Book picks similar to
My Guide to RPG Storytelling by Aron Christensen
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Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P
Dale Henson - 1995
Play Unsafe
Graham Walmsley - 2007
We buy shelves of thick books. We plan detailed adventures. We memorise rules.In Play Unsafe, Graham Walmsley explores what happens when you throw the serious stuff away: when you stop working, stop planning and start playing.This book explains how to make roleplaying less like work and more like play; stop killing other players' ideas and build on them instead; and put stories at the heart of your game.
Sword Coast Adventurer's Guide
Steve Kenson - 2015
Crafted by the scribes at Green Ronin in conjunction with the Dungeons & Dragons team at Wizards of the Coast, the Sword Coast Adventurer’s Guide provides D&D fans with a wealth of detail on the places, cultures, and deities of northwestern Faerûn. The Sword Coast Adventurer’s Guide is also a great way to catch up on recent events in the Forgotten Realms, to get background on locations featured in the Rage of Demons storyline coming in September, and to learn the lore behind video games like Neverwinter and Sword Coast Legends. Here are just a few of the features you’ll find in the Sword Coast Adventurer’s Guide: · Immersive Adventuring: This campaign sourcebook provides players and Dungeon Masters material for creating vibrant fantasy stories along the Sword Coast. · New Character Options: The book offers new subclass options, such as the Purple Dragon Knight and the Swashbuckler, for many of the classes presented in the Player’s Handbook, as well as new subraces and backgrounds specific to the Forgotten Realms. · Adventure in the Forgotten Realms: Discover the current state of the Forgotten Realms and its deities after the Spellplague and the second Sundering. You’ll also get updated maps of this area of the Realms.· Compatible with Rage of Demons storyline: Make characters for use with the Out of the Abyss adventure and fight back the influence of the demon lords in the Underdark below the Sword Coast. · Insider Information: Learn the background behind locations, such as Luskan and Gracklstugh, featured in the upcoming digital RPG, Sword Coast Legends, from n-Space. With new character backgrounds and class options, players will love the storytelling possibilities of playing a noble of Waterdeep, an elf bladesinger, or one of the other new options, while Dungeon Masters will relish a book full of mysterious locations and story hooks to keep players adventuring on the Sword Coast for years to come. Look for Sword Coast Adventurer’s Guide to be available on November 3.
Waterdeep: Dragon Heist
Wizards of the Coast - 2018
Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city’s most influential figures.A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!
Dungeon Master for Dummies
Bill Slavicsek - 2006
It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....
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.
Pathfinder Roleplaying Game: Core Rulebook
Jason BulmahnDavid Eitelbach - 2009
Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder Roleplaying Game Core Rulebook includes:- All player and Game Master rules in a single volume.- Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs.- Exciting new options for character classes like fighters, wizards, rogues, clerics, and more.- Streamlined and updated rules for feats and skills that increase options for your hero.- A simple combat system with easy rules for grapples, bull rushes, and other special attacks.- Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more.- Hundreds of revised, new, and updated spells and magical treasures.- Quick-generation guidelines for nonplayer characters.- Expanded rules for curses, diseases, and poisons.- A completely overhauled experience system with options for slow, medium, and fast advancement.... and much, much more!Cover art by Wayne Reynolds
Writing Genre Fiction: Creating Imaginary Worlds: The 12 Rules
Charles Christian - 2014
It can only help you write better genre stories. What's to lose?” Vanessa Gebbie, award-wining author and editor of “Short Circuit: A Guide to the Art of the Short Story" Writing Genre Fiction: Creating Imaginary Worlds - The 12 Rules is a guide for writers and readers of sci fi and fantasy that explains the 12 unwritten rules for creating believable imaginary worlds. Flout these rules and a good story idea can be destroyed losing the reader along the way. The conventions, tricks and the trips are explained and lots of examples given so authors, whether writing flash fiction or a full length novel, don’t strain their reader’s patience, sympathy and credibility. Written also to entertain readers of genre fiction - sci fi, fantasy, paranormal, horror - the book is useful for beginning writers, established authors, writing groups and creative writing courses in schools and universities as a quick and fun 101 on creating imaginary worlds in books and film. About the Author Charles Christian is a barrister and Reuters correspondent turned award-winning technology journalist, newsletter editor, blogger, publisher and science fiction author. His dystopian sci-fi and urban fantasy stories are Gothic tales for the 21st century – with a sense of humour and a topical twist. His collection of science fiction and urban fantasy short stories, This is the Quickest Way Down, was listed for three national and international book awards. Set mostly in the present day, the eleven stories give everyday existence a gentle nudge into the realms of the weird, the supernatural, the horrific and the surreal. He has also recently published Secret Cargo, a sci fi/steampunk story, Tomorrow's Ghosts and Rip and Burn. Charles lives in Norfolk with his wife, Jane, three dogs and two horses.
Heroes Unlimited
Alex Marciniszyn - 1994
Trade Paperback. Book Condition: Good. The cover does show some normal wear. Fraying on lamenation along edges of front and back cover.
Next Level Magic: A Guide to Mastering the Magic the Gathering™ Card Game
Patrick Chapin
Next Level Magic is a comprehensive course on realizing your goals in playing Magic the Gathering.
GURPS Basic Set: Campaigns
Steve Jackson - 2004
. . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better!GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II�plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting�there isn't some game-altering metaplot�but it's there if you want it.)
Confessions of a Part-Time Sorceress: A Girl's Guide to the Dungeons & Dragons Game
Shelly Mazzanoble - 2007
So where are all the female gamers? The answer is - everywhere! "Confessions of a Part-time Sorceress" is a smart, humorous examination of the Dungeons & Dragons roleplaying game from a female gamer's point of view. The book delves into the myths and realities of gamer stereotypes. It explains how to build a character for a D&D game, how to shop for gear, how to play, and how to find the perfect gaming group, all the while exploring the things that make the D&D game a rewarding and recurring social experience for both men and women.
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!