Quiet: The Power of Introverts in a World That Can't Stop Talking
Susan Cain - 2012
They are the ones who prefer listening to speaking; who innovate and create but dislike self-promotion; who favor working on their own over working in teams. It is to introverts—Rosa Parks, Chopin, Dr. Seuss, Steve Wozniak—that we owe many of the great contributions to society. In Quiet, Susan Cain argues that we dramatically undervalue introverts and shows how much we lose in doing so. She charts the rise of the Extrovert Ideal throughout the twentieth century and explores how deeply it has come to permeate our culture. She also introduces us to successful introverts—from a witty, high-octane public speaker who recharges in solitude after his talks, to a record-breaking salesman who quietly taps into the power of questions. Passionately argued, superbly researched, and filled with indelible stories of real people, Quiet has the power to permanently change how we see introverts and, equally important, how they see themselves.Now with Extra Libris material, including a reader’s guide and bonus content.
Fading Suns
Bill Bridges - 1999
It's far-future setting allows stories from many genres: fantasy, horror, post-apocalypse, and more. Characters wield swords and blasters and fly starships to lost worlds, ancient ruins, verdant jungles or blasted wastelands. They encounter conniving nobles, vain priests, cunning merchants, bizarre alien creatures, evil occultists, and bodiless entitites from across gulfs of space and time. In other words, Fading Suns has everything a roleplaying game setting could possibly need. The Second Edition hardcover rulebook includes new rules adjustments based on the extensive playtesting and suggestions by players from all over the world, as well as new history, psychic powers and rites, and extensive equipment rules.
Starfinder: Core Rulebook
James L. SutterJason Keeley - 2017
Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!Inside this book, you'll find:- All of the rules you need to play or run a game of Starfinder.- Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.- Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.- An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.- Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.- Complete rules for starships, including customization and starship combat.- Rules and tips on using Pathfinder RPG content with Starfinder.Cover art by Remko Troost
Embrace Your Weird: Face Your Fears and Unleash Creativity
Felicia Day - 2019
Including Felicia’s personal stories and hard-won wisdom, Embrace Your Weird offers: —Entertaining and revelatory exercises that empower you to be fearless, so you can rediscover the things that bring you joy, and crack your imagination wide open —Unique techniques to vanquish enemies of creativity like: anxiety, fear, procrastination, perfectionism, criticism, and jealousy —Tips to cultivate a creative community —Space to explore and get your neurons firing Whether you enjoy writing, baking, painting, podcasting, playing music, or have yet to uncover your favorite creative outlet, Embrace Your Weird will help you unlock the power of self-expression. Get motivated. Get creative. Get weird.
Cityscape (Dungeons & Dragons Supplement, v 3.5)
Ari Marmell - 2006
The game material is completely compatible with the D&D core rulebooks and includes timesaving tools and tips for any urban campaign. The material in this supplement is appropriate for both D&D players and Dungeon Masters and includes content that appeals to both
Arbiter of Worlds: A Primer for Gamemasters
Alexander Macris - 2019
This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash
Story: Substance, Structure, Style, and the Principles of Screenwriting
Robert McKee - 1997
Quincy Jones, Diane Keaton, Gloria Steinem, Julia Roberts, John Cleese and David Bowie are just a few of his celebrity alumni. Writers, producers, development executives and agents all flock to his lecture series, praising it as a mesmerizing and intense learning experience. In Story, McKee expands on the concepts he teaches in his $450 seminars (considered a must by industry insiders), providing readers with the most comprehensive, integrated explanation of the craft of writing for the screen. No one better understands how all the elements of a screenplay fit together, and no one is better qualified to explain the "magic" of story construction and the relationship between structure and character than Robert McKee.
The History Book: Big Ideas Simply Explained
R.G. Grant - 2010
One hundred crystal-clear articles explore the Law Code of Hammurabi, the Renaissance, the American Revolution, World War II, and much, much more, bringing the events and people of history to life.As part of DK's award-winning Big Ideas Simply Explained series, The History Book uses infographics and images to explain key ideas and themes. Biographies of key leaders, thinkers, and warriors, from Julius Caesar to Barack Obama, offer insight into their lives and further historical insight into these world-changing episodes.The History Book makes the past 4,000 years of history accessible and provides enlightenment on the forces that shaped the world as we know it today, for students and history buffs alike.Series Overview: Big Ideas Simply Explained series uses creative design and innovative graphics, along with straightforward and engaging writing, to make complex subjects easier to understand. These award-winning books provide just the information needed for students, families, or anyone interested in concise, thought-provoking refreshers on a single subject.Reviews:"[The Big Ideas Simply Explained books] are beautifully illustrated with shadow-like cartoons that break down even the most difficult concepts so they are easier to grasp. These step-by-step diagrams are an incredibly clever learning device to include, especially for visual learners." - Examiner.com"The visual layout promotes browsing with illustrations, pull quotes, and simple mind maps to explain concepts quickly." - Library Journal"Accessible guide to the great thinkers." - School Library Journal"Clever and engaging." - Booklist
Man Enough: Undefining My Masculinity
Justin Baldoni - 2021
In this engaging and provocative new book, beloved actor, director, and social activist Justin Baldoni reflects on his own struggles with masculinity. With insight and honesty, he explores a range of difficult, sometimes uncomfortable topics including strength and vulnerability, relationships and marriage, body image, sex and sexuality, racial justice, gender equality, and fatherhood. Writing from experience, Justin invites us to move beyond the scripts we’ve learned since childhood and the roles we are expected to play. He challenges men to be brave enough to be vulnerable, to be strong enough to be sensitive, to be confident enough to listen. Encouraging men to dig deep within themselves, Justin helps us reimagine what it means to be man enough and in the process what it means to be human.
How to Be Alone
Jonathan Franzen - 2002
Reprinted here for the first time is Franzen's controversial l996 investigation of the fate of the American novel in what became known as "the Harper's essay," as well as his award-winning narrative of his father's struggle with Alzheimer's disease, and a rueful account of his brief tenure as an Oprah Winfrey author.
On Writing and Worldbuilding, Volume I
Timothy Hickson - 2019
In On Writing and Worldbuilding, we will discuss specific and applicable ideas to consider, from effective methods of delivering exposition and foreshadowing, to how communication, commerce, and control play into the fall of an empire.
Atlas Obscura: An Explorer's Guide to the World's Hidden Wonders
Joshua Foer - 2016
Architectural marvels, including the M.C. Escher-like stepwells in India. Mind-boggling events, like the Baby Jumping Festival in Spain, where men dressed as devils literally vault over rows of squirming infants. Not to mention the Great Stalacpipe Organ in Virginia, Turkmenistan’s 45-year hole of fire called the Door of Hell, coffins hanging off a side of a cliff in the Philippines, eccentric bone museums in Italy, or a weather-forecasting invention that was powered by leeches, still on display in Devon, England.Atlas Obscura revels in the weird, the unexpected, the overlooked, the hidden, and the mysterious. Every page expands our sense of how strange and marvelous the world really is. And with its compelling descriptions, hundreds of photographs, surprising charts, maps for every region of the world, it is a book you can open anywhere.
Dungeons & Dragons Player's Handbook 2: A 4th Edition D&D Core Rulebook
Jeremy Crawford - 2009
New classes, races, and other options for your D&D(R) game.This book builds on the array of classes and races presented in the first
Player's Handbook
(R), adding both old favorites and new, never-before-seen options to the game.The book adds a new power source for 4th Edition D&D; classes using the new primal power source include the barbarian and the druid.
Player's Handbook 2
expands the range of options available to D&D players with new classes, races, powers, and other material.
The Art of Fiction: Notes on Craft for Young Writers
John Gardner - 1984
John Gardner was almost as famous as a teacher of creative writing as he was for his own works. In this practical, instructive handbook, based on the courses and seminars that he gave, he explains, simply and cogently, the principles and techniques of good writing. Gardner’s lessons, exemplified with detailed excerpts from classic works of literature, sweep across a complete range of topics—from the nature of aesthetics to the shape of a refined sentence. Written with passion, precision, and a deep respect for the art of writing, Gardner’s book serves by turns as a critic, mentor, and friend. Anyone who has ever thought of taking the step from reader to writer should begin here.
The Philosophy Book: Big Ideas Simply Explained
Will Buckingham - 2010
From moral ethics to the philosophies of religions, The Philosophy Book sheds a light on the famous ideas and thinkers from the ancient world through the present day. Including theories from Pythagoras to Voltaire and Mary Wollstonecraft to Noam Chomsky, The Philosophy Book offers anyone with an interest in philosophy an essential resource to the great philosophers and the views that have shaped our society.