Book picks similar to
Role-Playing Game Studies: A Transmedia Approach by Sebastian Deterding
game-design
non-fiction
academia
dissertation
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.
Legend of the Five Rings RPG
Shawn Carman - 2010
Bushido’s staunch and unyielding code of conduct binds samurai to duty, strengthening their character and defining their choices. While some samurai serve the greater good, others use the strictures of Bushido to manipulate the lower ranks and advance their own power.Eight Great Clans form the heart of Rokugan’s culture. Each is defined by its own principles, values, and agendas. Each sees the Code of Bushido in its own way. Each seeks to serve the Emperor with its own unique talents. Take up the soul of your ancestors — the samurai’s daisho — and fight for the glory and honor of your family and Clan. Now is the time for heroes, in a world where Honor is a force more powerful than Steel.The Fourth Edition of L5R is the ultimate edition of the award-winning role-playing game. Inside this tome, you will find:• A game unlike any you’ve played elsewhere. Honor and service are valued more than magic swords taken from wandering ogres. Prepare for the glorious life of the samurai!• A unique Character Sheet. Legend of the Five Rings rules have never been more easy to learn and to play. No more need to flip through pages of rules while fighting your enemies!• A toolbox approach to role-playing in Rokugan. Fourth Edition encourages gamemasters of Legend of the Five Rings to customize their game, adding or removing from their campaigns as they see fit, customizing the game to fit their story lines and players.• A broad history of the Emerald Empire and the beliefs of all the Great Clans, with play options not only the major clans but also for outlying groups such as Imperials, Minor Clans, and the infamous Spider Clan.Draw your blade and join the fight for Rokugan.
Game Development Essentials: An Introduction
Jeannie Novak - 2004
This book not only examines content creation and the concepts behind development, but it also give readers a background on the evolution of game development and how it has become what it is today. GAME DEVELOPMENT ESSENTIALS also includes chapters on project management, development team roles and responsibilities, development cycle, marketing, maintenance, and the future of game development. With the same engaging writing style and examples that made the first two editions so popular, this new edition features all the latest games and game technology. Coverage of new game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.
Troika! Numinous Edition
Daniel Sell - 2016
Troika! Numinous Edition is the new edition of our popular Troika! RPG, a complete science-fantasy RPG full of critically acclaimed writing, built-in wonder and room for everyone at the table to go wild!Inside the book you will find; a full automated character creation system that generates exciting starting points for players to build upon; weighty lists of spells and enemies to encounter; a baked-in plane-hoping setting which draws you into the world and allows you space to build upon its sturdy foundations.Lavishly illustrated by Jeremy Duncan, Dirk Detweiler Leicthy, Sam Mameli, and ENnie award winning Andrew Walter
Dice Games Properly Explained
Reiner Knizia - 2000
The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.
Researching Lived Experience: Human Science for an Action Sensitive Pedagogy
Max Van Manen - 1990
Rather than relying on abstract generalizations and theories, van Manen offers an alternative that taps the unique nature of each human situation.The book offers detailed methodological explications and practical examples of hermeneutic-phenomenological inquiry. It shows how to orient oneself to human experience in education and how to construct a textual question which evokes a fundamental sense of wonder, and it provides a broad and systematic set of approaches for gaining experiential material that forms the basis for textual reflections.Van Manen also discusses the part played by language in educational research, and the importance of pursuing human science research critically as a semiotic writing practice. He focuses on the methodological function of anecdotal narrative in human science research, and offers methods for structuring the research text in relation to the particular kinds of questions being studied. Finally, van Manen argues that the choice of research method is itself a pedagogic commitment and that it shows how one stands in life as an educator.
Planning, Implementing, and Evaluating Health Promotion Programs: A Primer
James F. McKenzie - 1992
The Fifth Edition features updated information throughout, including new theories and models such as the Healthy Action Process Approach (HAPA) and the Community Readiness Model (CRM), sections on grant writing and preparing a budget, real-life examples of marketing principles and processes, and a new classification system for evaluation approaches and designs. Health Education, Health Promotion, Health Educators, and Program Planning, Models for Program Planning in Health Promotion, Starting the Planning Process, Assessing Needs, Measurement, Measures, Measurement Instruments and Sampling, Mission Statement, Goals, and Objectives, Theories and Models Commonly Used for Health Promotion Interventions, Interventions, Community Organizing and Community Building, Identification and Allocation of Resources, Marketing: Making Sure Programs Respond to Wants and Needs of Consumers, Implementation: Strategies and Associated Concerns, Evaluation: An Overview, Evaluation Approaches and Designs, Data Analysis and Reporting. Intended for those interested in learning the basics of planning, implementing, and evaluating health promotion programs
Arcana Unearthed: A Variant Player's Handbook
Monte Cook - 2003
IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.
Becoming a Learner: Realizing the Opportunity of Education
Matthew Sanders - 2012
As a result, many students talk about college in ways that cause them to overlook some of their most important learning opportunities. Becoming a Learner asks students to carefully reconsider conventional common sense about college and learning, and invites them to consider a new conversation about college and learning that focuses on who they are becoming and their ability to learn.
Things We Think About Games
Will Hindmarch - 2008
It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.
L.A. Bizarro: The All New Insider's Guide to the Obscure, the Absurd, and the Perverse in Los Angeles
Matt Maranian - 2009
has been fully revised. Packed with 75% new material, L.A. Bizarro boasts scores of fresh discoveries plus original photos presented in luscious, lurid color. Connoisseurs of the weird and wonderful, Anthony Lovett and Matt Maranian steer readers into a world of culinary curiosities, morbid museums, sexual sideshows, and dipsomaniacal dives. From pet cemeteries to piata district, hundreds of odd and outr delights are laid bare for visitors and Angelenos alike.
The Law of Higher Education
William A. Kaplin - 2006
It also provides a guide for programs that help prepare higher education administrators for leadership roles. This important reference is organized into five main parts Perspectives and Foundations; The College and Its Governing Board and Staff; The College and Its Faculty; The College and Its Students; and The College and the Outside World. Each part includes the sections of the full fourth edition that most relate to student interests and are most suitable for classroom instruction, for example:The evolution and reach of higher education law The governance of higher education Legal planning and dispute resolution The interrelationships between law and policy The college and its employees Faculty employment and tenure Academic freedom Campus issues: student safety, racial and sexual harassment, affirmative action, computer networks, services for international students Student misconduct Freedom of speech, hate speech Student rights, responsibilities, and activities fees Athletics and Title IX Copyright
Rules Compendium: A Game Reference for All Players (4th Edition D&D)
James Wyatt - 2010
This handy and comprehensive Dungeons and Dragons book is intended as a quick rules reference. It contains the complete core rules for the 4th Edition Dungeons and Dragons Fantasy Roleplaying Game. In addition to providing an overview of the game and how it is played, this book presents the core rules in a format that is easily referenced during a game. It includes information on level advancement, combat, experience points, treasure, skills, equipment, and more.
Confessions of a Part-Time Sorceress: A Girl's Guide to the Dungeons & Dragons Game
Shelly Mazzanoble - 2007
So where are all the female gamers? The answer is - everywhere! "Confessions of a Part-time Sorceress" is a smart, humorous examination of the Dungeons & Dragons roleplaying game from a female gamer's point of view. The book delves into the myths and realities of gamer stereotypes. It explains how to build a character for a D&D game, how to shop for gear, how to play, and how to find the perfect gaming group, all the while exploring the things that make the D&D game a rewarding and recurring social experience for both men and women.