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Focal Point: The Complete Game Master's Guide to Running Extraordinary Sessions by Phil Vecchione
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Underdark (Dungeons & Dragons d20 Fantasy Roleplaying, Forgotten Realms Accessory)
Bruce R. CordellVance Kovacs - 2003
In addition to 25 new regional feats as well as new prestige classes, spells, monsters, and magic items, there is also background content on 60 cities and sites of interest, including extensive story content gathered from a multitude of Forgotten Realms products and articles.To help both players and dungeon masters use the book without players stumbling onto things they shouldn't, additional material for running a campaign is isolated in a single section of the book and includes adventure hooks.To use this accessory, you also need the Forgotten Realms Campaign Setting, the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.
Superstars! One Direction: Inside Their World
Superstars! - 2012
From rejection -as solo acts on Britain's "XFactor" TV show-to their stunning debut at number 1 on the Billboard charts, the boys' amazing story is the stuff of fairy tales. Read about their private lives and public successes, their little quirks and big dreams, and all of their fun, fabulous times along the way. Discover the boys behind the band.
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
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.
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.
Financial Stewardship
Andrew Wommack - 2012
Andrew discusses the influence of money in our lives and how it is very real. He teaches that Jesus taught more about managing resources than He did on prayer or even faith. He exposes the manipulation that sometimes goes on with Christian ministers and television and how you can be immune from it. Andrew Wommack's message is clear that even though there are abuses in the body of Christ regarding money, that you can still benefit from the truths in God's Word about finances. He believes that by fixing your heart, you deal with the root cause of financial situations and then money will care of itself. Once your heart is right, using wisdom in how you spend your money comes naturally.
The Weekend That Changed Wall Street: An Eyewitness Account
Maria Bartiromo - 2010
During a single historic weekend (September 12-14, 2008) the fate of Lehman Brothers was sealed, Merrill Lynch barely survived, and AIG became a ward of the federal government. Top CNBC anchor Maria Bartiromo spent the entire weekend taking frantic phone calls from the most powerful players on Wall Street and in Washington, as they toiled to keep the economy from complete collapse. Those CEOs and dozens of other sources gave Bartiromo behind-the-scenes details unavailable to other members of the media, of the crisis and its aftermath. Now she draws on her high-level network to provide an eyewitness account of the biggest events of the financial crisis including at length interviews with former treasury secretary Henry Paulson, former AIG chairman Hank Greenberg, former Merrill Lynch CEO John Thain, and JP Morgan CEO Jamie Dimon, among many others. Writing with both authority and dramatic flair, Bartiromo weaves a thrilling narrative that will make news. She also tackles the big questions: how did an unmatched period of market euphoria and growth turn sour, catapulting the economy into a dangerous slide? And in the long run, how will the near-catastrophe really change Wall Street?
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
Unknown Armies
Greg Stolze - 1999
Completely reorganized, largely rewritten, and jam-packed with new art, the second edition of Unknown Armies isn't just better. It kicks metaphysical ass! We've remixed the book based on the level of campaign you want to play: Street, Global, or Cosmic. At street level, you're outsiders to the secret world of magick, ordinary people entering a land of mystery and peril. At global level, you're mojo-wielding cabalists in the occult underground, pursuing your arcane agendas and plotting against your rivals. At cosmic level, you're in tune with the cosmos itself, fighting to shape the next incarnation of reality. Background material is divided up as well, so new players in a street-level campaign only read what the GM wants them to know. But the beats don't stop there: Much more information for new players, to get them into the mindset of the game and help them make better characters and stronger campaigns. * New character-creation options, including Trigger Events, Paradigm Skills, and power levels scaled to match the level of campaign you're playing. * Numerous rules tweaks, including a new initiative system, Fuzzy Logic skill checks, player-directed combat modifiers, amped-up martial arts rules, a new experience system, and more, all dedicated to upgrading UA's innovative percentile system into a lean and precise tool for fast play and player empowerment. * More magick for non-adepts: Authentic Thaumaturgy, new rituals and artifacts, and revised versions of Proxy Magick and Tilts allow the freewheeling use of symbolic, sympathetic magick by anyone with the will to make it happen. * Twelve schools of magick (up from seven in UA1) for obsessed adepts, including revised versions of published schools (Bibliomancy, Personamancy, and Urbanomancy) and two new schools (Videomancy and Narcotic Alchemy). * Fourteen avatars (up from eight in UA1) for archetypalists, including revised versions of published avatars (The Messenger, The Mother, The Mystic Hermaphrodite, and the True King) and two new avatars (The MVP and The Warrior). * More resources for the GM, including specific guidance on combat, wounds, skill checks, campaign building, and other critical issues. * New cover art and design, new interior art and design, and a hardcover binding to keep this game in line.
Trail of Cthulhu
Kenneth Hite - 2008
It supports both Pulp (for Indiana Jones, Robert E. Howard, thrilling locations sorts of games) and Purist styles of play(for intellectual horror and cosmic dread). HP Lovecrafts work combined both, sometimes in the same story. It includes a new take on the creatures, cults and gods of the Lovecrafts literature, and addresses their use in gaming. It adds new player backgrounds, and bulk out the GUMSHOE system to give intensive support for sanity, incorporating into the rule set the PCs desire to explore at the risk of going mad. Trail of Cthulhu won two Ennie awards for Best Rules and Best Writing, as well as receiving an honourable mention for Product of the Year.
Star Wars: The Roleplaying Game
Greg Costikyan - 1987
Experience the drama and epic scope of the greatest space fantasy of all time! Adventure in a universe of epic heroes, fearsome villains, amazing technology and strange aliens. Pilot an X-wing against the Empire's devastating TIE fighters! Trade blaster fire with vicious bounty hunters! Smuggle contraband cargos through Imperial blockades! Learn the ways of the lightsaber-wielding Jedi Knights, and master the powers of the Force!This 176-page rulebook features:• Sophisticated yet simple rules covering all aspects of the Star Wars universe. Completely revised, with a conversion system for first edition materials.• Extensive information on the Star Wars universe, with guidelines on designing your own adventures set during the time of the movies or after the Battle of Endor!• Includes a beginning adventure.• Detailed skill descriptions, with many new skills and special abilities for aliens! • New movement, chase and combat rules covering everything from landspeeders to Imperial Star Destroyers!• 16 full-color pages, with never before published material.
Japan
David Murray - 1894
In Toscanelli's map, used by Columbus as the basis of his voyages, “Cipango” occupies a prominent place to the east of Asia, with no American continent between it and Europe. It was the aim of Columbus, and of many subsequent explorers, to find a route to this reputedly rich island and to the eastern shores of Asia. The latitude of the most northern point of Yezo is 45° 35', and the latitude of the most southern point of Kyushu is 31°. The longitude of the most eastern point of Yezo is 146° 17', and the longitude of the most western point of Kyushu is 130° 31'. The four principal islands therefore extend through 14° 35' of latitude and 15° 46' of longitude. The empire consists of four large islands and not less than three thousand small ones. Some of these small islands are large enough to constitute distinct provinces, but the greater part are too small to have a separate political existence, and are attached for administrative purposes to the parts of the large islands opposite to which they lie. The principal island is situated between Yezo on the north and Kyushu on the south. From Omasaki, the northern extremity at the Tsugaru straits, to Tokyo, the capital, the island runs nearly north and south a distance of about 590 miles, and from Tokyo to the Shimonoseki straits the greatest extension of the island is nearly east and west, a distance of about 540 miles. That is, measuring in the direction of the greatest extension, the island is about 1130 miles long. The width of the island is nowhere greater than two hundred miles and for much of its length not more than one hundred miles. The second largest island is Yezo, lying northeast from the Main island and separated from it by the Tsugaru straits. Its longest line is from Cape Shiretoko at its northeast extremity to Cape Shira-kami on Tsugaru straits, about 350 miles; and from its northern point, Cape Soya on the La Perouse straits to Yerimosaki, it measures about 270 miles. The centre of the island is an elevated peak, from which rivers flow in all directions to the ocean. Hakodate the principal port is situated on Tsugaru straits and possesses one of the most commodious harbors of the empire
Call of Duty: Modern Warfare 3 Signature Series Guide
Michael Owen - 2011
-Complete Walkthrough Leads Gamers through Entire Game! -Comprehensive Coverage: Expert Tactics, All Weapons, Killstreaks, and More! -Detailed Maps for all Single and Multiplayer Levels. -Analysis of All Gameplay Features: Survival Mode, Killstreak Rewards and More! -Achievements and Trophies, Unlockable Weapons and Attachments, novel play modes!