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Player's Essentials: Heroes of the Forgotten Kingdoms: An Essential Dungeons & Dragons Supplement
Mike Mearls - 2010
Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters. In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dragonborn, drow, half-elves, half-orcs, and tieflings.
Tome of Beasts
Wolfgang Baur - 2016
Whether you need dungeon vermin or a world-shaking personification of evil, the Tome of Beasts has it!This richly-illustrated, 400+ page supplement for any 5E game includes monsters from the entire history of Kobold Press, with longtime favorites such as clockwork creatures, drakes and dragons, devils and arch-devils, and dangerous flavors of the fey--illustrated by some of the finest artists working in fantasy today.These monsters have been designed so that GMs can use them in their favorite settings for fantasy adventure, whether it's Kobold Press's world of Midgard, one of the classic realms of d20-rolling gaming, or their own homebrew worlds.
Dungeons & Dragons Core Rulebook Gift Set
Jonathan Tweet - 2003
In the 30-year history of the Dungeons & Dragons game, this type of boxed set has never been available -- until now. Enjoy the foundation of the Dungeons & Dragons roleplaying game in one product that is a great gift for someone you want to introduce to the hobby or as a gift to yourself. With these three books in one case, the entire world of Dungeons & Dragons is yours to explore and share with others.
Domains of Dread: Ravenloft Campaign:
Steve Miller - 1997
Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)
Eberron Campaign Guide: A 4th Edition D&D Supplement
James WyattScott Fitzgerald Gray - 2009
This exciting world is complete with soaring cities, viscious wars, and a gritty mean-streets style that harkens back to the traditions of film noir.The Eberron campaign setting is updated into the 4th edition D&D family with the Eberron Campaign Guide. Featuring all of the character elements from the core rulebooks, this updated version of the Eberron world is a must for any gamer that likes the magic-as-technology, film noir, high-adventure campaign setting that was chosen from over 15,000 game submissions.
Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games
Jon Peterson - 2012
From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
Fast Draft Your Memoir
Rachael Herron - 2018
"Rachael Herron resonates with our audience, and not just because she knows her stuff--she does--or because she's hilarious--she is--but because her honesty and earnestness come through in all her messaging." Samantha Sanders, Writer's Digest Writing memoir is daunting! You're the expert on your life, naturally, but narrating and organizing your own experiences in the best way can feel impossible. Many writers become frustrated in early drafting stages and quit after a couple of brief attempts. Learn from bestselling memoirist Rachael Herron (who teaches this class at Stanford Continuing Studies) how to fast-draft your memoir while keeping its structure compelling. Learn how to frame your life's story and give it a natural arc to keep your reader glued to the page. Figure out how to handle those family and friends you're writing about. Explore what truth means in memoir. Work quickly to quiet the inner critic. Most of all, learn how to get out of your own way to get the words on the page. You can do this! Rachael will show you how.
Writing Fiction for Dummies
Randy Ingermanson - 2009
So you want to write a novel? Great! That's a worthy goal, no matter what your reason. But don't settle for just writing a novel. Aim high. Write a novel that you intend to sell to a publisher. Writing Fiction for Dummies is a complete guide designed to coach you every step along the path from beginning writer to royalty-earning author. Here are some things you'll learn in "Writing Fiction for Dummies" * Strategic Planning: Pinpoint where you are on the roadmap to publication; discover what every reader desperately wants from a story; home in on a marketable category; choose from among the four most common creative styles; and learn the self-management methods of professional writers.* Writing Powerful Fiction: Construct a story world that rings true; create believable, unpredictable characters; build a strong plot with all six layers of complexity of a modern novel; and infuse it all with a strong theme.* Self-Editing Your Novel: Psychoanalyze your characters to bring them fully to life; edit your story structure from the top down; fix broken scenes; and polish your action and dialogue.* Finding An Agent and Getting Published: Write a query letter, a synopsis, and a proposal; pitch your work to agents and editors without fear.Writing Fiction For Dummies takes you from being a "writer" to being an "author." It can happen--if you have the talent and persistence to do what you need to do.
Dungeon Master's Guide
David Zeb Cook - 1989
Whether you're running a single adventure or masterminding a complete fantasy campaign, the Dungeon Master's Guide is an absolute necessity. The 2nd Edition Dungeon Master's Guide puts all the information you need right at your fingertips - in a fresh, new format, fully indexed for your convenience. Here you'll learn all there is to know about magical spells and items, as well as monsters, combat, travel, NPCs, treasure, encounters, awarding experience, and more!
The Complete Paladin's Handbook
Rick Swan - 1994
Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer.
Dark Sun Campaign Setting: A 4th Edition D&D Supplement
Richard Baker - 2010
Use it to build Dark Sun® heroes and thrilling D&D® adventures set in the Seven Cities of the Tyr Region, the Ivory Triangle, the Sea of Silt, and monster-infested wastelands—or plunder it for your own D&D campaign! The
Dark Sun
Campaign Setting provides exciting character options for D&D players, including new races, new character themes and class builds, new paragon paths and epic destinies, and new equipment. It also provides everything Dungeon Masters need to run 4th Edition Dark Sun campaigns or include Dark Sun elements in their homebrew campaigns. It has rules and advice for handling survival challenges, arena encounters, desert terrain, and adventure creation. It also presents a short, ready-to-play introductory adventure.
Scrivener Essentials: A Quick Start Visual Guide For Windows Users
Karen Prince - 2014
Imagine if you could use Scrivener for Windows like a seasoned professional, knowing the keyboard shortcuts, what the tools on the toolbar do; flying through the application and creating an amazing story without being distracted by having to look up how to use a feature every time you want to use it. In the back of your mind you know that the Scrivener software you bought is going to simplify your writing process and help you become more productive. You have heard about the cool split screen views, virtual cork boards and the collections feature where you can process all instances of a document at once even though you have it in several different collections. But best of all you’ve heard that you can export your content to multiple platforms without having to change the original draft document! Imagine the time you are going to save. Not to mention that if you can format your own work for export you will no longer be held hostage to the whims and schedules of anyone else. The problem is, before you can do all that, you have to learn how to use the Scrivener software. This can be time consuming if you try to learn from the Scrivener users manual which is highly technical and includes every conceivable function and feature of the software. Don’t get me wrong. The Scrivener users manual has every bit of information you will ever need regarding Scrivener because it is supposed to be like that, but it sure is difficult to weed out the bits that pertain to the project you want to write. I know because that is the way I had to learn it. What I would have liked was a Scrivener essentials guide with:
Plenty of pictures, so that you can instantly recognize the regions of the user interface.
Arrows pointing right at the buttons mentioned in the instructions, making them easy to find.
Instructions embedded into the images they refer to so that they don’t drift onto the next page because of the personal settings on your Kindle.
No distracting instructions for Macintosh users that send you on a wild goose chase after functions that are not supported by Scrivener for Windows.
So I wrote a guide just like that. In it you will learn to:
Open a project and customize your workspaces.
Toggle between normal Text Editing Mode, Cork Board Mode and Outlining Mode and how to use each of them as well as how to use the distraction free Full Screen Mode.
Split your screen to have two documents or two versions of the same document open at once.
Manage your files and folders, whether you are starting from scratch in Scrivener or want to import your content from another writing application pre-sorted into chapters or sections.
Make use of Scrivener’s editing tools like collections and snapshots (which takes a snap shot of the current state of a document so that you can revert to it if you don’t like your subsequent edits.)
Compile your work for export to your agent, as a paperback or as an eBook.
How to download some tools so that you can preview your content before you send it out.
If you are ready to improve your writing process, scroll up, click the buy button and start making the most of your Scrivener Software today!
Pathfinder Chronicles: Campaign Setting
Mike McArtorJeff Grubb - 2008
The Pathfinder Chronicles campaign setting provides classic adventuring style and cutting-edge game design perfectly suitable for the world’s most popular roleplaying game!Note: Pathfinder Campaign Setting: The Inner Sea World Guide has replaced this volume as the main Pathfinder campaign setting book. The newer volume has been expanded and updated, and is designed for use with the Pathfinder Roleplaying Game. And the PDF is cheaper, too!Cover art by Wayne Reynolds
Cityscape (Dungeons & Dragons Supplement, v 3.5)
Ari Marmell - 2006
The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both