Complete Kobold Guide to Game Design


Wolfgang Baur - 2012
    The Complete Kobold Guide to Game Design offers 240 pages of in-depth essays on what makes RPGs tick. Get time-tested advice from the top designers in the industry. This compilation includes all three volumes of the Kobold Guide to Game Design series—now with all-new material by Wolfgang Baur, Mike Stackpole, and others! From core rules and magic systems to fantasy adventures, monster design, playtesting, and much more, these 40 essays cover every aspect of RPG design in clear, accessible language, to show you what it takes. The City Book Review called it "highly recommended for gaming nerds everywhere"! Pick up the Complete KOBOLD Guide to Game Design today, and starting designing your RPG tonight! Winner, 2012 Gold ENnie Award, Best RPG-Related Accessory

The Half-Made World


Felix Gilman - 2010
    What exists has been carved out amidst a war between two rival factions: the Line, paving the world with industry and claiming its residents as slaves; and the Gun, a cult of terror and violence that cripples the population with fear. The only hope at stopping them has seemingly disappeared--the Red Republic that once battled the Gun and the Line, and almost won. Now they're just a myth, a bedtime story parents tell their children, of hope. To the west lies a vast, uncharted world, inhabited only by the legends of the immortal and powerful Hill People, who live at one with the earth and its elements. Liv Alverhyusen, a doctor of the new science of psychology, travels to the edge of the made world to a spiritually protected mental institution in order to study the minds of those broken by the Gun and the Line. In its rooms lies an old general of the Red Republic, a man whose shattered mind just may hold the secret to stopping the Gun and the Line. And either side will do anything to understand how.

We: A Manifesto for Women Everywhere


Gillian Anderson - 2017
    It’s about transitioning from a me-first culture and imagining what a we-based world might look like. In We, Anderson and Nadel ask why so many women are locked in cycles of depression, addiction, self-criticism, and even self-harm. How much more effective and powerful would we all be if we replaced our current patterns of competition, criticism, and comparison with collaboration, cooperation, and compassion? Putting these values at the center of our lives allows each of us to be happier and more empowered, and to replace harmful habits with a more positive, peaceful, and rewarding way of being. We is a rallying cry for “every woman, everywhere on the planet. Open to any page. And there you will find a truth that can set you free” (Christiane Northrup, MD, author of Women’s Bodies, Women’s Wisdom).

100 Words Almost Everyone Confuses and Misuses


American Heritage - 2004
    100 Words Almost Everyone Confuses and Misuses is the perfect book for anyone seeking clear and sensible guidance on avoiding the recognized pitfalls of the English language.Each word on the list is accompanied by a concise and authoritative usage note based on the renowned usage program of the American Heritage® Dictionaries. These notes discuss why a particular usage has been criticized and explain the rules and conventions that determine what’s right, what’s wrong, and what falls in between. Troublesome pairs such as affect / effect, blatant / flagrant, and disinterested / uninterested are disentangled, as are vexing sound-alikes such as discrete / discreet and principal / principle. Other notes tackle such classic irritants as hopefully, impact, and aggravate, as well as problematic words like peruse and presently.A great graduation gift or stocking stuffer for anyone who cares about language, 100 Words Almost Everyone Confuses and Misuses is guaranteed to help keep writers and speakers on the up-and-up!

Economics Through Everyday Life: From China and Chili Dogs to Marx and Marijuana


Anthony Clark - 2016
    If you’re curious about how the economy functions and don’t know where to start, Economics will guide you through the essentials, laying out the basic concepts and issues in the field of economics, from business cycles and free markets to social security and healthcare reform, and more. Packed with eye-opening information, key concepts, and need-to-know terms, this easy-to-read primer lets you explore economics at your own pace. Get a straightforward overview of the economy that’s stripped of overwhelming jargon, so you can gain a deeper understanding of economics as it applies to everyday life. You’ll review important background on differing economic schools of thought—from influential theories to the main thinkers driving them—so you can develop your own conclusions. Economics features: An overview of markets and how they operate A review of broad themes—like taxes, inequality, and jobs—as they apply to everyday life Explorations of business cycles covering what happens during a recession Useful timelines and real-world stories that help you travel the world of economics

A Short History of the World


H.G. Wells - 1922
    Along the way, Wells considers such diverse subjects as the Neolithic era, the rise of Judaism, the Golden Age of Athens, the life of Christ, the rise of Islam, the discovery of America and the Industrial Revolution. Breathtaking in its scope and passionate in its intensity, this history remains one of the most readable of its kind.

Word Puppets


Mary Robinette Kowal - 2015
    12"* "For Want of a Nail"* "The Shocking Affair of the Dutch steamship Friesland"* "Salt of the Earth"* "American Changeling"* "The White Phoenix Feather"* "We Interrupt This Broadcast"* "Rockets Red" (A brand new story in the Lady Astronaut universe)* "The Lady Astronaut of Mars"

Adventures In Raspberry Pi (Adventures In ...)


Carrie Anne Philbin - 2013
    Written for 11- to 15-year-olds and assuming no prior computing knowledge, this book uses the wildly successful, low-cost, credit-card-sized Raspberry Pi computer to explain fundamental computing concepts. Young people will enjoy going through the book's nine fun projects while they learn basic programming and system administration skills, starting with the very basics of how to plug in the board and turn it on. Each project includes a lively and informative video to reinforce the lessons. It's perfect for young, eager self-learners—your kids can jump in, set up their Raspberry Pi, and go through the lessons on their own. Written by Carrie Anne Philbin, a high school teacher of computing who advises the U.K. government on the revised ICT Curriculum Teaches 11- to 15-year-olds programming and system administration skills using Raspberry Pi Features 9 fun projects accompanied by lively and helpful videos Raspberry Pi is a $35/£25 credit-card-sized computer created by the non-profit Raspberry Pi Foundation; over a million have been sold Help your children have fun and learn computing skills at the same time with Adventures in Raspberry Pi.

A Theory of Fun for Game Design


Raph Koster - 2004
    It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.

The Transhumanist Wager


Zoltan Istvan - 2013
    The novel debuts a challenging original philosophy, which rebuffs modern civilization by inviting the end of the human species—and declaring the onset of something greater.Set in the present day, the novel tells the story of transhumanist Jethro Knights and his unwavering quest for immortality via science and technology. Fighting against him are fanatical religious groups, economically depressed governments, and mystic Zoe Bach: a dazzling trauma surgeon and the love of his life, whose belief in spirituality and the afterlife is absolute. Exiled from America and reeling from personal tragedy, Knights forges a new nation of willing scientists on the world's largest seastead, Transhumania. When the world declares war against the floating libertarian city, demanding an end to its renegade and godless transhuman experiments and ambitions, Knights strikes back, leaving the planet forever changed.

LEGO Space: Building the Future


Peter Reid - 2013
    Spaceships, orbital outposts, and new worlds come to life in this unique vision of the future, built completely from LEGO bricks. A selection of 10 step-by-step building instructions will have you constructing your own cosmic creations to play with at home. Marvel at interstellar battlecruisers, space pirates, charming robots, and other stunning builds from an amazing future!

Jumper


Steven Gould - 1992
    But the truth is, it isn't much of a home. When things get so bad that Davy decides to run away, his big question is, Where? And how will he live?The magical answer: anywhere Davy wants!Davy discovers he has the power to "jump" from one place to another. Not just a few feet. But hundreds, even thousands of miles! And as Davy explores his new power he learns that the world is literally his for the taking. But there are consequences too, as Davy will learn.

Lonely Planet Yosemite, Sequoia & Kings Canyon National Parks


Lonely Planet - 2012
    Go fishing in Yosemite Valley; canoeing and kayaking in Mammoth Lakes, or horseback riding in King's Canyon; all with your trusted travel companion. Get to the heart of Yosemite, Sequoia & Kings Canyon National Parks and begin your journey now! Inside the Lonely Planet Yosemite, Sequoia & Kings Canyon National Parks Travel Guide: User-friendly highlights and itineraries help you tailor your trip to your personal needs and interests Insider tips to save time and money and get around like a local, avoiding crowds and trouble spots Essential info at your fingertips - hours of operation, phone numbers, websites, transit tips, prices, emergency information, park seasonality, hiking trail junctions, viewpoints, landscapes, elevations, distances, difficulty levels, and durations Honest reviews for all budgets - eating, sleeping, camping, sight-seeing, going out, shopping, summer and winter activities, and hidden gems that most guidebooks miss Contextual insights give you a richer, more rewarding travel experience - history, geology, wildlife, conservation Over 42 full-color trail and park maps and full-color images throughout Useful features - Travel with Children, Clothing and Equipment, and Day and Overnight Hikes Covers Yosemite National Park, Sequoia National Park, Kings Canyon National Park, King's Canyon Point, Badger Pass, Wawona, Tuolumne Meadows, Hetch Hetchy, Sierra National Forest and more eBook Features: (Best viewed on tablet devices and smartphones) Downloadable PDF and offline maps prevent roaming and data charges Effortlessly navigate and jump between maps and reviews Add notes to personalize your guidebook experience Seamlessly flip between pages Bookmarks and speedy search capabilities get you to key pages in a flash Embedded links to recommendations' websites Zoom-in maps and images Inbuilt dictionary for quick referencing The Perfect Choice: Lonely Planet Yosemite, Sequoia & Kings Canyon National Parks, our most comprehensive guide to these parks, is perfect for both exploring top sights and taking roads less traveled. Looking to visit more national parks? Check out USA's National Parks, a new full-color guide that covers all 59 of the USA's national parks. Authors: Written and researched by Lonely Planet. About Lonely Planet: Since 1973, Lonely Planet has become the world's leading travel media company with guidebooks to every destination, an award-winning website, mobile and digital travel products, and a dedicated traveler community.

The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World


Steven L. Kent - 2001
    The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.

Invasion


Mercedes Lackey - 2011
    Invasion is book one of the Secret World Chronicle, and comes packed with bonus content, including several short stories also taking place in the Secret World universe.