Book picks similar to
Boardgames That Tell Stories by Ignacy Trzewiczek
non-fiction
game-design
games
nonfiction
Life on the Mississippi
Mark Twain - 1883
The book that earned Mark Twain his first recognition as a serious writer... Discover the magic of life on the Mississippi. At once a romantic history of a mighty river, an autobiographical account of Mark Twain's early steamboat days, and a storehouse of humorous anecdotes and sketches, Life on the Mississippi is the raw material from which Twain wrote his finest novel:
Adventures of Huckleberry Finn
. "The Lincoln of our literature." (William Dean Howells)
Free: The Future of a Radical Price
Chris Anderson - 2009
Reveals how to run an online business profitably in spite of the Internet's inherently free culture, disseminating the principles of a ''priceless economy'' in six categories that pertain to advertising, labor exchange, and advanced-version fees.
Make Good Art
Neil Gaiman - 2013
He encouraged the fledgling painters, musicians, writers, and dreamers to break rules and think outside the box. Most of all, he encouraged them to make good art.The book Make Good Art, designed by renowned graphic artist Chip Kidd, contains the full text of Gaiman’s inspiring speech.
Her
Pierre Alex Jeanty - 2017
Every woman should know the feelings of being loved and radiating those feelings back to her mate. This is a beautiful expression of heartfelt emotion using short, gratifying sentiments. If there is a lover in you, you will not get enough of "Her."
Playing at the World: A History of Simulating Wars, People, and Fantastic Adventure from Chess to Role-Playing Games
Jon Peterson - 2012
From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
The Sum of My Parts
James Sanford - 2011
At first I tried to deny my condition (trying to treat a tumor with hot baths and ice packs). Eventually, I decided I would learn as much about my illness as possible while trying to keep my emotions on hold.What followed was an experience that finally forced me to deal with issues about my body that I had tried to ignore for decades. Along the way I dealt with a physician who gave me ridiculous advice and acquaintances who asked unbelievable questions. But I was also fortunate to be surrounded by people who supported me and doctors who helped me through the process.
Zero Hour
S.D. Perry - 2004
Bravo Team scrambles into action. On the way to the scene, Bravo's helicopter crashes. Although everyone survives, what they discover next is gruesome: an overturned military transport truck riddled with corpses -- and that's only the beginning of their nightmare. Bravo Team is about to discover the evil that is growing all around them, and rookie member Rebecca Chambers is beginning to wonder what she's gotten herself into.
Bradbury Speaks: Too Soon from the Cave, Too Far from the Stars
Ray Bradbury - 2005
On subjects as diverse as fiction, the future, film, famous personalities, and more, Ray Bradbury has much to say, as only he can say it.Collected between these covers are memories, ruminations, opinions, prophecies, and philosophies from one of the most influential and admired writers of our time. As unique, unabashed, and irrepressible as the artist himself, here is an intimate portrait, painted with the master's own words, of the one and only Ray Bradbury—far more revealing than any mere memoir, for it opens windows not only into his life and work but also into his mind and heart.
This Gaming Life: Travels in Three Cities
Jim Rossignol - 2008
Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist.Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives.Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences.“We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.”—Chris Baker, Wired“This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.”—Raph Koster, game designer and author of
A Theory of Fun for Game Design
“Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’”—Joshua Davis, author of The Underdog“This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.”—John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Inventiondigitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.
Leaving Mundania: Inside the Transformative World of Live Action Role-Playing Games
Lizzie Stark - 2012
A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—larp is thriving, and this book explores its multifaceted communities and related phenomena, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. Author Lizzie Stark looks at the hobby from a variety of angles, from its history in the pageantry of Tudor England to its present use as a training tool for the US military. Along the way, she duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents’ beach house, and endures an existential awakening in the high-art larp scene of Scandinavia.
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 Invention of Solitude
Paul Auster - 1982
His moving and personal meditation on fatherhood is split into two stylistically separate sections. In the first, Auster reflects on the memories of his father who was a distant, undemonstrative, and cold man who died an untimely death. As he sifts through his Father’s things, Auster uncovers a sixty-year-old murder mystery that sheds light on his father’s elusive character. In the second section, the perspective shifts and Auster begins to reflect on his own identity as a father by adopting the voice of a narrator, “A.” Through a mosaic of images, coincidences, and associations “A,” contemplates his separation from his son, his dying grandfather, turning the story into a self-conscious reflection on the process of writing.
Tight Hip, Twisted Core: The Key To Unresolved Pain
Christine Koth - 2019
The truth is that almost everyone has tightness in this area and this tightness twists the core of the body. As a result of too much sitting, driving, running, biking, kicking, heavy lifting, yoga, dance, gymnastics, or stress, a tight hip could be the missing link to enjoying a pain-free life. In Tight Hip, Twisted Core you will: - Discover how this muscle impacts your body from head to toe - Determine if you are one of the millions of people with a tight iliacus muscle and why - Release the tension in the muscle for good - Get your body aligned for pain-free performance - Prevent this muscle from getting tight ever again Based on decades of physical therapy study and clinical practice, this book outlines 3 simple steps to get your hip healthy and your core aligned, helping you to resolve your pain without expensive treatments, surgeries, and medications. “I am astounded by Christine’s ability to clearly articulate this mysterious concept in a way that anyone can understand it. This is a huge discovery in how the hip area works, and how one tight muscle affects the rest of the body. This book will significantly impact the way health care professionals treat the hip from now on.” - Zach
The Bagel: The Surprising History of a Modest Bread
Maria Balinska - 2008
But few people are aware of the bagel’s provenance, let alone its adventuresome history. This charming book tells the remarkable story of the bagel’s journey from the tables of seventeenth-century Poland to the freezers of middle America today, a story of often surprising connections between a cheap market-day snack and centuries of Polish, Jewish, and American history. Research in international archives and numerous personal interviews uncover the bagel’s links with the defeat of the Turks by Polish King Jan Sobieski in 1683, the Yiddish cultural revival of the late nineteenth century, and Jewish migration across the Atlantic to America. There the story moves from the bakeries of New York’s Lower East Side to the Bagel Bakers’ Local 388 Union of the 1960s, and the attentions of the mob. For all its modest size, the bagel has managed to bridge cultural gaps, rescue kings from obscurity, charge the emotions, and challenge received wisdom. Maria Balinska weaves together a rich, quirky, and evocative history of East European Jewry and the unassuming ring-shaped roll the world has taken to its heart.