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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
An exciting investigative roleplaying game exploring the supernatural
and esoteric mysteries in early 20th century Britain.
A mythras adventure role playing game.
Welcome to the desolate Sea of Dragons coast, on the northernmost
reaches of the Duchy of Bethany. Several adventures await the intrepid
party, including an exploration of the Lonely Lighthouse, now derelict,
and strange events in the nearby Blue River Valley.This introductory
adventure for Classic Fantasy is designed for three to four characters
covering the standard class range. This module provides many hours of
adventure and is complete with maps, NPCs, and a sheet of paper figures
for use in encounters.Please note that the cutout figures are greyscale
in the printed copy but full-colour versions are provided on the free
PDF.
Parallel Lines is a collection of eight very different scenarios set in seven very different versions of Earth. Each mission is self-contained, but the collection can be played as a complete campaign with the characters forming an elite team in Valhalla's Mjollnir Section.The adventures include the Salem Witch Trials, a post-apocalyptic Camargue, an Orwellian Britain, epic journeys by airship and Trans-Siberian Express, a voyage to the bottom of the sea, an investigation through the streets of a disintegrating Edinburgh, and a murder hunt through a dystopian London.Packed with wild ideas and creative locations, along with dozens of colourful NPCs (and some distinctly weird ones), Parallel Lines is transplanar adventuring at its very best.Parallel Lines requires access to both Luther Arkwright: Roleplaying Across the Parallels and Mythras for full enjoyment.
Since its inception decades ago, the tabletop roleplaying game Dungeons
& Dragons has offered an escape from the real world, the chance to
enter distant realms, walk in new shoes, and be part of immersive,
imaginative tales as they unfold. More so, in Thom James Carter’s
opinion, it’s a perfect vessel for queer exploration and joy. Journey
on, adventurer, as Dungeon Master Thom invites readers into the game’s
exciting queer, utopian possibilities, traversing its history and
contemporary evolution, the queer potential resting within gameplay,
the homebrewers making it their own, stories from fellow players, and
the power to explore and examine identity and how people want to lead
their lives in real and imagined worlds alike. Grab a sword and get
your dice at the ready, this queer adventure is about to begin. (This
book is unofficial and unaffiliated with properties Wizards of the
Coast and Dungeons & Dragons.)
Not one Earth, but an infinity of them, existing in parallel continua, their own paths, own histories, own futures, own mistakes. Most are unaware of the existence of a multiverse; but some parallels know that Earth is not alone, but mirrored.ZeroZero knows. It watches the parallels, ensures their stability. ZeroZero knows that instability spreads like a disease, infecting each parallel until a critical mass is reached and cataclysm is guaranteed.The Disruptors know. And they are intent on subverting the multiverse for their own ends, to destabilise countries, instigate wars, bring about destruction.The Valhalla Project was established to stop the Disruptors; to uncover their plans, identify their agents, and eliminate them. Their best agent is Luther Arkwright, unique in the multiverse, a powerful psychic, but himself unstable. Arkwright does not work alone. There are others. You.Based on Bryan Talbot's acclaimed graphic novels,Luther Arkwright: Roleplaying Across the Parallelsis a Mythras supplement introducing the Arkwright multiverse and all the rules needed for adventuring in countless parallel dimensions. This book contains game rules for contemporary character creation, psionics, technology, firearms, vehicles and more!
Is your roleplaying in a rut? Flip the table and try something new! Proactive roleplaying will re-energize your players – and your game. Most adventures in traditional TTRPGs start out the same way: Something bad happens and your players have to muster their courage to stand against it. Whether it’s rescuing the little dog that was kidnapped by the local troll, stopping an assassination attempt at the archduke’s wedding or recruiting an army to disrupt the construction of a world-ending ritual site, the party will always find a way to save the day. After all, what kind of heroes would they be if they let the dog, duke or entire population die? Saving the day is fun, but it starts to get repetitive after a while. If you’re using a “bad guys try to do stuff, good guys try to stop them” engine to drive all your sessions, you’re taking all the agency out of your players’ hands. Bad stuff happens, good people have to try to stop it, roll, rinse, repeat. There’s a better way to play (and prep) your sessions. The Game Master’s Handbook of Proactive Roleplaying shows you how to convert your TTRPG gameplay from predictable action/reaction cliches to player-driven narratives that put all the choices (and most of the prep work) in the hands of your players. The goals are theirs. The decisions are theirs. Everything that happens in the world you’re building together occurs not because you planned it, but because the PCs are following their own paths, rather than Game Master breadcrumbs, to the scene of the next adventure. The proactive approach ensures every battle has tension, every faction has a function and every session is high-stakes (and an absolute blast), putting the players and their characters in the driver’s seat so you can sit back and simply put giant goal- (and soul-) crushing roadblocks in their way. You’ll also find:
The Game Master's Handbook of Proactive Roleplaying is compatible with your favorite 5th edition Fantasy Tabletop RPGs!
There's something rotten in the town of Advent.Advent - the last civilized place in The Realm before one crosses into the barbarian lands of The Long Riding. Many years ago this was a lawless place of warring clans and murderous bandits. Advent has grown since then, but little has changed. It still attracts the dregs, the runaways, the refugees, the desperate, the unforgiven.Perhaps this is why Zarand and his gang of robbers thought Advent was a good place to lie low. To plan the next job. To find the fabled treasure hoard of the barbarian chief, Hessaret.But naturally, nothing is ever as simple.This might just be Zarand's last job...Hessaret's Treasure is a Mythras scenario set in The Realm, the lands described in Book of Quests. It provides a side chapter for that campaign, or, as is intended, a scenario in its own right. While useful, Book of Quests is not essential for play, and this scenario can easily be slotted into many fantasy campaign settings. It is suitable for a party of up to six reasonably skilled adventurers looking to make a name for themselves and not afraid to get their hands dirty.
Global esports explores the recent surge of esports in the global scene and comprehensively discusses people's understanding of this spectacle. By historicizing and institutionalizing esports, the contributors analyze the rapid growth of esports and its implications in culture and digital economy. Dal Yong Jin curates a discussion as to why esports has become a global phenomenon. From games such as Spacewar to Starcraft to Overwatch, a key theme, distinguishing this collection from others, is a potential shift of esports from online to mobile gaming. The book addresses why many global game players and fans play and enjoy online and mobile games in professional game competitions, and therefore, they investigate the manner in which the transfer to, from and between online and mobile gaming culture is occurring in a specific subset of global youth. The remaining focus identifies the major platforms used to enjoy esports, including broadcasting and smartphones. By analyzing these unexamined or less-discussed agendas, this book sheds light on the current debates on the growth of global esports culture.
Whisper & Venom Compendium Deluxe Hardcover Whisper & Venom is a complete adventure for fantasy RPG's. Intriguing design and immersive gameplay are showcased in elegant writing. It is suitable for any classic fantasy role-playing game system.
Science Fiction Hobby Games serves as a history and guide to tabletop gaming franchises set in original science-fictional milieux. Its subject is the pen and paper role playing games and model and counter based wargames that preceded modern videogames and still evolve alongside them, as well as the gamebooks, board games, card games and postal games that are their less famous cousins. Included are detailed critical overviews of more than a hundred fantastical universes published between 1969 and 2013, along with essays on popular types of tabletop game and the natures of their settings and stories. Throughout, sf games are treated as an integral part of the long history of science fiction, and as a new way of enabling its explorations of the future and other worlds. Based on the author's contributions to the Hugo Award winning third edition of the Clute and Nicholls Encyclopedia of Science Fiction, this book contains an extra 20,000 words on additional games and other topics, specially written for this new version of the text.
This book addresses the ongoing scientific debates regarding video games and their effects on players. The book features opposing perspectives and offers point and counterpoint exchanges in which researchers on both sides of a specific topic make their best case for their findings and analysis. Chapters cover both positive and negative effects of video games on players' behavior and cognition, from contributing to violence and alienation to promoting therapeutic outcomes for types of cognitive dysfunction. The contrasting viewpoints model presents respectful scientific debate, encourages open dialogue, and allows readers to come to informed conclusions. Key questions addressed include: * Do violent video games promote violence? * Does video game addiction exist? * Should parents limit children's use of interactive media? * Do action video games promote visual attention? * Does sexist content in video games promote misogyny in real life? * Can video games slow the progress of dementia? * Are video games socially isolating? Video Game Influences on Aggression, Cognition, and Attention is a must-have resource for researchers, clinicians and professionals as well as graduate students in developmental psychology, social work, educational policy and politics, criminology/criminal justice, child and school psychology, sociology, media law, and other related disciplines.
In Orlandes City, nobles are being systematically murdered by a ruthless assassin no-one seems able to catch. Finding yourself thrust into the middle of a large conspiracy, you must make decisions that may put yourself and another most precious to you in great danger. Can you locate the Assassin in Orlandes before it is too late?
What was it that got you through the Covid-19 pandemic? For some it was long walks; others turned to home baking. For millions it was video games, a booming industry which exploded in popularity over the pandemic years. Confined to our homes and with the lines of reality becoming blurred as everyday life shifted to screens, perhaps it was no wonder that so many of us were desperate to be transported to different worlds. In Playing with Reality: Gaming in a Pandemic, journalist and presenter Alex Humphreys, a passionate gamer herself, investigates this extraordinary boom in the gaming industry. Charting its rise, Alex interviews players and developers, sharing a glimpse of what was going on behind closed doors as studios closed and games were finished from home. Playing with Reality explores exactly what it was that made gaming a lifeline for so many, and what the future holds as we look to the metaverse.
Will you escape the dangers of Azeroth? Will you escape the dangers of Azeroth? You have 60 minutes to break free of the chains that bind and the evils that threaten the World of Warcraft (R)! Play as honorable members of the Horde and the Alliance and overcome obstacles before time runs out! Stop the spread of Professor Putricide's plague of undeath in his bizarre laboratory, dodge devilsaurs in Un'Goro Crater, and restore order to Karazhan before the tower collapses! Featuring three different scenarios with three difficulty levels: easy, medium, and challenging. Will you be unshackled? Or will time seal your fate?
Discover the war-ravaged lands of Dormus, the exciting world setting for the international bestselling gamebook series, DestinyQuest. Dormus is a world riven with strife and conflict, it's very fabric of reality under threat from otherworldly forces and cataclysmic events. These are dark and perilous days, where fractious tensions threaten to bring down kingdoms and empires, and demonic invaders sow seeds of chaos to hasten the fall of humanity. This is a time when great heroes will rise - legendary men and women of fame, who will spin the web of destiny anew, changing lives and history, influencing kings and nations, and becoming beacons of hope amidst a desperate world teetering on the brink of ruin. Inside this beautifully illustrated hardback volume you will find: * A detailed history of the world, from its creation by the celestial Fates, to the current End Days of crumbling empires and war-weary kingdoms. * A comprehensive timeline that charts the key events that have shaped the world of Dormus, right up to the present - interlinking with the narratives of the gamebook series. * An overview of the magic system, detailing the chaotic forces of the Shroud and the effects of its demonic taint, as well as the runic magic of the dwarves and the dangerous arts of channelling elemental forces. * Exciting character stories and biographies, exploring some of the key heroes (and villains) who have influenced the DestinyQuest world, including the legendary witchfinder, Eldias Falks, and the enigmatic archmage, Avian Dale. * Detailed summaries of the main factions that vie for power and influence within the kingdom of Valeron, from the secretive enclaves of the Arcane Hand to the scheming masters of shadow, the Nevarin. Whether you are a fan of the DestinyQuest series or a gamemaster looking for a new and immersive setting for your homebrew roleplaying campaigns, the World Companion delivers a wealth of exciting secrets and discoveries - everything you need to arm yourselves for epic adventures ahead. So, are you ready to embrace your destiny?
A new world beckons... Ancient magic flows through the grimy streets of Lawbrand's bustling Trade-Cities. Tensions between the ruling Sularian Church and the new generation of upstart adventurers threaten to ignite a firestorm of societal upheaval. In the wilds beyond Lawbrand's borders. Long-forgotten races and newly formed cults rise to claim their own territories - and exert their will upon civilization. And beneath it all, the ancient World-Serpent, Auroboros, awakens to devour all... |
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