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

Rifts Sourcebook 2: The Mechanoids


Kevin Siembieda - 1992
    Source material, the Mechanoids, new equipment, monsters and adventure.Highlights Include- 40 Mechanoids and their bots with complete M.D.C. stats!- A.R.C.H.I.E. 3 and his new creations.- New weapons and equipment.- Five adventures, random encounter tables and adventure ideas. Optional Character sheets.- 120 pages

Origami Zoo: An Amazing Collection of Folded Paper Animals


Robert J. Lang - 1990
    Their creatures, ranging from the exotic to the familiar, the elegant to the whimsical, will both inspire the beginner and challenge the most accomplished folder.Choose among the dolphin, penguin, swan, owl, goose, kangaroo, praying mantis, or even the mythical Pegasus or extinct wooly mammoth. Each of these thirty-seven new projects is true origami-folded from a single piece of paper with no cutting or gluing-and is complete with clear step-by-step diagrams, instructions, and a photograph of the finished model.Origami Zoo will challenge and delight anyone with a penchant for creating something wonderful out of (almost) nothing.

Graded Go Problems for Beginners Volume One Introductory Problems 30 Kyu to 25 Kyu


Kano Yoshinori - 1985
    

The Complete Book of Gnomes & Halflings


Douglas Niles - 1993
    Brilliant burglars and easygoing farmers. Now The Complete Book of Gnomes and Halflings reveals the secrets of these two popular races - their culture, beliefs, and subraces (including two new subraces), as well as twenty-eight new character kits, from the gnome Goblinsticker to the halfling Forestwalker. If you enjoy playing gnome or halfling characters, or if you're a DM interested in creating an all-gnome or all-halfling campaign, this is the book for you!

Halo 3: The Official Strategy Guide


James Price - 2007
    ·Detailed annotated maps for all levels·Learn how to dominate multiplayer matches with information on weapon locations and expert tips·Learn about every enemy, vehicle and weapon — their strengths and weaknesses and how you can exploit them·Confidently navigate the huge Campaign mode with our exclusive maps and step-by-step walkthrough·Complete list of all Achievements and how to unlock each onePacked with tips, tactics and techniques direct from Bungie

Dungeon Master's Guide


David Zeb Cook - 1989
    Whether you're running a single adventure or masterminding a complete fantasy campaign, the Dungeon Master's Guide is an absolute necessity. The 2nd Edition Dungeon Master's Guide puts all the information you need right at your fingertips - in a fresh, new format, fully indexed for your convenience. Here you'll learn all there is to know about magical spells and items, as well as monsters, combat, travel, NPCs, treasure, encounters, awarding experience, and more!

Destiny Limited Edition Strategy Guide


Phillip Marcus - 2014
    Deluxe print treatments create a must-have collectible for Destiny fans.Two Exclusive Lithographs - Each LE guide includes two high-quality lithographs depicting Destiny artwork produced by artists at Bungie, both enclosed in a custom linen-textured sleeve.Strategy Guide FeaturesThe Mission - Your guide to the missions, patrols, public events, and strikes within the solar system of Destiny. Reclaim hidden chests and Ghosts.The Field Manual - Learn the best ways to outfit your Guardian to suit your playstyle. Tips and strategies for creating your build and maximizing your performance in both player-vs.-player and player-vs.-environment gametypes.The Armory - Discover the hidden values associated with all types of in-game gear. Equip yourself with the best gear for your playstyle and learn how each item mod affects your weapons and armor.The Multiplayer Crucible - Tips and tactics learned on site at Bungie. Learn how to adjust your Guardian’s abilities and gear to dish out maximum carnage in multiplayer games.Bonus - Includes access to a digital version of the strategy guide!

Jeff Herman's Guide to Book Publishers, Editors, & Literary Agents 2009: Who They Are! What They Want! How To Win Them Over!


Jeff Herman - 2008
    More comprehensive than ever before--and now 1,000 pages--this revised edition describes the insider dynamics at hundreds of U.S. and Canadian publishers, with hundreds of names and specialties for book acquisition editors. Nearly 200 of the most powerful literary agents reveal invaluable tips, as if they were having a private conversation with a special friend. With detailed information on what to do (and what not to do) to break the code, break down the walls, and get that first book, second book, or thirtieth book published, bought and read, Jeff Herman's Guide is the go-to source for writers everywhere.

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.

Pathfinder Roleplaying Game: Bestiary


Jason BulmahnSean K. Reynolds - 2009
    Within this tome you'll find fire-breathing dragons and blood-drinking vampires, vile demons and shapechanging werewolves, sadistic goblins and lumbering giants, and so much more! Yet not all the creatures in this book are enemies, for some can serve lucky heroes as allies or advisors, be they summoned angels or capricious nymphs. And it doesn't stop there—with full rules for advancing monsters, adapting monsters to different roles, and designing your own unique creations, you'll never be without a band of hideous minions again!The Pathfinder RPG Bestiary is the must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.The Pathfinder RPG Bestiary includes:- More than 350 different monsters.- Dozens of monstrous variants to modify creatures and keep players on their toesNumerous lists of monsters to aid in navigation, including lists by Challenge Rating, monster type, and habitat.- Extensive rules for creating effective and balanced monsters.- Rules for advancing monsters by hit dice, template, or class level.- Universal monster rules to simplify special attacks, defenses, and qualities like breath weapons, damage reduction, and regeneration.- More than a dozen feats tailored especially for monsters.- Suggestions for monstrous cohorts.- Two dozen additional animal companions.- More than a dozen different wandering monster encounter tables.... and much, much more!Cover art by Wayne Reynolds

Getting Started with Dwarf Fortress: Learn to Play the Most Complex Video Game Ever Made


Peter Tyson - 2012
    The trick is getting started. In this guide, Fortress geek Peter Tyson takes you through the basics of this menacing realm, and helps you overcome the formidable learning curve.The book’s focus is the game’s simulation mode, in which you’re tasked with building a dwarf city. Once you learn how to establish and maintain your very first fortress, you can consult the more advanced chapters on resource management and training a dwarf military. You’ll soon have stories to share from your interactions with the Dwarf Fortress universe.Create your own world, then locate a site for an underground fortressEquip your party of dwarves and have them build workshops and roomsProduce a healthy food supply so your dwarves won’t starve (or go insane)Retain control over a fortress and dozens of dwarves, their children, and their petsExpand your fortress with fortifications, stairs, bridges, and subterranean hallsConstruct fantastic traps, machines, and weapons of mass destruction

Byrne's New Standard Book of Pool and Billiards


Robert Byrne - 1978
    “The definitive work on pool and billiards” (National Billiard News) by champion player Robert Byrne Now updated throughout and expanded with new material on strategy in eight- and nine-ball, trick shots, and billiard memorabilia, Byrne's New Standard Book of Pool and Billiards is the classic guide to cue games—complete with detailed diagrams and photographs to help improve play at every level.

Minecraft: Essential Handbook


Stephanie Milton - 2013
    You have only minutes to find food and shelter before darkness falls and the monsters come looking for you. What do you do?The official Minecraft Beginner's Handbook might just save your life. Learn how to find resources, make a shelter, craft tools, armor and weapons, and protect yourself from monsters. With tips from Minecraft experts, inclduing developer Jeb and creator Notch himself, this is the definitive guide to surviving your first few days.

Birnbaum's 2019 Walt Disney World: The Official Guide


Birnbaum Guides - 2018
    The immersive, new 14-acre land (slated to open by late 2019) will give guests of Disney's Hollywood Studios the opportunity to explore a never-before-seen world and interact with creatures and droids from the popular Star Wars franchise.The ever-popular Epcot International Food & Wine Festival is bigger and better than ever. Look here for new details on this and other special Epcot events (Flower & Garden Festival, Epcot International Arts Festival, The Disney and Pixar Short Film Festival, and more).Get a sneak peek of the Disney Skyliner. This new transportation system will offer a bird's-eye view of Walt Disney World via airborne gondolas.Imagineers are busy enhancing favorite resorts and building brand new ones, including Disney Riviera Resort (planned to open in late 2019/early 2020) and a new hotel with a Star Wars theme. We'll share details to help you plan future visits!Disney Cruise Line weighs anchor a mere 50 miles from Walt Disney World, making a surf-and-turf vacation a tempting possibility for many a Disney guest. A special Birnbaum "bonus" chapter guides guests from possibility to reality, laying out all the details for pairing a Disney Cruise with a visit to Walt Disney World.Planning a trip to the Walt Disney World? Be sure to have all the official guides from Disney Editions:Birnbaum's 2020 Walt Disney World for KidsBirnbaum's 2020 Walt Disney WorldThe Hidden Mickeys of Walt Disney World