoundrel. Tricky tactics aren’t just for rogues anymore.