The Art of the Mass Effect Universe


Casey Hudson - 2012
    Featuring concept art and commentary by BioWare on the games' characters, locations, vehicles, weapons, and more, "The Art of the Mass Effect Universe" is the most complete companion available to gaming's most compelling series.

The World of the Witcher


Marcin Batylda - 2015
    This gorgeous, illustrated hardbound volume contains in-depth knowledge about the locales, the deadly beasts that inhabit them, and the lethal weapons used to put them down.

Dragon Age: The World of Thedas Volume 2


Ben Gelinas - 2015
    This comprehensive book of lore features exclusive art and information, exploring every corner of this dark fantasy masterpiece!Newcomers will appreciate how this volume covers everything they need to know about the world and characters of these smash-hit games! Dedicated fans will revel in the abundance of never-before-revealed secrets, the perfect companion to Dragon Age: The World of Thedas Volume 1! From heroes to villains, to songs and food, and everything in between, this book puts the breath and depth of this inimitable fantasy at your fingertips.

Player's Handbook: Core Rulebook 1


Jonathan Tweet - 2000
    Each revision integrates user feedback received since the original product release so as to address the specific wants and needs of the player and Dungeon Master audiences. The overall rules system remains intact, with changes targeted specifically at elements of game play that were considered under-powered or incomplete. These revised editions also contain bonus content, such as new feats, that are exclusive to these editions. In addition, the new and revised content instructs players on how to take full advantage of the tie-in D&D miniatures line planned to release in Fall 2003 from Wizards of the Coast, Inc. Overall changes to all the titles include making complex combat easier to understand and provide more information on interacting with and summoning monsters. Specific changes include the following: the Player's Handbook received revisions to character classes to make them more balanced, and there are revisions and additions to spell lists. Amazon.com ReviewThe Dungeons & Dragons 3rd Edition Player's Handbook contains all the rules you need to create characters and begin adventuring with the world's most popular role-playing game. Newcomers to the game will appreciate this book's clear explanations, effective examples, pleasing layout, elegant rules, and brilliant art. It's never been easier to create and role-play a heroic human ranger, cunning elf wizard, or any other fantasy character from the game's 7 races and 11 classes.Old-school players will likewise be pleased, as the outdated AD&D rules system has been given a thorough overhaul. Gone are almost all the old restrictions on race and alignment. Halfling sorcerers, half-orc paladins, dwarf barbarians, and gnome monks are now possible. THACO, negative armor class, funky saving throws, inflated ability scores, heat-based infravision, and just about every other needlessly complex rule has been reworked into a faster, more consistent, and more fun system. Players can choose unique special abilities for their characters as they gain levels, which means that even two fighters of the same race and class can have very different abilities. The end result of all these changes is a dynamic game with more customized characters.Almost every page has some form of new artwork, and the art almost always serves to explain a concept or illustrate a point. The book is filled with example montages that help to show the difference between human, half-elf, and elf, or relative size differences between creatures, or what the various levels of cover and concealment look like. These illustrations make the rules much more clear. The style of the artwork is consistent throughout the book and is a definite departure from older editions of AD&D. Instead of the classic medieval artwork of Larry Elmore, the new book has the spiky, leathery, Mad Max-meets-Renaissance look of the Magic: The Gathering card game.We would have preferred less radical artistic changes, but we love everything else that Wizards of the Coast has done with Dungeons & Dragons. The rules are fast and clear, and the characters--including the new sorcerer class and the return of the monk, barbarian, and half-orc--are fabulous. If you're new to the D&D game, then this rule book is the perfect introduction. And if you're an old-school gamer who played D&D back in the day, then welcome to the new era of D&D.

The Worst-Case Scenario Survival Handbook: Paranormal


David Borgenicht - 2011
    Luckily, the authors of the Worst-Case Scenario Survival Handbook series are back with all-new, expert advice designed to help readers fend off the furry, fanged, freaky, and frightful. This classic handbook format is packed with new illustrated instructions for crucial scenarios ranging from the domestic (How to Host a Cocktail Party When Your House is Haunted) to the scary (How to Survive a Zombie Attack in the First Day, First Week, and Long Term) to the practical (How to Break Up with a Vampire).

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.

The Jedi Path: A Manual for Students of the Force


Daniel Wallace - 2010
    The inner platform rises, revealing this exclusive edition of The Jedi Path.This ancient training manual, crafted by early Jedi Masters, has educated and enlightened generations of Jedi. It explains the history and hierarchy of the Jedi Order, and what Jedi must know to take their place as defenders of the peace in the galaxy — from mastery of the Force to the nuances of lightsaber combat.Passed down from Master to Padawan, the pages of this venerable text have been annotated by those who have held it, studied it, and lived its secrets. From Yoda and Luke Skywalker to Count Dooku and Darth Sidious, they have shaped the content of the book by leaving mementos tucked within the pages, tearing out pages, and adding their personal experiences as tangible reminders of the lessons they’ve learned.Through wars and rebellion, only a single copy of this manual has survived. It is now passed on to you.The ancient Masters who wrote the text: Fae Coven, Grand Master and head of the Jedi Council; Crix Sunburris, Jedi Ace starfighter pilot; Restelly Quist, Jedi Chief Librarian; Skarch Vaunk, Jedi Battlemaster and lightsaber expert; Bowspritz, Jedi Biologist and expert on the Living Force; Sabla-Mandibu, Jedi Seer and Holocron expert; Morrit Ch’gally, Jedi Recruiter; Gal-Stod Slagistrough, Jedi leader of the Agricultural Corps.Jedi who added personal commentary: Yoda, Thame Cerulian, Count Dooku, Qui-Gon Jinn, Obi-Wan Kenobi, Anakin Skywalker, Ahsoka Tano, Darth Sidious, and Luke Skywalker.Removable features: A letter tracing the book’s history, a severed Padawan braid, a metal Jedi Credit medallion, a Jedi starfighter patch, a burned poster of the Jedi Code, a map of the Jedi Temple, a lightsaber diagram sketched on the back of a napkin from Dex’s Diner, and a note on the missing pages torn from the book by a Sith.Created in collaboration with Lucasfilm — along with an acclaimed Star Wars author and revered Star Wars illustrators — this volume provides new insights into the history and lore of the Jedi Order while introducing never-before-seen ships, creatures, characters, and details about how one trains to become a Jedi.

Harry Potter: Film Wizardry


Brian Sibley - 2010
    Rowling's wizarding world to the big screen. Step off Platform Nine and Three Quarters and into the hidden world behind the scenes of the Harry Potter film series. Brian Sibley is the author of other bestselling behind-the-screen books, like The Lord of the Rings: The Making of the Movie Trilogy and The Land of Narnia. The book includes Producer's Diaries from the Harry Potter films' executive producer David Heyman.

The Chronicles of Narnia: The Lion, the Witch, and the Wardrobe: The Official Illustrated Movie Companion


Perry Moore - 2005
    Lewis.C.S. Lewis wrote the classic children's series over 50 years ago, and the amazing land of Narnia is finally coming to the big screen. This beautiful book captures the creative energy behind this film and offers the official inside story on how the magic was made.Includes selections from the script, still shots from the film, photos of the production, an introduction and stories throughout from the producer, Perry Moore, reflections and anecdotes from cast and crew, and much more.By going beyond the usual soundbites which make up traditional 'Making Of' books, this insider's account allows for the real personality of the project and its people to shine through its pages.

T.H. White's the Once and Future King


Elisabeth Brewer - 1993
    Is it for children, or for adults? Is it fantasy or a psychological novel? In its great range, it encompasses poetry and farce, comedy and tragedy -and sudden flights of schoolboy humour. White's `footnote to Malory' (his own phrase) resulted in the last major retelling of the story based on Malory's Morte Darthur, and Elisabeth Brewer explores the literary context of White's finest work as wellas considering his aims and achievement in writing it.White's story of Arthur begins with his `enfances', set in an imaginary medieval England, but it is far removed from the conventional historical novel. White was writing in wartime England, a country increasingly absorbed by a need to find an antidote to war. Through the medium of the Arthurian story he found his own voice, his unique contribution to keeping alive the flame of civilisation. Malory's chivalric virtues are rejected in favour of White's own twentieth-century values; the love affair of Lancelot and Guenever is interpreted in terms of modern psychology.The books which eventually made up The Once and Future Kingof 1958 appeared in distinctly different editions. In discussing these, Elisabeth Brewer looks at some of the ways in which White drew on his own personal experience at a deep psychological level, while also incorporating into his story material inspired by his antiquarian pursuits and by his years as a schoolmaster. She completes her study with an account of White's use of historical material, and the relationship of The Once and Future King to the Morte Darthur.ELISABETH BREWER lectured in English at Homerton College, Cambridge. She is the author of books and articles on Chaucer and the Arthurian legends

Hey! Listen!: A journey through the golden era of video games


Steve McNeil - 2019
    He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!

Ultimate Star Wars


Tricia Barr - 2015
    The book also highlights key events from the saga and provides fascinating insights into the making of the Star Wars movies.

From Myst to Riven: The Creations and Inspirations


Richard Kadrey - 1997
    With full-color photographs, MYST / RIVEN: The Art of the Game gives readers a behind-the-scenes look at the luminous art and fantastic creation of the world's bestselling CD-ROM phenomenon, MYST, and its stunning sequel, RIVEN.

Texas Hold'em for Dummies


Mark Harlan - 2006
    It's a game that's deceptively simple, yet within its easy framework you'll find truth and trickery, boredom and fear, skill and misfortune—in other words, all the things that make life fun and worth living! Texas Hold'em For Dummies introduces you to the fundamental concepts and strategies of this wildly popular game. It covers the rules for playing and betting, odds, etiquette, Hold'em lingo, and offers sound advice to avoid mistakes. This handy reference guide gives new and even seasoned players winning strategies and tactics not just for playing the game, but for winning. You'll learn: —Rules and strategies for limit, no-limit, tournament, and online play—How to play the other players—The importance of your bankroll—recommended sizes and more—Hands you should and should not play—How to camouflage your play and dodge traps—When, who, and how to bluff—How to maximize your win with check-raising and trapping—The different approaches for playing in private games, casinos, card rooms, tournaments, and on the Internet—How to use mathematics to your advantageTexas Hold 'Em is a game of both skill and chance. But it's a game that can be beaten, and whether you want to make money, sharpen your game, or just have a good time, Texas Hold 'Em for Dummies will give you the winning edge.

Mordenkainen's Tome of Foes


Wizards of the Coast - 2018
    In his travels to other realms and other planes of existence, he has made many friends, and has risked his life an equal number of times, to amass the knowledge contained herein. In addition to Mordenkainen's musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence.