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.

The Author’s Checklist: An Agent’s Guide to Developing and Editing Your Manuscript


Elizabeth K. Kracht - 2020
    

Hamlet on the Holodeck: The Future of Narrative in Cyberspace


Janet H. Murray - 1997
    In this comprehensive and readable book--already a classic statement of the aesthetics of digital media, acclaimed by practitioners and theorists alike--Janet Murray shows how the computer is reshaping the stories we live by. Murray discusses the unique properties and pleasures of digital environments and connects them with the traditional satisfactions of narrative. She analyzes the dramatic satisfaction of participatory stories and considers what would be necessary to move interactive fiction from the formats of childish games and confusing labyrinths into a mature and compelling art form. Through a blend of imagination and techno-wizardry, Murray provides both readers and writers with a guide to the storytelling of the future.

Characteristics of Games


George Skaff Elias - 2012
    These issues are often discussed by game players and designers but seldom written about in any formal way. This book fills that gap. By emphasizing these player-centric basic concepts, the book provides a framework for game analysis from the viewpoint of a game designer. The book shows what all genres of games--board games, card games, computer games, and sports--have to teach each other. Today's game designers may find solutions to design problems when they look at classic games that have evolved over years of playing. "Characteristics of Games"--written by three of the most prominent game designers working today--will serve as an essential reference for game designers and game players curious about the inner workings of games. It includes exercises (which can also serve as the basis for discussions) and examples chosen from a wide variety of games. There are occasional mathematical digressions, but these can be skipped with no loss of continuity. Appendixes offer supplementary material, including a brief survey of the two main branches of mathematical game theory and a descriptive listing of each game referred to in the text.

Mastering Plot Twists: How to Use Suspense, Targeted Storytelling Strategies, and Structure to Captivat E Your Readers


Jane K. Cleland - 2018
    By integrating Plot Twists, Plot Reversals, and Moments of Heightened Danger (TRDs) at crucial points, you can captivate your readers with I-can't-wait-to-see-what-happens-next intrigue. The quicker pace and focused action that comes from strategically placed twists form the core of the nuanced, multifaceted books that sell--and that help you find a devoted readership. In Mastering Plot Twists, Agatha Award-winning author, Jane K. Cleland goes beyond telling writers what to do; she shows you how to do it. Within these pages, you'll find:A proven, five-step process for using TRDs, with detailed examples from best-selling booksA deep dive into plotting, structure, pacing, subplots, and more to help you develop surprising yet inevitable twists."Jane's Plotting Roadmap" and worksheets--essential tools for planning your plotBuilding on the award-winning instruction provided in Mastering Suspense, Structure & Plot, Cleland's newest guide will help you create effective and credible twists, creating the kind of stories that will keep your readers up long into the night. ..".A master class in crafting plots that twist and turn..." Hallie Ephron, New York Times best-selling author of You'll Never Know, Dear

Console Wars: Sega, Nintendo, and the Battle that Defined a Generation


Blake J. Harris - 2014
    Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.Based on over two hundred interviews with former Sega and Nintendo employees, Console Wars is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It's the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.

Show, Don't Tell: How to write vivid descriptions, handle backstory, and describe your characters’ emotions (Writers’ Guide Series Book 3)


Sandra Gerth - 2016
    But many writers struggle to understand this powerful principle or have difficulty applying it to their own work. Even experienced authors sometimes don’t grasp the finer nuances of showing and telling. In this book, Sandra Gerth draws on her experience as an editor and a best-selling author to show you how to show and tell you when to tell. Each chapter includes concrete examples and exercises that will hone your writing skills. Whether you’re a novice writer working on your first story or an established author who has already learned the basics of showing and telling, this book will help you to: - Grasp the difference between showing and telling. - Understand why showing is such a powerful tool. - Spot telling in your own manuscript. - Fix bland passages and turn them into compelling scenes. - Keep from telling what you have already shown. - Avoid the three danger areas of telling. - Describe your characters and your setting in interesting ways. - Put powerful emotions into your writing. - Incorporate backstory into your novel without resorting to telling. - Recognize telling in dialogue. - Avoid overshowing and swamping your readers with too many details. - Learn when telling is actually a good thing. - Immerse your readers into your story and keep them captivated from beginning to end.

My Guide to RPG Storytelling


Aron Christensen - 2012
    This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.

The 10% Solution


Ken Rand - 1998
    Ken Rand offers his own advice and twenty-five years of experience for the benefit of other writers.His no-nonsense approach to editing fiction will do more to make writing more professional.

Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything


Daniel Goldberg - 2011
    Talked about by tens of millions of people, in fact. It is the story of unlikely success, fast money, and the power of digital technology to rattle an empire. And it is about creation, exclusion, and the feeling of not fitting in.Here Markus opens up for the first time about his life. About his old Lego-filled desk at school. About the first computer his father brought home one day. But also about growing up in a family marked by drug abuse and conflict. But above all it is the story of the fine line between seeming misfit and creative madman, and the birth of a tech visionary.Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything is a Cinderella story for the Internet age.

The Game Design Reader: A Rules of Play Anthology


Katie SalenJussi Holopainen - 2005
    A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players.Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play?Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings.Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.

Editor-Proof Your Writing: 21 Steps to the Clear Prose Publishers and Agents Crave


Don McNair - 2013
    McNair explains the common mistakes made by most writers and shows how eliminating unnecessary words strengthens action, shorten sentences, and makes writing crackle with life. Containing 21 simple, straightforward principles, Editor-Proof Your Writing teaches how to edit weak verb forms, strip away author intrusions, ban redundancies, eliminate foggy phrases, correct passive-voice sentences, slash misused and overused words, and fix other writing mistakes. A superb addition to any writer’s toolkit, this book will not only make writing clearer and more grammatical, it will also make it more concise, entertaining, and appealing to publishers.

Bullies, Bastards and Bitches: How to Write the Bad Guys of Fiction


Jessica Page Morrell - 2008
    Realistic, credible bad guys create essential story complications, personalize conflict, add immediacy to a story line, and force the protagonist to evolve. From mischief-makers to villains to arch nemeses, "Bullies, Bastards & Bitches" shows you how to create nuanced bad guys who are indispensable to the stories in which they appear. Through detailed instruction and examples from contemporary bestsellers and classic page-turners, author Jessica Page Morrell also shows you how to: Understand the subtle but key differences between unlikeable protagonists, anti-heroes, dark heroes, and bad boys Supply even your darkest sociopath with a sympathetic attribute that will engage readers Set the stage for an unforgettable standoff between your hero and your villain Choose the right type of female villain–femme fatale, mommy dearest, avenger, etc.–for your story "Bullies, Bastards & Bitches" is your all-encompassing bad-guy compendium to tapping into any character's dark side.

Successful Television Writing


Lee Goldberg - 2003
    They teach you how to discover the "Franchise" or structure of a television show in order to write a successful and eye catching spec script. The four-act structure is covered, along with the elements that go into telling a good story. After you've blown them away with your spec script, learn how to pitch confidently and concisely. You'll also find invaluable information on how to work with producers, how to handle your first writing assignment, and tackle revisions. Also included are Writer's Guidelines, and beat sheets, from several television shows to help you familiarize yourself with the way writer's work.

Tell, Don't Show!


James Lofquist - 2013
    And your next, and your next... The technique I share within these pages is extremely easy to learn and do. You will be able to start using it now, today, and see immediate differences in your writing.It's also a fast read. I've condensed the book down to just a handful of pages, so you can read it all in less than an hour. I know what it's like to try and improve my writing by reading books on how to write. Too much time is lost wading through pages and pages of filler. And the more of these books that we read, the thicker our brains become, with too many details and steps and opinions. This book is different. Read it over lunch, and then go try it out. You'll see for yourself that it works.Here is a bit more about why Tell, Don't Show! is truly worth your time.First of all, the words will come much easier. I promise it. I've seen it transform the writing of many students and friends over the years, and before that, my own writing. The technique is so simple that you won't have any excuse for not using it the next time you sit down to write. It's a real pleasure to write this way. Forget about being a suffering writer. With this one little technique, you'll actually learn to love the process of writing.And do you ever wonder why you aren't writing so much? Do you think that if you could write faster, much faster, you'd want to write more? We're not talking about blindly banging away at the keys, but rather, quickly penning powerful stories and novels in a fraction of the time it takes you right now. That is, if you're even writing now. The truth is that when our writing is too slow and introspective, we lose momentum, and sooner or later, we finally stop. Don't do that. Write faster. The technique I'm sharing in this book will show you how to write faster and a lot more than you are now.Finally, by using this technique, you'll find your creativity expanding by the hour, by the day! It will free up your imagination to focus on the big picture, lifting you up and away from both micromanagement and nitpickiness, such common traps during first drafts. Your stories will grow richer and deeper, and you'll find yourself seeing your characters and settings more vividly. Subtext and subplots will rise up and beg for your attention. And this is just the beginning.You'll find all of the above and much more in Tell, Don't Show!