Book picks similar to
The Book of Adventure Games by Kim Schuette


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videogame-adventure-books
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Janet and Jackie: The Story of a Mother and Her Daughter, Jacqueline Kennedy Onassis


Jan Pottker - 2001
    Often dismissed as a social climber who faded into the woodwork after she divorced Jackie's father-the dashing, disreputable "Black Jack" Bouvier-and married the rich Hugh D. Auchincloss, Janet not only played a pivotal part in Jackie's own wedding to JFK, but often served as a stand-in for Jackie during the White House years, and helped her cope with John and Caroline after the assassination.The only book to explore this fascinating mother-daughter relationship, Janet & Jackie is filled with stories that shed new light on the personal life of an American icon.

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.

Treat Your Poker Like a Business


Dusty Schmidt - 2009
    But this isn't the ability to which he attributes his success. Instead, Schmidt says his multi-million dollar achievements are due to his ability to apply old-fashioned business concepts to the game of poker. Six years into his career, Schmidt's resume is legendary: Nearly 10 million hands and 15,000 hours played. Mind-blowing win rates spanning massive sample sizes. $5 million won, and never a losing month. With "Treat Your Poker Like A Business," Schmidt teaches other online poker players to monetize their abilities as he did. He shows readers how to manage bankroll, rationalize variance, move up in stakes, avoid tilt, create new sources of revenue, and most importantly, become more profitable. Just as "Moneyball" did for baseball, "Treat Your Poker Like A Business" gives players an entirely new way to gain a competitive advantage.

Arcana Unearthed: A Variant Player's Handbook


Monte Cook - 2003
    IntroductionChapter 1 - AbilitiesChapter 2 - RacesChapter 3 - ClassesChapter 4 - SkillsChapter 5 - Feats and TalentsChapter 6 - EquipmentChapter 7 - Playing the GameChapter 8 - MagicChapter 9 - SpellsAppendix (Index)Intended as a full (drop-in) replacement for D&D 3.x PHB; published under the Open Game License.

Twisty Little Passages: An Approach to Interactive Fiction


Nick Montfort - 2003
    Twisty Little Passages (the title refers to a maze in Adventure, the first interactive fiction) is the first book-length consideration of this form, examining it from gaming and literary perspectives. Nick Montfort, an interactive fiction author himself, offers both aficionados and first-time users a way to approach interactive fiction that will lead to a more pleasurable and meaningful experience of it.Twisty Little Passages looks at interactive fiction beginning with its most important literary ancestor, the riddle. Montfort then discusses Adventure and its precursors (including the I Ching and Dungeons and Dragons), and follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. He then considers the introduction of commercial interactive fiction for home computers, particularly that produced by Infocom. Commercial works inspired an independent reaction, and Montfort describes the emergence of independent creators and the development of an online interactive fiction community in the 1990s. Finally, he considers the influence of interactive fiction on other literary and gaming forms. With Twisty Little Passages, Nick Montfort places interactive fiction in its computational and literary contexts, opening up this still-developing form to new consideration.

An Unseemly Man: My Life as a Pornographer, Pundit, and Social Outcast


Larry Flynt - 1996
    He is this century's most ardent advocate of First Amendment rights, a man whose landmark Supreme Court cases are studied by every law student in America. He is the founder and publisher of Hustler magazine, a journal often described as tasteless, crude, scatological, and gynecologically explicit - to which he would reply, "Good!" For Flynt, tastelessness is "a necessary tool in challenging preconceived notions in a world where people are afraid to discuss their attitudes, prejudices, and misconceptions." Born in the hills of Kentucky, in the poorest county in America, Flynt became a teenage runaway, an underage recruit in both the army and the navy, a bootlegger, a scam artist, a bar owner, the proprietor of a string of go-go clubs, an evangelical Christian, an atheist, and eventually a millionaire pornographer and publisher. A prodigious sexual athlete, Flynt was shot down in his prime by an assailant's bullet and paralyzed from the waist down. Wheelchair bound and racked by years of searing pain, he became a pain-medicine junkie and habitue of America's courtrooms. Persecuted by the self-righteous Charles Keating, prosecuted by ambitious district attorneys, sued by moral crusaders like Jerry Falwell, and hounded by the government, Flynt forged a blazing trail through the American legal system. Remarkably, Larry Flynt has never told his story before. This highly personal and reflective account will surprise everyone, offend a few, and entertain many.

Winning Poker Tournaments One Hand at a Time, Volume I


Eric 'Rizen' Lynch - 2008
    These top guns of tournament poker are frequent winners in today's highly competitive online scene, as well as in live tourneys. Their collective experience and track record is staggering: more than 35,000 tournaments played, more than 1,000 final tables made, over 200 major wins, and more than $6,000,000 in cashes. They regularly outplay fields consisting of other top professionals victories that are documented by detailed online hand histories.Are you ready to learn winning ways from today's true tournament experts?The authors are not only consistent winners, but powerful teachers as well. Step-by-step, they reveal their decision-making processes, using hands drawn from actual play not examples contrived to fit a particular poker theory.Reading this book is like attending a master class in tournament poker.You'll see the way cutting-edge pros use their wisdom and incredibly extensive experience to analyze almost every poker situation imaginable. Deep-stacked or short-stacked, against single or multiple opponents, you'll learn the skills that will make you a winner, including: - When and how to play aggressively or tightly- When to make moves- When to make continuation bets and when to hold back- How to induce and pick off bluffs- How to accumulate chips without constantly risking your tournament life.Poker is a fun game, but it's even more fun when you win.If you want to become a great tournament player, shouldn't you be learning from the best? NOW You can!

Clanbook: Giovanni Revised


Greg Stolze - 2001
    Now they bring that ambition to bear on a world they would claim for themselves. With vast wealth, the ability to command the spirits of the dead, and a strict familial hierarchy, the greatest enemy to stand against Clan Giovanni is itself.The Curse of Caine StolenAs the next entry in the revised lineup of clanbooks, Giovanni takes one of the classic Vampire sourcebooks and brings it into a modern context. All-new information accompanies revised material, inviting you to add as much depth to your character as you like. 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.

Generation Decks: The Unofficial History of Gaming Phenomenon Magic The Gathering


Titus Chalk - 2017
    The brainchild of misfit maths genius Richard Garfield, Magic combines fiendishly complex gameplay with collectability. When it came out in the early '90s it transformed the lives of gamers who had longed for a game that combined challenging mechanics and kick-ass artwork with a chance to connect and compete with likeminded people. Titus Chalk's tale is part biography, charting the author's own relationship with the game, part history, and part love letter to the card game that made it cool to be a geek. Prepare to meet Generation Decks, a community like no other...

Domains of Dread: Ravenloft Campaign:


Steve Miller - 1997
    Features new rules for creating heroes native to the domains, adapting magic to the demiplane, and dealing with fear and horror checks when the characters experience the true terror that dominates the Ravenloft "RM" campaign.Night is Falling. The Mists are RisingEmbrace the Darkness.Enter the dark and macabre world of Ravenloft.But beware -once you begin to walk among the mists and shadows,you can never leave.Domains of Dread is the core rulebook for the second edition of the award-winning RAVENLOFT campaign setting - the original fantasy horror role-playing game. Within the pages of this book, players and Dungeon Masters will discover the darkest secrets of the Land of the Mists, including many never-before-seen features:Detailed guidelines on designing anything from short-term horror adventures to long-running campaigns of twisted terror.Complete rules for generating player characters native to the Demiplane of Dread.Four new character classes specifically designed for use in RAVENLOFT campaigns - the avenger, the anchorite, the gypsy, and the arcanist!An all-new player character race - the half-Vistani!Updated and expanded descriptions of the Demiplane and the foul lords who rule its tortured domains!Revised fear, horror, and madness checks to enhance the terror.New rules for power checks, plus thirteen detailed steps that lead from grace to absolute corruption!Summary of content:1: The Demiplane of Dread: general description of Ravenloft, as well as a history and theories about the nature of the dark powers, and an overview of the technological levels in Ravenloft (from Stone Age to Renaissance)2: Domains of the Core3: Islands of Terror (Bluetspur, G´Henna, I´Cath, Kalidnay, Nosos, Odiare, Souragne and Vorostokov)4: Clusters (Amber Wastes (Har'Akir, Sebua and Pharazia), Zherisia (Paridon and Timor), the Burning Peaks (Vecna and Kas's domains) and Pockets (Davion, The House of Lament, The Nightmare Lands and Scaena)5: Secret Societies - short chapter on nine secret societies - Keepers of the Black Feather, Green Hand, Circle, Church of Ezra, Vistani, Carnival, Kargatane, Fraternity of Shadows, Unholy Order of the rave)6: Fear, Horror, and Madness rules7: Powers Checks rules8: The Path of the Priest - changes in the priest class9: The Way of the Wizard - changes for wizards.10: Mazes of the Mind - changes for psionics11: Forged of Darkness - changes for magical items12: The Whispered Evil - curses.13: Tenets of Terror - discussion about the general nature of Ravenloft adventures and campaignsAppendix: ability scores, character races, character classes (some new: Avengers (paladins), Arcanist (wizards), Anchorites (priest of Ezra), gypsy (bard)

A Game for Hooligans: The History of Rugby Union


Huw Richards - 2006
    Until now. A Game for Hooligans brings the game's colourful story up to date to include the 2007 World Cup. It covers all of the great matches, teams and players but also explores the social, political and economic changes that have affected the course of rugby's development. It is an international history, covering not only Britain and France but also the great rugby powers of the southern hemisphere and other successful rugby nations, including Argentina, Fiji and Japan. Contained within are the answers to many intriguing questions concerning the game, such as why 1895 is the most important date in both rugby-union and rugby-league history and how New Zealand became so good and have remained so good for so long. There is also a wealth of anecdotes, including allegations of devil-worship at a Welsh rugby club and an account of the game's contribution to the Cuban Revolution. This is a must-read for any fan of the oval ball.

Speak to Us of Love: Reflections on Kahlil Gibran's The Prophet


Osho - 1987
    The famous verse that gives the title to this book is about “love”—but not the ordinary love we know from novels and movies.Speak to us of Love gives a taste of a contemporary mystic at work, trying to disrupt our dreams, illusions, and the state of unconsciousness that prevents us from enjoying life to the fullest.This is about and for the millions of people in the world who have killed their love with their own hands, and who are now miserable. They never wanted to kill it, there was no intention to kill their love, but in their unconsciousness they started possessing. Husbands possess their wives, wives possess their husbands, and parents possess their children. Teachers are trying in every possible way to possess their students. Politicians are trying to possess countries. Religions are trying to possess millions of people and control every aspect their lives.This book shows that life can only thrive in freedom. Love never allows anyone to possess it, because love is our very soul.For Osho, the basis of all our neuroses or psychoses is simple: our souls are not nourished. Love, the basic nourishment, is missing. Osho comprehensively trounces the so-called religious and philosophical approaches to life. All that is of worth is to be found, not in the extraordinary, but in the ordinary; not in fantastical ideas of the “other world” beyond death, but in this very world that we find ourselves in here and now. In short, this book shows that making a simple yet utterly basic shift in our lives will awaken the silence in our beings and bring joy into our every moment.

The Vampire Player's Guide


Andrew Greenberg - 1991
    A large portion of the book's text is reprinted, updated, and revised from the previous version of the Players Guide to fit the Second Edition's rules and formatting style. Notable among the new content in this edition of the Players Guide is the introduction of two new bloodlines, the Daughters of Cacophony and the Samedi, along with their respective signature Disciplines.

Dragonlance Dragons of Spring (Dragonlance)


Cam Banks - 2007
    The heroes must bring the devastating War of the Lance to its end and drive back Takhisis, Queen of Darkness. This all-new version of the classic TSR adventure has been completely revised, drawing on twenty years of Dragonlance history, incorporating material most recently featured in the Silver Anniversary edition of the adventures. It includes new character statistics featuring the popular Heroes of the Lance.

My Story


Ronnie Kray - 1993
    Following on from Our Story, Ron Kray fills in the gaps and gives his version of the murders of Jack The Hat McVitie and George Cornell, describing his bisexuality and his marriage in Broadmoor and clarifying many of the misconceptions about the years when he and Reg ruled the London underworld, shot enemies at will and simultaneously socialized with some of the most glittering politicians, celebrities and hostesses of the time.