Book picks similar to
Designers & Dragons by Shannon Appelcline
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Saturday, 3pm: 50 Eternal Delights of Modern Football
Daniel Gray - 2017
Sunday lunchtime kick-offs. Absurd ticket prices. Non-black boots. Football's menu of ills is long. Where has the joy gone? Why do we bother? Saturday, 3pm offers a glorious antidote. It is here to remind you that football can still sing to your heart.Warm, heartfelt and witty, here are fifty short essays of prose poetry dedicated to what is good in the game. These are not wallowing nostalgia; they are things that remain sweet and right: seeing a ground from the train, brackets on vidiprinters, ball hitting bar, Jimmy Armfield's voice, listening to the results in a traffic jam, football towns and autograph-hunters. This is fan culture at its finest, words to transport you somewhere else and identify with, words to hide away in a pub and luxuriate in.Saturday, 3pm is a book of love letters to football and a clarion call, helping us find the romance in the game all over again.
Nobilis
R. Sean Borgstrom - 1999
Once human, each character has been forever changed, imbued with awesome power and terrible responsibility. Heaven and Hell, angels and devils, the Giants and the Old Gods - in Nobilis, all are united in the Great War against the Excrucians, whose goal is to destroy all Creation - but all are divided by their own plots and ancient rivalries, as well.
The Wright Brothers: by David McCullough | Summary & Analysis
aBookaDay - 2015
The Wright Brothers is an historical narrative that draws on extensive archival materials, personal journals, and public records to tell the story of the Wright brothers as men of incredible character and determination along the road towards their significant contributions to aviation history. The summary parallels the structure of the book which is divided into three parts. The first part explores the period of the boys’ childhood through their work on flight testing various models of gliders. The second part picks up with the addition of the engine to the Wright planes and traces the brother’s work through the early stages of powered flight, roughly 1903 to 1908. Part three follows the brothers, now globally famous, through the years when they captured the most attention for their accomplishments. A central aspect of this historical account is the development of Orville and Wilbur Wright as individuals who showed fierce determination in the face of relentless setbacks. It also sheds light on their private nature and their deep bond as brothers. McCullough is a two time winner of the Pulitzer Prize for other historical works, Truman and John Adams. He also won the National Book Award twice and is a recipient of the Presidential Medal of Freedom. His educational background includes a degree in English Literature from Yale University. He is also a well-known narrator, as well as previous host of American Experience. Read more....
Return of the Lazy Dungeon Master
Michael Shea - 2018
Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games. It includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game. Return of the Lazy Dungeon Master builds off of the concepts of the well-received GM's guidebook Lazy Dungeon Master, updating that book with five years of new experiences, new approaches, and new observations of the way people prepare and run RPGs. This new book is a completely self-contained work, which does not require anyone to have previously read The Lazy Dungeon Master. Return of the Lazy Dungeon Master offers a new focused approach for preparing and running our roleplaying games. The book includes an eight-step guide for lightweight game preparation and is focused on how we prepare for our games, how we run our games, and how we think about our games. Prepare what benefits your game.
Clanbook: Setites
Richard Watts - 1995
I wish you joy o'th' Worm!"We are the small voice that whispers to you in the lonely hours of the night. We call to the darkness within all of you. We came from the dark, and to the dark we shall all return..."Called the corrupt by even the most crooked Ventrue, the Setites are almost universally mistrusted and feared by the clans of the Camarilla, and scorned by the Sabbat for their unwillingness to share in the Vaudalrie.Clanbook: Setites includes:* Extensive history of the followers of Set* All new Merits and Flaws for Setite characters* Ten complete character templates!
Fiendish Codex I: Hordes of the Abyss
Ed Stark - 2006
They are as ancient and infinite as the multiverse itself. Even the bottomless Abyss could not contain their malice, and so they spread out across the planes, corrupting and destroying everything in their path. No living soul is beyond their reach, and with each conquered soul their numbers grow. What can stand against such a terrifying onslaught?This supplement for the D&D® game presents the definitive treatise on demons and their unspeakable home plane. Along with information about the physiology, psychology, society, and schemes of demonkind, you’ll find feats, spells, items, and tactics commonly employed by demons and those who oppose them. This book also provides detailed information on various demons, demon lords, and Abyssal layers.For use with these Dungeons & Dragons® core booksPlayer’s Handbook™ Dungeon Master’s Guide™ Monster Manual™
Encyclopedia Magica (Advanced Dungeons and Dragons), Vol. 2: D-P
Dale Henson - 1995
Clanbook: Gangrel
Brad Freeman - 1995
Now learn the secrets of these enigmatic vampires - their history and legends, their allies and enemies, and the truth of their relationship with the fearsome Lupine. There is good reason why they stand at the forefront of every vampiric war: none can stand against them.Clanbook: Gangrel includes:* The history of the clan and its unique view of the world;* 10 sample characters suitable for players and storytellers, and;* How the Gangrel run with the werewolves and the powers they gain.
Play Dirty
John Wick - 2006
It was seen by some as revolutionary and dismissed by others as outright dangerous.Collected here for the first time are all eleven episodes including "Hit 'em Where it Hurts" (the Gaming Outpost article that served as a prelude to the mayhem that was to come), a new introduction closing statements by the author.
Kult: Death is Only the Beginning...
Gunilla Jonsson - 1991
Reality is not what we think. Around us the world is dark and dangerous and nothing is what it seems to be. Our reality is an illusion, created to keep us captive. We are imprisoned since ages past by a dictatorial creator. The true world, invisible to us, is ruled by creatures who dominate behind the false facades, our prison wardens and torturers. The characters in 'Kult' are dark heroes, governed by Destiny. When the illusions shatter, they face the true reality. Kult is a complete role-playing game and includes 1) The Lie - rules for creating player characters with abilities, dark secrets, advantages and disadvantages and skills. 16 ready-made archetypes (each infull color) will enable you to create an interesting character speedily and commence playing. 2) The Madness: Rules for encountering terror; advanced, realistic combat rules; and a comprehensive, logical magic system 3) The Truth: A consistent background to help you to recreate different horror atmospheres. Our illusion and dark realilty are described in detail, together with the creatures and cults who lurk behind the veil.
Dungeons & Dragons Art & Arcana: A Visual History
Michael Witwer - 2018
It is a seminal RPG (role-playing game) and the inspiration for video games like World of Warcraft and Zelda, fantasy art, and countless other facets of "geek culture." This officially licensed illustrated history provides an unprecedented look at the visual evolution of the game, showing its continued influence on the worlds of pop culture and fantasy. It features more than 700 pieces of artwork--from each edition of the game's core books, supplements, and modules; decades of Dragon and Dungeon magazines; classic advertisements and merchandise; and never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with the game. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.
Iceland 101: Over 50 Tips & Things to Know Before Arriving in Iceland
Rúnar Þór Sigurbjörnsson - 2017
The dos and don'ts of travelling and staying in Iceland. Five chapters with multiple tips in each one explain what is expected of you as a traveller - as well as some bonus tips on what you can do.
4th Edition Core Rulebook Collection
Wizards of the Coast - 2008
In the D&D game, players create characters that band together to explore dungeons, slay monsters, and find treasure. The 4th Edition D&D rules offer the best possible play experience by presenting exciting character options, an elegant and robust rules system, and handy storytelling tools for the Dungeon Master.This gift set provides all three 4th Edition Dungeons & Dragons core rulebooks (Player's Handbook, Dungeon Master's Guide, and Monster Manual) in a handsome slipcase that looks great on any bookshelf.
Minnesota Mayhem: A History of Calamitous Events, Horrific Accidents, Dastardly Crime & Dreadful Behavior in the Land of Ten Thousand Lakes
Ben Welter - 2012
These stories and photos, culled from the Star Tribune's microfilm archive by author Ben Welter, range from the catastrophic to the merely curious. From a fire that destroyed the State Capitol in 1881, to a wordless fistfight that broke out on a Minneapolis street in 1898, a flu outbreak that killed more than 10,000 Minnesotans in 1918 and the arrest of Frank Lloyd Wright at a Lake Minnetonka cottage in 1926.
Clanbook: Gangrel Revised
Brian Campbell - 2000
The Outlanders have no need for the petty Jyhads and useless sniping of the undead - they are vampires, the highest order of beasts! Now, Clan Gangrel prowls the night unfettered by the traditions of the crumbling Camarilla. They have finally called the night their own.Or Savages Unbound?As the first entry in an ambitious series of revised clanbooks, Gangrel expands upon the clan's appearance in the revised edition of Vampire:All-new information accompanies a re-examination of earlier concepts, allowing you to add as much depth to your character as you like. Additionally, the sheer volume of information contained in the new clanbooks (each with 32 more pages than the first-edition books) permits Storytellers to round out their chronicles.