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Cheer Up, Love: Adventures in Depression with the Crab of Hate
Susan Calman - 2016
Her solo stand up show, Susan Calman is Convicted, was broadcast on BBC Radio 4 and dealt with subjects like the death penalty, appearance and depression. The reaction to the show she wrote about mental health was so positive that she wanted to expand on the show and write a more detailed account of surviving when you're the world's most negative person. The Crab of Hate is the personification of Calman's depression and her version of the notorious Black Dog. A constant companion in her life, the Crab has provided her with the best, and very worst of times. This is a very personal memoir of how, after many years and with a lot of help and talking, she has embraced her dark side and realised that she can be the most joyous sad person you'll ever meet.
The Monsters Know What They're Doing: Combat Tactics for Dungeon Masters
Keith Ammann - 2019
In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
Races of Faerûn (Forgotten Realms) (Dungeons & Dragons 3rd Edition)
Eric L. Boyd - 2003
From the steppes of Thay to the shores of Evermeet, the inhabitants of the Realms are as distinct as the regions from which they hail, whether hero, henchman, villain, or villager. With complete information about the noteworthy races, subraces, and ethnicities scattered throughout Toril, Races of Faerun offers a detailed look at the many and varied peoples who inhabit the Forgotten Realms game setting. * 80 new feats * 26 new magic items * 8 new monsters * 9 new prestige classes * 13 new spells To use this accessory, you also need the "Forgotten Realms"" Campaign Setting," the "Player's Handbook," the "Dungeon Master's Guide," and the "Monster Manual."
Wormwood
Kevin Siembieda - 1993
A decadent, violent and deadly world ruled by demonic creatures and evil clergy who control powerful kingdoms of monsters and enslave humans. Inhuman destroyers who command the crawling towers and life force cauldrons to do their bidding. One of countless alien worlds linked to Rifts Earth by the many dimensional gateways of the ley lines.
Player's Option: Combat & Tactics (Advanced Dungeons & Dragons, Rulebook/2149)
L. Richard Baker III - 1995
Illustrations.
Changeling: The Lost
Ethan SkempTravis Stout - 2007
Now you have found your way back through the Thorns, to a home that is no longer yours. You are Lost. Find yourself.The Core Rulebook for Changeling: The Lost• A rulebook for playing the changelings, those humans changed by durance in Faerie to something more than human• A vivid imagining of the fae beings and places that hide unseen in the World of Darkness• Provides new player types and antagonists for crossover chronicles as well as chronicles focusing on changelings aloneChangeling: The Lost is the fifth game in the World of Darkness.
Clanbook: Tremere
Keith Herber - 1995
they are also the clan with the most to fear, for their enemies are everywhere, especially within their own ranks. Clanbook: Tremere includes: the dark history of the clan, and rumors of its even darker future; ten sample characters suitable for players and Storytellers; and in-depth information on the powerful Discipline of Thaumaturgy.
Star Wars: Force and Destiny Roleplaying Game Core Rulebook
Max Brooke - 2015
Whatever your path, the Force and Destiny Core Rulebook contains all the information players and Game Masters need to launch a roleplaying campaign set in the Star Wars® universe.The beautifully illustrated, 448-page Core Rulebook details everything from using the narrative dice system in combat and creating Force-sensitive characters to the mythology of the Jedi order and locations inside Sith space. It is the fundamental book and launching point for any Force and Destiny campaign.The Force and Destiny Core Rulebook features:An introduction to roleplaying in the Star Wars universeClear and concise rules for skill checks, combat, and using the ForceSix careers, eight species, and eighteen specializations for Force-sensitive charactersDetailed background information on galactic geography, politics, and the Jedi and Sith ordersDescriptions and data for numerous starships, vehicles, weapons and other gearA catalogue of NPC adversaries to thwart players during your campaignA complete introductory adventure, Lessons from the PastHelpful advice for GMs about running games of Force and Destiny
The Day I (Almost) Killed Two Gretzkys: And Other Off The Wall Stories About Sports...And Life
James Duthie - 2010
Little did I know he'd turn the experience into one of the best books on sports that I've read in a long time."- Wayne Gretzky"Tragedy is easy. Comedy is hard. Sports comedy is even harder, but James Duthie, who we now know is as comfortable in front of a keyboard as he is a camera, treads whimsically through a sports landscape that certainly needs a smile. His is a biting wit, guaranteed to leave teeth marks."- Michael Farber, "Sports Illustrated"" If you like James Duthie on TSN, you're in for a treat. He's just as clever and witty in print. James is simply a great storyteller whose creative style will make you smile over and over."- Dave Naylor, The "Globe and Mail"" ""The Quiz sucks but Duthie's book is fantastic. He is one warped writer, but genius."- John Tortorella, New York Rangers coach" Duthie writes the way I played: With an edge, but never forgetting the game is supposed to be fun. This book is a ton of fun."- Jeremy Roenick, former NHL star"This guy does it all-he writes as well as he does television. That same somewhat aberrant sense of humour leaps off the pages. Sports fans will love this book!"- Brian Burke, Toronto Maple Leafs GM"I don't have kids nor can I legally admit to owning a monkey, but I do love hockey and Duthie manages to make them all work together. He effortlessly modernizes sports writing while respectfully tipping his hat to the old school."- George Stroumboulopoulos, Hockey Fan and Host of CBC's "George Stroumboulopoulos Tonight"So what's this book about? Well...This book is about hockey. And golf. And the Olympic Games. And being a broadcaster, a sports fan, a father, husband, and son. And having an unhealthy fascination with Anna Kournikova.It's a collection of things that marched through James Duthie's head over the years and spilled out into his weekly columns, selected, collected, and randomized for your reading pleasure. It's also educational!You'll learn about: Sidney Crosby's secrets Where you rank on The Jeter Meter of male success Why hockey's loser point has to go The best four-legged athlete ever What the cliches that come out of athletes' mouths really mean What it's like to be upstaged by a monkey And yes, how Duthie almost killed two Gretzkys on the same day.James Duthie has been writing columns about hockey, sport in general, and his own twisted view of the world for over a decade. This book is the first and only collection of some of his most popular and controversial columns, with several brand new, previously unpublished pieces. In "The Day I (Almost) Killed Two Gretzkys," he brings his famous sense of humour, deep hockey knowledge, and his passion for sports of all kinds to fans and readers everywhere- no matter what team you cheer for.Often hilarious, sometimes insightful, occasionally touching and always passionate, Duthie's off-kilter view of sports and life shows how the spirit of sport unites us all.
Warhammer Fantasy Roleplay
Hogshead Publishing - 1986
On the surface, it is a civilized and cultured place, where only the occasional conspiracy, assassination, revolution or invasion by orcs, goblins, beastmen, or mutants disrupts the feudal order. Yet a shadow hangs over the world, cast by the corrupting hand of Chaos. From the Imperial court in Altdorf to the pirate-ridden coast of south Tilea, a few heroes strive to hold back the forces of howling Chaos, while it's hidden servants scheme from within to bring the world to it's knees before the Dark Gods." Warhammer FRP is a role-playing game set in the Warhammer world, a background developed by Games Workshop and used in the best-selling Warhammer Fantasy Battles and Warhammer Quest games. The three games are compatible, and characters can be transferred between them with a little fiddling. The Warhammer world is a grim place of perilous adventure. It's a little like Europe at the time of the early Renaissance, with all its corruption, villainy and opportunities for adventure; but this is a world of inhuman races, wizards, mutants, terrifying monsters and the dread shadow of Chaos, which stretches over the entire land. In WFRP, Chaos is not just a force of nature, but a living, malevolent thing supported by demonic princes who will not rest until the entire world has been enslaved or destroyed. It's a dark game with an atmosphere of psychological and visceral horror, and a subtle seam of dark humour at its heart.
Knights of the Old Republic Campaign Guide
Rodney Thompson - 2008
This campaign guide offers both players and Gamemasters a wide array of new options that can be used to craft a unique roleplaying game experience. As the galaxy plunges into one war after another, the forces of the Republic, along with their Jedi allies, struggle to protect themselves from hordes of invading Mandalorians, tyrannical Sith lords, and traitorous allies on every front. Featuring new game material drawn from a variety of sources, and including characters, weapons, vehicles, and droids, this book presents an entire campaign during the violent days of the Old Republic. This book also contains new Force powers, Force techniques, and Force secrets for Jedi and Sith characters, as well as new options for characters of all classes. Players can take advantage of new talents, feats, and other options to play a Mandalorian neo-crusader, a Republic soldier battling against the forces of Darth Revan and Darth Malak, or a Jedi in exile on the run from the Sith.
Deities and Demigods
Rich RedmanJeff Easley - 2002
With abilities that reach nearly beyond the scope of mortal imagination, the splendor of the gods humbles even the greatest of heroes.This supplement for the D&D game provides everything you need to create and call upon the most powerful beings in your campaign. Included are descriptions and statistics for over seventy gods from four fully detailed pantheons. Along with suggestions for creating your own gods, Deities and Demigods also includes information on advancing characters to godhood.To use this supplement, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. A player needs only the Player's Handbook.