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The Star Wars Roleplaying Game
Bill Smith - 1992
Struggle against the awesome might of the evil galactic Empire, fly faster-than-light starships, trade blaster shots with stormtroopers, fight lightsaber duels against dark Jedi warriors, and tap the mystical powers of the Force. Explore a galaxy of a billion suns, a universe of dire peril, where Rebels fight desperately against Imperial oppression. In the Star Wars roleplaying game you'll face overwhelming odds and impossible challenges — but if you meet them bravely, you will triumph, for the Force is with you always!You've seen the movies. Now live the adventure!The Star Wars roleplaying game features:° Simple rules that keep the action fast, capturing the spirit and excitement of the Star Wars universe.• A solitaire scenario that gets you into the game immediately.• An action-packed starter adventure that pits the players against the fearsome Pirates of Prexiar.• A detailed history of the Star Wars universe to help you design your own chapters of this epic saga.• Newly revised and indexed from Star Wars: The Roleplaying Game, Second Edition.
My Guide to RPG Storytelling
Aron Christensen - 2012
This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.
Halo 2: The Official Guide
Microsoft Corporation - 2004
The Official Halo 2 Guide: Strategy Evolved Developed on-site at Bungie studios and written by the elite Piggyback team, this guide includes an encyclopedic appraisal of Halo 2's multiplayer mode; a full, highly accessible walkthrough for the epic Campaign mode; and everything on basic play, all in one book.The product of over four months of writing, research, and design, this guide includes:·Detailed annotated maps: outwit multiplayer opponents with your intimate knowledge of level architecture ·Study all features of multiplayer maps, from power-up locations to "secret" areas, attack routes, and more ·Includes and exhaustive rundown of preset and custom game types—design your own multiplayer match and attract the best crowd ·Features hundreds of digital screenshots to illustrate key points ·Packed with tips, tactics, and techniques from the Bungie team ·Learn about every adversary, vehicle, and weapon—their strengths and shortcomings and how you can exploit these ·Confidently negotiate the huge Campaign mode with our exclusive maps and step-by-step walkthrough ·Designed to enhance the Halo 2 experience for newcomers and Halo: Combat Evolved veterans alike
Halo 3: The Official Strategy Guide
James Price - 2007
·Detailed annotated maps for all levels·Learn how to dominate multiplayer matches with information on weapon locations and expert tips·Learn about every enemy, vehicle and weapon — their strengths and weaknesses and how you can exploit them·Confidently navigate the huge Campaign mode with our exclusive maps and step-by-step walkthrough·Complete list of all Achievements and how to unlock each onePacked with tips, tactics and techniques direct from Bungie
XDM X-Treme Dungeon Mastery
Tracy Hickman - 2009
(Do-it-yourself secret initiation rites included.)Master the secrets of designing adventures that tell stories.Create magic illusions that can even make your players disappear!Use actual fire in your game properly.Hijack the game as a player, and how to deal with a player revolution as an XDM.Plus loads more!If I could go back in time and rewrite Dragonlance, it would be this book...only with more dragons in it. --Tracy HickmanI can say without any shame or bias, that this is one of the best books ever written and should be in every hotel room next to the bible. --Curtis HickmanPossessed by the spirits of Da Vinci, Van Gogh, and Jack Fred, I illustrated a book that you should buy two of...one to read and one to hang on your wall.--Howard Tayler
GURPS Fantasy
William H. Stoddard - 2004
It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want.GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy - including ordinary folks, people with fantastic powers, and nonhumans.Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books
Joey Drew Studios Employee Handbook (Bendy and the Ink Machine)
Cala Spinner - 2019
Drew's legacy of iconic characters like Bendy, Boris the Wolf, and Alice Angel! In this handy guidebook, you'll learn how to get around the studio, operate our state-of-the-art Ink Machine, and work well with our dedicated staff of creatives and crew members. Mr. Drew himself has even included a walk-through of all the tasks you'll need to complete to make it out of your first week alive, as well as an excerpt from his memoir The Illusion of Living, to inspire you to carry our company mission forward.In time, we hope you'll find a home here at our studios. Who knows? After a while, you may never want to leave!Don't miss this terrifying in-world guidebook, your key to unlocking the mysteries of Bendy and the Ink Machine!
DC Adventures Hero's Handbook: Super-Hero Roleplaying in the DC Universe
Steve Kenson - 2010
This handbook provides everything you need for hours of adventure in the DC Universe, including all the rules of the game, an overview of the original comic-book setting, and details on major heroes and villains, complete with game information.
Pathfinder Roleplaying Game Beginner Box
Jason Bulmahn - 2011
Scores of monsters, challenges, and advice give gamers the tools to create their own worlds and adventure, providing countless hours of gaming excitement. With streamlined rules and a focus on action-packed heroic adventure, this deluxe boxed set is the ideal introduction to the world of the Pathfinder Roleplaying Game, and the best starting point for a lifetime of pulse-pounding adventure!
Wind of Justice: The Four Winds Saga, Third Scrol
Rich Wulf - 2003
Naseru, known as "The Anvil," will stop at nothing to sit upon the Throne of Rokugan. When dark forces rise in the City of Night, he must act swiftly. To save his beloved Empire, Naseru must learn to wield the most unlikely weapon of all — justice.
Origami Zoo: An Amazing Collection of Folded Paper Animals
Robert J. Lang - 1990
Their creatures, ranging from the exotic to the familiar, the elegant to the whimsical, will both inspire the beginner and challenge the most accomplished folder.Choose among the dolphin, penguin, swan, owl, goose, kangaroo, praying mantis, or even the mythical Pegasus or extinct wooly mammoth. Each of these thirty-seven new projects is true origami-folded from a single piece of paper with no cutting or gluing-and is complete with clear step-by-step diagrams, instructions, and a photograph of the finished model.Origami Zoo will challenge and delight anyone with a penchant for creating something wonderful out of (almost) nothing.
Fabio's Italian Kitchen
Fabio Viviani - 2013
Now he shares the best of Italian home cooking while telling the story of his hardscrabble childhood, his success as a chef in the United States, and the women in his family who inspired him. In more than 150 delicious recipes, Viviani takes us from his family home, where his great-grandmother taught him to make staples like Italian Apple Cake and Homemade Ricotta, to the kitchen of a local trattoria, where he honed his craft cooking restaurant favorites like Gnocchi and the Perfect Tiramisu, and then across Italy where he studied each region's finest recipes, from Piedmont's Braised Ossobuco to Emilia Romagna's Perfect Meat Sauce. A gorgeously illustrated cookbook, Fabio's Italian Kitchen is a celebration of food and family that brings all the joy, fun, and flair that Fabio Viviani embodies to your kitchen. Fabio Viviani was born in Florence, Italy, and became a sous chef at Il Pallaio, a trattoria in Firenze, at the age of sixteen. He now works as the owner and executive chef of Cafe Firenze, a renowned Italian restaurant in Ventura County, California, and Osteria Firenze, a Los Angeles Italian eatery. He has appeared on Top Chef (season five), Top Chef All Stars, and Life After Top Chef. From growing up in a Florentine housing project to charming millions on Top Chef, Italian chef Fabio Viviani blends his amazing personal story with his favorite recipes from his home country. Fabio shares the best of Italian home cooking while telling the story of his own, hardscrabble Italian childhood (and subsequent success upon arrival in US) and especially the women in his life mother and great grandmother who taught him to cook and inspired him. The book will feature photos and over 150 recipes with stories, including Viviani staples (Italian Apple Cake, 7 Flavors Meat), restaurant favorites (Gnocchi, the Perfect Tiramisu), and recipes from his travels and apprenticeships across different regions of Italy (Braised Ossobuco from Piedmont, the Perfect Meat Sauce from Emilia Romagna).
The Education of a Poker Player (High Stakes Classic)
Herbert O. Yardley - 1957
101 Things To Do Instead of Playing on Your Phone
Ilka Heinemann - 2015
This book offers an imaginative list of games and tips aimed at curing us of our portable tech addiction. More than mere time-killers, these activities include ways to unleash your creative side and train your brain, but above all methods to set you on the road to calm.
RuneQuest
Steve Perrin - 1978
These early chapters show the secret workings of the 'world machine.'• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast (dumb and smart) which can menace players and make life difficult.• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.