Paperback Crush: The Totally Radical History of '80s and '90s Teen Fiction


Gabrielle Moss - 2018
    The pink covers, the flimsy paper, the zillion volumes in the series that kept you reading for your entire adolescence. Spurred by the commercial success of Sweet Valley High and The Babysitters Club, these were not the serious-issue YA novels of the 1970s, nor were they the blockbuster books of the Harry Potter and Twilight ilk. They were cheap, short, and utterly beloved.PAPERBACK CRUSH dives in deep to this golden age with affection, history, and a little bit of snark. Readers will discover (and fondly remember) girl-centric series on everything from correspondence (Pen Pals and Dear Diary) to sports (The Pink Parrots, Cheerleaders, and The Gymnasts) to a newspaper at an all-girls Orthodox Jewish middle school (The B.Y. Times) to a literal teen angel (Teen Angels: Heaven Can Wait, where an enterprising guardian angel named Cisco has to earn her wings “by helping the world’s sexist rock star.”) Some were blatant ripoffs of the successful series (looking at you, Sleepover Friends and The Girls of Canby Hall), some were sick-lit tearjerkers à la Love Story (Abby, My Love) and some were just plain perplexing (Uncle Vampire??) But all of them represent that time gone by of girl-power and endless sessions of sustained silent reading.In six hilarious chapters (Friendship, Love, School, Family, Jobs, Terror, and Tragedy), Bustle Features Editor Gabrielle Moss takes the reader on a nostalgic tour of teen book covers of yore, digging deep into the history of the genre as well as the stories behind the best-known series.

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.

Homo Ludens: A Study of the Play Element in Culture


Johan Huizinga - 1938
    Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga

Trigger Happy: Videogames and the Entertainment Revolution


Steven Poole - 2000
    Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Kobold Guide to Worldbuilding (Kobold Guides to Game Design)


Janna SilversteinMichael A. Stackpole - 2012
    It took startling leaps of imagination as well as careful thought and planning to create places like these: places that readers and players want to come back to again and again.Now, eleven of adventure gaming's top designers come together to share their insights into building worlds that gamers will never forget. Learn the secrets of designing a pantheon, creating a setting that provokes conflict, determining which historical details are necessary, and so much more.Take that creative leap, and create dazzling worlds of your own!Essays by Wolfgang Baur, Keith Baker, Monte Cook, Jeff Grubb, Scott Hungerford, David "Zeb" Cook, Chris Pramas, Jonathan Roberts, Michael A. Stackpole, Steve Winter, with an introduction by Ken Scholes.

The CRPG Book Project - Expanded Edition


Felipe Pepe - 2018
    The completed ebook was first released as a free PDF in 2018, getting over 160,000 downloads. A deal was then made with Bitmap Books, which published a limited hardcover version of the book in 2019. All of the author’s profits (£20.992 as of January 2022) were donated to Vocação, a Brazilian NGO that helps kids and teenagers from poor areas to get a better education and find employment.In 2022, a new expanded edition was released, now with 160 extra pages, addressing issues with the previous release and expanding it to include games that were never released in English, as well as MMOs, MUDs, RPG Maker titles and more.This expanded edition is freely available for download at the project's website.

Generation Decks: The Unofficial History of Gaming Phenomenon Magic The Gathering


Titus Chalk - 2017
    The brainchild of misfit maths genius Richard Garfield, Magic combines fiendishly complex gameplay with collectability. When it came out in the early '90s it transformed the lives of gamers who had longed for a game that combined challenging mechanics and kick-ass artwork with a chance to connect and compete with likeminded people. Titus Chalk's tale is part biography, charting the author's own relationship with the game, part history, and part love letter to the card game that made it cool to be a geek. Prepare to meet Generation Decks, a community like no other...

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.

The Kobold Guide to Board Game Design


Mike Selinker - 2011
    Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

Life Itself


Roger Ebert - 2011
    He has been reviewing films for the Chicago Sun-Times since 1967, and was the first film critic ever to win a Pulitzer Prize. He has appeared on television for four decades, including twenty-three years as cohost of Siskel & Ebert at the Movies.In 2006, complications from thyroid cancer treatment resulted in the loss of his ability to eat, drink, or speak. But with the loss of his voice, Ebert has only become a more prolific and influential writer. And now, for the first time, he tells the full, dramatic story of his life and career.Roger Ebert's journalism carried him on a path far from his nearly idyllic childhood in Urbana, Illinois. It is a journey that began as a reporter for his local daily, and took him to Chicago, where he was unexpectedly given the job of film critic for the Sun-Times, launching a lifetime's adventures.In this candid, personal history, Ebert chronicles it all: his loves, losses, and obsessions; his struggle and recovery from alcoholism; his marriage; his politics; and his spiritual beliefs. He writes about his years at the Sun-Times, his colorful newspaper friends, and his life-changing collaboration with Gene Siskel. He remembers his friendships with Studs Terkel, Mike Royko, Oprah Winfrey, and Russ Meyer (for whom he wrote Beyond the Valley of the Dolls and an ill-fated Sex Pistols movie). He shares his insights into movie stars and directors like John Wayne, Werner Herzog, and Martin Scorsese.This is a story that only Roger Ebert could tell. Filled with the same deep insight, dry wit, and sharp observations that his readers have long cherished, this is more than a memoir-it is a singular, warm-hearted, inspiring look at life itself."I believe that if, at the end, according to our abilities, we have done something to make others a little happier, and something to make ourselves a little happier, that is about the best we can do. To make others less happy is a crime. To make ourselves unhappy is where all crime starts. We must try to contribute joy to the world. That is true no matter what our problems, our health, our circumstances. We must try. I didn't always know this, and am happy I lived long enough to find it out."-from LIFE ITSELF

Street Gang: The Complete History of Sesame Street


Michael Davis - 2008
    It has since become the longest-running children's show in history, and today reaches 8 million preschoolers on 350 PBS stations and airs in 120 countries. Street Gang is the compelling and often comical story of the creation and history of this media masterpiece and pop culture landmark, told with the cooperation of one of the show's cofounders, Joan Ganz Cooney. Sesame Street was born as the result of a discussion at a dinner party at Cooney's home about the poor quality of children's programming and hit the air as a big bang of creative fusion from Jim Henson and company, quickly rocketing to success. Street Gang traces the evolution of the show from its inspiration in the civil rights movement through its many ups and downs-from Nixon's trying to cut off its funding to the rise of Elmo-via the remarkable personalities who have contributed to it. Davis reveals how Sesame Street has taught millions of children not only their letters and numbers, but also cooperation and fair play, tolerance and self-respect, conflict resolution, and the importance of listening. This is the unforgettable story of five decades of social and cultural change and the miraculous creative efforts, passion, and commitment of the writers, producers, directors, animators, and puppeteers who created one of the most influential programs in the history of television.

Explorer's Guide to Wildemount


Matthew Mercer - 2020
    The Dwendalian Empire and the Kryn Dynasty are carving up the lands around them, and only the greatest heroes would dare stand between them. Somewhere in the far corners of this war-torn landscape are secrets that could end this conflict and usher in a new age of peace--or burn the world to a cinder.Create a band of heroes and embark on a journey across the continent of Wildemount, the setting for Campaign 2 of the hit Dungeons & Dragons series Critical Role. Within this book, you'll find new character options, a heroic chronicle to help you craft your character's backstory, four different starting adventures, and everything a Dungeon Master needs to breathe life into a Wildemount-based D&D campaign...- Delve through the first Dungeons & Dragons book to let players experience the game as played within the world of Critical Role, the world's most popular livestreaming D&D show.- Uncover a trove of options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Exandria--such as Vestiges of Divergence and the possibility manipulating magic of Dunamancy.- Start a Dungeons & Dragons campaign in any of Wildemount's regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system--a way to create character backstories rooted in Wildemount.Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer.

Shadowrun Fifth Edition


Catalyst Game Labs - 2013
    With rules for characters creation , magic combat, Matrix hacking, rigging and more. You have everything you need to face the challenges of the Sixth World

What Video Games Have to Teach Us about Learning and Literacy


James Paul Gee - 2003
    James Paul Gee begins his new book with 'I want to talk about vide games- yes, even violent video games - and say some positive things about them'. With this simple but explosive beginning, one of America's most well-respected professors of education looks seriously at the good that can come from playing video games. Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blasting away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities: How individuals develop a sense of identity; How one grasps meaning; How one evaluates and follows a command; How one picks a role model; How one perceives the world.

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.