Draft No. 4: On the Writing Process


John McPhee - 2013
    4 is an elucidation of the writer's craft by a master practitioner. In a series of playful but expertly wrought essays, John McPhee shares insights he's gathered over his career and refined during his long-running course at Princeton University, where he has launched some of the most esteemed writers of several generations. McPhee offers a definitive guide to the crucial decisions regarding structure, diction, and tone that shape nonfiction pieces, and presents extracts from some of his best-loved work, subjecting them to wry scrutiny. The result is a vivid depiction of the writing process, from reporting to drafting to revising and revising, and revising.More than a compendium of advice, Draft No. 4 is enriched by personal detail and charming reflections on the life of a writer. McPhee describes his enduring relationships with The New Yorker and Farrar, Straus and Giroux, and recalls his early years at Time magazine. Enlivened by his keen sense of writing as a way of being in the world, Draft No. 4 is the long-awaited master class given by America's most renowned writing instructor.

In Search of the Unknown


Mike Carr - 1979
    Introductory module for character levels 1-3 for the Dungeons & Dragons game.This package ( a cover folder with maps & descriptive booklet within), forms a complete module for use with Dungeons & Dragons Basic Set.It is especially designed as an instructional aid for beginning Dungeons Masters & Players, specifically created to enable new Dungeon Masters to initiate play with a minium of preparation.

Pathfinder Roleplaying Game: Mythic Adventures


Jason BulmahnTracy Hurley - 2013
    Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it's your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character's story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:- Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.- New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.- A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!- Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!- A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!- A complete mythic adventure for 7th-level characters.- Advice on running a mythic game and forging your own legends.... and much, much more!Cover art by Wayne Reynolds

Player's Option: Combat & Tactics (Advanced Dungeons & Dragons, Rulebook/2149)


L. Richard Baker III - 1995
    Illustrations.

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.

Martial Power: A 4th Edition D&D Supplement


Rob Heinsoo - 2008
    This book provides new archetypal builds for the fighter, ranger, rogue, and warlord classes, including new character powers, feats, paragon paths, and epic destinies.Martial Power is the first of a line of player-friendly supplements offering hundreds of new options for D&D characters.

Pathfinder: Core Rulebook


Logan BonnerGiorgio Baroni - 2019
    Advance Your GameThis comprehensive 640-page guide to the Pathfinder roleplaying game provides everything you need to set out into a world of limitless fantasy adventure! Choose from ancestries like elf, human, and goblin and classes like alchemist, fighter, and sorcerer to create a hero of your own design, destined to become a legend! The new Pathfinder rules are easier to learn and faster to play, and they offer deeper customization than ever before!This indispensable volume contains the core rules for players and Game Masters, and is your first step on a heroic new journey!The Pathfinder Core Rulebook includes:- More than 600 pages of game rules, advice, character options, treasure, and more for players and Game Masters!- Six heroic player character ancestries, including elf, dwarf, gnome, goblin, halfling, and human, with variant heritages for half-elf and half-orc!- More than 30 backgrounds like bartender, soldier, or apprentice to further immerse yourself in your hero's backstory!- Twelve character classes, including the alchemist, barbarian, bard, champion, cleric, druid, fighter, monk, ranger, rogue, sorcerer, and wizard!- Hundreds and hundreds of spells, class feats, and other exciting abilities to help you customize your character to become the hero YOU envision her to be!- Streamlined and revised rules to help ease new players into the game while providing the depth of character options and tactical interest that have defined Pathfinder from the beginning!

Beginnings, Middles & Ends


Nancy Kress - 1992
    Keep them tight and crisp throughout. Conclude them with a wallop.Is the story or novel you've been carrying around in your head the same one you see on the page? Or does the dialogue suddenly sound flat and predictable? Do the events seem to ramble?Translating a flash of inspiration into a compelling story requires careful crafting. The words you choose, how you describe characters, and the way you orchestrate conflict all make the difference--the difference between a story that is slow to begin, flounders midway, or trails off at the end--and one that holds the interest of readers and editors to the final page.By demonstrating effective solutions for potential problems at each stage of your story, Nancy Kress will help you...hook the editor on the first three paragraphs make--and keep--your story's "implicit promise"build drama and credibility by controlling your prose Dozens of exercises help you strengthen your short story or novel. Plus, you'll sharpen skills and gain new insight into...the price a writer pays for flashbacks six ways characters should "reveal" themselves techniques for writing--and rewriting Let this working resource be your guide to successful stories--from beginning to end.

Write Good or Die


Scott NicholsonHarley Jane Kozak - 2010
    Anderson, M.J. Rose, Heather Graham, J.A. Konrath, Gayle Lynds, Alexandra Sokoloff, Jonathan Maberry, and more. How to develop your craft, improve your writing, get an agent, promote your work, embrace the digital age, and prepare yourself for the coming changes in the publishing industry. Edited by Scott Nicholson.

Starfinder: Core Rulebook


James L. SutterJason Keeley - 2017
    Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!Inside this book, you'll find:- All of the rules you need to play or run a game of Starfinder.- Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.- Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.- An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.- Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.- Complete rules for starships, including customization and starship combat.- Rules and tips on using Pathfinder RPG content with Starfinder.Cover art by Remko Troost

How to Draw Fantasy Art and RPG Maps: Step by Step Cartography for Gamers and Fans


Jared Blando - 2015
    Fortunes are decided. Kingdoms are lost. Entire worlds are created. This book will teach you to bring your fictional realm to life with simple step-by-step instructions on how to draw authentic fantasy maps. Set the stage for adventure by illustrating domains, castles and battle lines, mountains, forests and sea monsters! Learn to create completely unique and fully functional RPG maps time and time again on which your world can unfold.All the skills necessary to create awe-inspiring maps are covered! Landscapes. Add depth, balance and plausibility with rocky coastlines, towering mountains, dark forests and rolling plains. Iconography. Mark important places--towns and cities, fortresses and bridges--with symbolic iconography for easy-to-understand maps. Typography. Learn how to place readable text and the basics of decorative script. Bonus instruction teaches you to create fonts for Orcs, Elves, Vikings and dragons. Heraldry and shield design. Depict cultural and political boundaries with shields and colors. Advanced cartography. Includes how to draw landmarks, country boundaries and political lines. Build roads to connect merchants and troops, troll cairns and dragon lairs. And complete your maps with creative backgrounds, elaborate compasses and thematic legends. 30+ step-by-step demonstrations illustrate how to construct an entire fantasy world map from start to finish--both digitally and by hand!

Tales from the Loop: Roleplaying in the '80s That Never Was


Nils Hintze - 2017
    The facility was complete in 1969, located deep below the pastoral countryside of Mälaröarna. The local population called this marvel of technology The Loop.Acclaimed scifi artist Simon Stålenhag’s paintings of Swedish 1980s suburbia, populated by fantastic machines and strange beasts, have spread like wildfire on the Internet. Stålenhag’s portrayal of a childhood against a backdrop of old Volvo cars and coveralls, combined with strange and mystical machines, creates a unique atmosphere that is both instantly recognizable and utterly alien.Now, for the first time, YOU will get the chance to step into the amazing world of the Loop. With your help, we will be able to create a beautiful printed RPG book about the Tales from the Loop.This game is our third international RPG, after the critically acclaimed Mutant: Year Zero and Coriolis - The Third Horizon. The lead writer is the seasoned Swedish game writer Nils Hintze, backed up by the entire Free League team who handle project management, editing, and graphic design.Additional writing in the game will be done by the award-winning and best-selling game writer and author Matt Forbeck, with twenty-seven novels and countless games published to date. Matt will be writing the alternative US campaign setting (read more below).All art in the game is of course done by Simon Stålenhag himself. Most of the art will be drawn from the pages of the Tales from the Loop artbook - many scenarios in the game are based directly on illustrations in the artbook - but the RPG will contain some new original art as well, including the cover image.

On Writing


Ernest Hemingway - 1984
    In his novels and stories, in letters to editors, friends, fellow artists, and critics, in interviews and in commissioned articles on the subject, Hemingway wrote often about writing. And he wrote as well and as incisively about the subject as any writer who ever lived…This book contains Hemingway’s reflections on the nature of the writer and on elements of the writer’s life, including specific and helpful advice to writers on the craft of writing, work habits, and discipline. The Hemingway personality comes through in general wisdom, wit, humor, and insight, and in his insistence on the integrity of the writer and of the profession itself.—From the Preface by Larry W. Phillips

Street Samurai Catalog


Tom Dowd - 1990
    A predator-for-hire in the savage urban world of Shadowrun. You've devoted your life to honing your combat and martial skills. The tools of your trade are airfoil grenades, form-fitting body armor, and an Ares Crusader machine-pistol. An expansion for Shadowrun, the Street Samurai Catalog will let you outfit yourself with the latest equipment available on the black market: retractable hand razors, ultrasonic sights, enhanced reflexes, and maybe a rangefinder for your cybereyes. Whatever you need to get the job done, you can find it here, but it won't be cheap. And remember to watch your back before someone decides to make you yesterday's news.

Clanbook: Ventrue Revised


Richard Dakan - 2000
    Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? the proud history and black secrets of the clan reveal the truth.Clanbook: Ventrue includes:* The history and practice of the Kindred's most august clan* Hints and tips for making each Ventrue a unique and influential member of vampiric society* New Discipline powers, scandals and luminaries of the Clan of Leadership