Deadlands: The Weird West Roleplaying Game


Shane Lacy Hensley - 1996
    The American Civil War rages on, neither side able to establish a clear advantage. Most of California has fallen into the sea. The Sioux Nations have reclaimed the Dakotas. And the dead walk among us. In Deadlands: The Weird West Roleplaying Game, players take on the roles of hexslinging hucksters, mad scientists armed with weird, steampunk gizmos, deadly gunfighters, fearless Indian braves, and wizened shamans. In 1863, a vengeful warband called the Last Sons unleashed the manitous upon humanity, and nothing has been the same since.

The Windwalker Trilogy


Michael James Ploof - 2016
     TALON: Book 1 of the Windwalker Archive follows the early years of a unique boy, a fifteen year old runt living on the barbarian island of Volnoss. Born premature during the frozen plague that took his mother, shunned by his father, and raised by his grandmother, Talon has always felt like he doesn't belong. For years he dreams of growing big and strong like the giants that surround him. But as the day of measure draws near, he begins to realize that he will never be named a Vald, and will be cast to the village of the Skomm to live a life of slavery. Barely surviving the beating that follows his failure to meet the measure, Talon is banished to the village of misfits. There he finds friends in the most unlikely of places, and begins to hope he might find some happiness as a Skomm. As Talon tries to settle into his life in the slave village he is challenged at every turn. The Vaka overseers have it in for him, as does the Chiefson of Timber Wolf Tribe. The Kelda Agaeti is drawing near, called by the Skomm the night of dying, when seven warriors from neighboring tribes win the right to go on a bloody rampage through the village. After barely surviving a random attack by drunken Vald that left nearly a dozen dead, Talon and his friends decide that they must somehow escape the island. For Chiefson Fylkin has vowed to kill him first on the night of dying. What follows is a fast-paced race against time, an underdog story wrought with action and adventure, rich with magic, culture, friendship and lore. Set two hundred years before the events of Whill of Agora, The Windwalker Archive reveals the origins of Dirk Blackthorn’s spirit wolf, Chief. Fans of the Legends of Agora books will be introduced to unforgettable new characters, and revisit a few old friends. Although this trilogy takes place chronologically before Whill of Agora, it can be read before or after as a standalone series.

Game Wizards: The Epic Battle for Dungeons & Dragons


Jon Peterson - 2021
    In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies.Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the Satanic Panic accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D.With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

Return of the Lazy Dungeon Master


Michael Shea - 2018
    Return of the Lazy Dungeon Master uses the experiences of thousands of GMs to help us focus on how we prepare our games, how we run our games, and how we think about our games. It includes practical steps for focusing our preparation activities on those things that will bring the biggest impact to our game. Return of the Lazy Dungeon Master builds off of the concepts of the well-received GM's guidebook Lazy Dungeon Master, updating that book with five years of new experiences, new approaches, and new observations of the way people prepare and run RPGs. This new book is a completely self-contained work, which does not require anyone to have previously read The Lazy Dungeon Master. Return of the Lazy Dungeon Master offers a new focused approach for preparing and running our roleplaying games. The book includes an eight-step guide for lightweight game preparation and is focused on how we prepare for our games, how we run our games, and how we think about our games. Prepare what benefits your game.

The Complete Paladin's Handbook


Rick Swan - 1994
    Create or enhance your paladin with new proficiencies and equipment, new rules for bonded mounts, and paladin kits like the divinate, envoy, ghosthunter, skyrider, and the indomitable wyrmslayer.

Player's Essentials: Heroes of the Forgotten Kingdoms: An Essential Dungeons & Dragons Supplement


Mike Mearls - 2010
    Each class comes with a set of new powers, class features, paragon paths, epic destinies, and more that beginning players can use to build the characters they want to play and experienced players can plunder for existing 4th Edition characters. In addition to new builds, this book presents expanded information and racial traits for some of the game’s most popular races, including dragonborn, drow, half-elves, half-orcs, and tieflings.

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.

Sikhs: The Untold Agony Of 1984


Nilanjan Mukhopadhyay - 2015
    She claimed the police had inserted a stick inside her… Swaranpreet realised that she had been cruelly violated; He spoke a single sentence but repeated it twice in chaste Punjabi: ‘Please give me a turban? I want nothing else…’ These are voices begging for deliverance in the aftermath of Indira Gandhi’s assassination in October-November 1984 in which 2,733 Sikhs were killed, burnt and exterminated by lumpens in the country. Nilanjan Mukhopadhyay walks us through one of the most shameful episodes of sectarian violence in post Independent India and highlights the apathy of subsequent governments towards Sikhs who paid a price for what was clearly a state-sponsored riot. Poignant, raw and most importantly, macabre, the personal histories in the book reveal how even after three decades, a community continues to battle for its identity in its own country.

Random Facts about Harry Potter: (500 Random facts, Spells, Charms and Potions for Potter Fans)


Jack Stone - 2018
    The book contains 500 random facts along with Spells, Charms and Potions that you've Probably never heard before in the blockbuster harry potter series.Test your knowledge and check how many of this are know to you.

Hey! Listen!: A journey through the golden era of video games


Steve McNeil - 2019
    He took a Nintendo Wii with him on his honeymoon (obviously), and spent so much time playing smartphone games in bed in the dark that he got eye strain and had to wear an eye patch. The locals nicknamed him 'the pale pirate'.Steve's obsession with video games can be traced back to the golden period from the early 70s to the late 90s. In this book he will delve into these games - from the appallingly bad to the breathtakingly good. He will also take us through the nerdy geniuses who created them, their fierce rivalries and risks often leading to some of the most farcical moments in the history of entertainment.This is a story of obsession, full of tales of Space Invaders, Donkey Kong, Mario, Sonic, Wolfenstein 3D, Worms and many more. It will also answer important questions about the golden age. Questions like: Why did Namco feel they had to change the name of Puck-Man to Pac-Man because they were worried about graffiti, when Nintendo were more than happy to bring out Duck Hunt?Joysticks at the ready. Let's Play!

Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons


Michael Witwer - 2015
    Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008.Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.

Dread: A game of horror and hope


Epidiah Ravachol - 2005
    This book contains all that is needed for two or more play, except for paper, pencil, and a block-stacking puzzle like Jenga.Winner of the 2006 Gold ENnie for Innovation.

Cold Cases: Solved Volume 1: 18 Fascinating True Crime Cases


Robert Keller - 2021
    What happens to them is beyond your most terrifying nightmares.You’re History: The discovery of a human skull panics a killer into a confession. Perhaps he should have waited for the coroner’s report.Cold-Blooded: Karen was the former wife of an American icon. But celebrity is no shield against a determined psychopath.The Janitor: When a preteen girl goes missing from a school, suspicion falls on the one person all of the female students are wary of – the creepy janitor.A Bullet for Your Broken Heart: Roy Joe had been dealt many tribulations in his life. None of them, though, was as bad as Carolyn.The Other Ripper: For years, Joan was thought to be a victim of Britain’s most notorious slayer. Her killer turned out to be a different psychopath entirely.Young Blood: Two teenagers meet up for a moonlight tryst in an abandoned building. One of them won’t make it out alive.Neighborhood Monster: It was a simple errand, a quick run to the store in a safe neighborhood. It should not have cost a little girl her life.Plus 10 more horrific true murder cases. Scroll up to grab a copy of Cold Cases: Solved Volume 1.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.