GURPS Ultra-Tech


David L. Pulver - 2007
    It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

Convergence Culture: Where Old and New Media Collide


Henry Jenkins - 2006
    He takes us into the secret world of "Survivor" Spoilers, where avid internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young "Harry Potter" fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how "The Matrix" has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war.Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children.

Game Feel: A Game Designer's Guide to Virtual Sensation


Steve Swink - 2008
    The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

The Multiplayer Classroom: Designing Coursework as a Game


Lee Sheldon - 2011
    THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!

Ambiguity of Play (Revised)


Brian Sutton-Smith - 1998
    Is it a kind of adaptation, teaching us skills, inducting us into certain communities? Is it power, pursued in games of prowess? Fate, deployed in games of chance? Daydreaming, enacted in art? Or is it just frivolity? Brian Sutton-Smith, a leading proponent of play theory, considers each possibility as it has been proposed, elaborated, and debated in disciplines from biology, psychology, and education to metaphysics, mathematics, and sociology.Sutton-Smith focuses on play theories rooted in seven distinct "rhetorics"--the ancient discourses of Fate, Power, Communal Identity, and Frivolity and the modern discourses of Progress, the Imaginary, and the Self. In a sweeping analysis that moves from the question of play in child development to the implications of play for the Western work ethic, he explores the values, historical sources, and interests that have dictated the terms and forms of play put forth in each discourse's "objective" theory.This work reveals more distinctions and disjunctions than affinities, with one striking exception: however different their descriptions and interpretations of play, each rhetoric reveals a quirkiness, redundancy, and flexibility. In light of this, Sutton-Smith suggests that play might provide a model of the variability that allows for "natural" selection. As a form of mental feedback, play might nullify the rigidity that sets in after successful adaption, thus reinforcing animal and human variability. Further, he shows how these discourses, despite their differences, might offer the components for a new social science of play.

Delivering Health Care in America: A Systems Approach


Leiyu Shi - 2007
    Using a unique systems approach, it brings together an extraordinary breadth of information into a highly accessible, easy-to-read text that clarifies the complexities of health care organization and finance, while presenting a solid overview of how the various components fit together.

Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution


Heather Chaplin - 2005
    What started as a game of Pong, with little blips dancing across a computer screen, has evolved into a multi-billion-dollar industry that is changing the future, making inroads into virtually all aspects of our culture.Who are the minds behind this revolution? How did it happen? Where is it headed? In Smartbomb, journalists Heather Chaplin and Aaron Ruby take the reader behind the scenes at gaming conventions, into powerhouse think tanks where new games are created, into the thick of the competition at cyberathlete tournaments, and into the homes of gamers for whom playing a role in a virtual world has assumed more relevance and reality than life in the real world.

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!

The Grasshopper: Games, Life and Utopia


Bernard Suits - 1978
    "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central part of the ideal of human existence, so games belong at the heart of any vision of Utopia. Originally published in 1978, The Grasshopper is now re-issued with a new introduction by Thomas Hurka and with additional material (much of it previously unpublished) by the author, in which he expands on the ideas put forward in The Grasshopper and answers some questions that have been raised by critics.

Bulletproof Putting in Five Easy Lessons: The Streamlined System for Weekend Golfers (Golf Instruction for Beginner and Intermediate Golfers Book 2)


Michael McTeigue - 2014
    The secret to lower scoring is to sink more putts of eight feet or less while consistently lagging long putts close to the hole to avoid three putting. The Bulletproof Putting System teaches you to do exactly that, in five easy lessons. Written for the recreational golfer who has limited practice time and no desire to become a slave to the game, Bulletproof Putting in Five Easy Lessons will help you •Read greens more accurately and visualize the correct roll paths for your putts•Make a dependable putting stroke that hits the ball where you aim•Ingrain your bulletproof pre-shot and in-shot routines to increase confidence•Master the four types of putts: slam dunk, drillable, drainable, and lag•Utilize precious practice and warm up time to your best advantage. Bulletproof Putting in Five Easy Lessons is written in an approachable style by Michael McTeigue, former Northern California PGA Teacher of the Year and author of the popular full-swing instruction classic, The Keys to the Effortless Golf Swing. Michael conducted thousands of golf lessons as a PGA professional at Bel Air Country Club, Riveria Country Club, and Palos Verdes Golf Club in California. His beautifully illustrated new book will improve your putting and enrich your enjoyment of the game. Bulletproof Putting in Five Easy Lessons is certain to become a treasured favorite in your golfing library.

Center of Attention: A True Crime Memoir


Jami D. Brown Martin - 2020
    The photo looks completely out of place on the FBI Ten Most Wanted Fugitives list where it’s been since December, 8, 2007. For eight of those years, Jason appeared directly beside Osama Bin Laden. Bin Laden is long gone, but Jason is still wanted for armed robbery and murder.For years, his sister, Jami D. Brown Martin has watched the true crime programs and read the amateur investigative blogs devoted to Jason, his crime, and the efforts to apprehend him knowing the story wasn’t as simple, nor was it just Jason’s. To be the sister, brother, or relative of one of the world’s most wanted men is to live every day with the horrible truth and many consequences of his brutal act.CENTER OF ATTENTION is the story of a former Mormon missionary turned murderer. It is also a riveting look behind the facade of the genetically blessed, seemingly prominent and pious Brown family of Laguna Beach, California. It is a tale of the family patriarch, John Brown, who disappeared without a trace ten years before his son. More important, it is the gripping and ultimately hopeful story of the sister of one of the world’s most wanted fugitives and her journey to accept that despite being a product of the same crazy environment as her brother, her life and path are her own.

Clanbook: Nosferatu


Robert Hatch - 1995
    But what are they plotting in their dark caverns? What schemes are brewing in the nether regions of the night? The Nosferatu watch everyone else, but who watches them?Clanbook: Nosferatu includes:* The history of the clan and its true role in the upheavals of the undead;* 10 sample characters suitable for players and Storytellers; and* the horrfying details of the Nosferatu kingdoms under every city.

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.

My Idols - Journey of a Cricket Crazy


Pankaj Agrawal - 2013
    Cricket and Bollywood. So there are only two kinds of people, who have unconditional fan following in India. That is Film actors and Cricket players. There are millions of Indians, who are huge fan of Cricket and cricketers. The book is all about collection of memoirs of the author in regard with his idols in the game. Book gives inside in to career span of few of the most prolific Indian cricketers in contemporary Cricket and few of greatest in international Cricket. The career path of them is embedded with most splendid performance of these players and interesting anecdotes (few of them are untold). All in all, a full sketch of these players in a very concise and interesting manner. There are chapters on:- Sachin Tendulkar Kapil Dev Kris Srikkanth Javagal Srinath Mohd. Azharruddin Ajay Jadeja Rahul Dravid Viv Richard Wasim Akram Shane Warne Author – Pankaj Agrawal

Marriage: Vintage Minis


Jane Austen - 2018
    Here are stolen glances and nervous advances, meddling parents and self-important cousins, society whisperings and the fluttering hearts of young lovers. All of them have their own views and expectations of marriage, and Austen’s are the wisest of all.Selected from the novels Sense and Sensibility, Pride and Prejudice, Northanger Abbey and Persuasion by Jane Austen.VINTAGE MINIS: GREAT MINDS. BIG IDEAS. LITTLE BOOKS.A series of short books by the world’s greatest writers on the experiences that make us human