Book picks similar to
World of Warcraft Master Guide by Michael Lummis
gaming
reference
fantasy
non-fiction
West Coast Avengers, Vol. 1: Best Coast
Kelly Thompson - 2018
That means Hawkeye (your favorite one, Kate Bishop)! Hawkeye (the other one, Clint Barton)! America Chavez! Kid Omega! Gwenpool! And a guy named Fuse! Wait, what? That's right, these are the new West Coast Avengers. And you better hope they can figure out how to save the world, and fast -because big things are headed for their part of the planet! Including the attack of the 50-foot werewoman - better known as original WCA member Tigra! The West Coast Avengers are back, and you're going to love what comes next! COLLECTING: WEST COAST AVENGERS 1-4, YOUNG AVENGERS PRESENTS #6, THE UNBELIEVABLE GWENPOOL #1
Super Graphic: A Visual Guide to the Comic Book Universe
Tim Leong - 2013
This book by one of Wired magazine's art directors traverses the graphic world through a collection of pie charts, bar graphs, timelines, scatter plots, and more. Super Graphic offers readers a unique look at the intricate and sometimes contradictory storylines that weave their way through comic books, and shares advice for navigating the pages of some of the most popular, longest-running, and best-loved comics and graphic novels out there. From a colorful breakdown of the DC Comics reader demographic to a witty Venn diagram of superhero comic tropes and a Chris Ware sadness scale, this book charts the most arbitrary and monumental characters, moments, and equipment of the wide world of comics.
Firefly: Still Flying: A Celebration of Joss Whedon's Acclaimed TV Series
Joss Whedon - 2010
UNSEEN PHOTOS. SHINY. “We have done the impossible, and that makes us mighty.” Since its short-lived appearance on TV in 2002, Joss Whedon’s Firefly has indeed done the impossible. It’s sold over a half a million copies on DVD, spawned the hit movie Serenity, and most remarkably, inspired a loyal fan following — the Browncoats — whose numbers are still growing to this day. Still Flying is a brand new celebration of all aspects of the show, featuring a wealth of rare and previously unpublished images — including storyboards, production design art and candid behind the scenes photos — memories from the cast and crew, a tribute to the Browncoats, and, as a special bonus: EXCLUSIVE NEW FIREFLY FICTION BY WRITERS OF THE ORIGINAL TV EPISODES FUN WITH DICK AND JAYNE written and drawn by Ben Edlund WHAT HOLDS US DOWN by Jane Espenson CRYSTAL by Brett Matthews TAKE THE SKY by Jose Molina
Infinity War
Jim StarlinMax Scheele - 1992
When evil dopplegangers of the Marvel heroes appear, it's all-out war! Why has Magus unleashed them on an unsuspecting world? And is the heroes only hope?Thanos?! Plus, will the Infinity Gauntlet swing the tide of the war?Collects Infinity War #1-6, Warlock and the Infinity Watch #7-10 & Marvel Comics Presents #108-111.
Bofuri: I Don't Want to Get Hurt, so I'll Max Out My Defense. Manga, Vol. 1
Jirou Oimoto - 2018
So when her best friend, Risa, ropes her into trying out the hit new VRMMO NewWorld Online, her biggest concern is…whether it will hurt! Her solution? To dump all her stat points into defense! She may not have anything in the way of magic, agility, or strength, but her extreme build transforms her from a total noob into a nigh-invulnerable walking fortress the game’s admins never accounted for!
All of the Marvels: A Journey to the Ends of the Biggest Story Ever Told
Douglas Wolk - 2021
The Marvel story is a gigantic mountain smack in the middle of contemporary culture. Thousands of writers and artists have contributed to it. Everyone recognizes its protagonists: Spider-Man, the Avengers, the X-Men. Eighteen of the hundred highest-grossing movies of all time are based on parts of it. Yet not even the people telling the story have read the whole thing--nobody's supposed to. So, of course, that's what Wolk did: he read all 27,000+ comics that make up the Marvel Universe thus far, from Alpha Flight to Omega the Unknown.And then he made sense of it--seeing into the ever-expanding story, in its parts and as a whole, and seeing through it, as a prism through which to view the landscape of American culture. In Wolk's hands, the mammoth Marvel narrative becomes a fun-house-mirror history of the past sixty years, from the atomic night terrors of the Cold War to the technocracy and political division of the present day--a boisterous, tragicomic, magnificently filigreed epic about power and ethics, set in a world transformed by wonders.As a work of cultural exegesis, this is sneakily significant, even a landmark; it's also ludicrously fun. Wolk sees fascinating patterns--the rise and fall of particular cultural aspirations, and of the storytelling modes that conveyed them. He observes the Marvel story's progressive visions and its painful stereotypes, its patches of woeful hackwork and stretches of luminous creativity, and the way it all feeds into a potent cosmology that echoes our deepest hopes and fears. This is a huge treat for Marvel fans, but it's also a revelation for readers who don't know Doctor Strange from Doctor Doom. Here, truly, are all of the marvels.
A Haven in Ash
Robert J. Crane - 2017
A horde of beasts known only as the scourge has ravaged the land, leaving only the village of Terreas to survive. Hemmed in on all sides by the scourge, the denizens of Terreas eke out a lonely existence, trying to survive in a land that is all but dead. Jasen Rabinn is a teenage boy trapped in Terreas but with a mind rooted outside the boundaries of his village. He longs for adventure, and when the mysterious Baraghosa – a sorcerer of a sort not native to Luukessia – comes to Terreas, a chain of events is set in motion that will carry Jasen beyond his simple town. To adventure. To danger. To his destiny.
Monster Manual
Mike Mearls - 2014
This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide. • The second of three core rulebooks, this book details all manner of creatures that characters might encounter over the course of their adventures. • An essential resource for Dungeon Masters to use in populating any type of challenge they might contrive for their players. • Created as part of a massive public playtest involving more than 170,000 fans of the game.
The Road to Dune
Frank Herbert - 2005
Now The Road to Dune is a companion work comparable to The Silmarillion, shedding light on and following the remarkable development of the bestselling science fiction novel of all time.In this fascinating volume, the world's millions of Dune fans can read--at long last--the unpublished chapters and scenes from Dune and Dune Messiah. The Road to Dune also includes some of the original correspondence between Frank Herbert and famed editor John W. Campbell, Jr., along with other correspondence during Herbert's years-long struggle to get his innovative work published, and the article "They Stopped the Moving Sands," Herbert's original inspiration for Dune.The Road to Dune also features newly discovered papers and manuscripts of Frank Herbert, and Spice Planet, an original novel by Brian Herbert and Kevin J. Anderson, based on a detailed outline left by Frank Herbert.The Road to Dune is a treasure trove of essays, articles, and fiction that every reader of Dune will want to add to their shelf.
The Legend of Zelda: Forgotten Goddess
N. Felts - 2012
Chronologically following the events of Twilight Princess, Forgotten Goddess tells of a young boy on a familiar journey. Through forests and deserts, into temples of fire and shadow he must overcome obstacles never imagined. Every evil ever faced through the darkest moments of Hyrule's history cannot compare to the grand plot now manifesting.
Dungeon Master for Dummies
Bill Slavicsek - 2006
It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes:A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on:Using a DM binder to keep records such as an adventure log, PCs' character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack'n'slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer's Apprentice, that's the perfect way to foray into DMing. It includes everything you need for a great adventure--except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....
The Girl Who Was on Fire: Your Favorite Authors on Suzanne Collins' Hunger Games Trilogy
Leah WilsonCara Lockwood - 2011
From the trilogy's darker themes of violence and social control to fashion and weaponry, the collection's exploration of the Hunger Games reveals exactly how rich, and how perilous, protagonist Katniss' world really is.• How does the way the Games affect the brain explain Haymitch's drinking, Annie's distraction, and Wiress' speech problems?• What does the rebellion have in common with the War on Terror?• Why isn't the answer to "Peeta or Gale?" as interesting as the question itself?• What should Panem have learned from the fates of other hedonistic societies throughout history and what can we?The Girl Who Was On Fire covers all three books in the Hunger Games trilogy.
Assassin's Creed: Assassins Vol.1: Trial by Fire
Anthony Del Col - 2016
Based on the popular game series, this graphic novel follows a fresh inductee into the modern-day Assassin Brotherhood - as they uncover a conspiracy in their DNA that stretches back hundreds of years! Contains first 5 issues of the Assassin's Creed comic.
Book Three: Part 1 The Dusk of Hope
Sean Fay Wolfe - 2016
Book Three Part 1 the Dusk of Hope