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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
Dread Trident examines the rise of imaginary worlds in tabletop
role-playing games (TRPGs), such as Dungeons and Dragons. With the
combination of analog and digital mechanisms, from traditional
books to the internet, new ways of engaging the fantastic have
become increasingly realized in recent years, and this book seeks
an understanding of this phenomenon within the discourses of trans-
and posthumanism, as well as within a gameist mode. The book
explores a number of case studies of foundational TRPGs. Dungeons
and Dragons provides an illustration of pulp-driven fantasy,
particularly in the way it harmonizes its many campaign settings
into a functional multiverse. It also acts as a supreme example of
depth within its archive of official and unofficial published
material, stretching back four decades. Warhammer 40k and the
Worlds of Darkness present an interesting dialogue between Gothic
and science-fantasy elements. The Mythos of HP Lovecraft also
features prominently in the book as an example of a realized world
that spans the literary and gameist modes. Realized fantasy worlds
are becoming ever more popular as a way of experiencing a touch of
the magical within modern life. Reworking Northrop Frye's
definition of irony, Dread Trident theorizes an ironic
understanding of this process and in particular of its embodied
forms.
Ready to go beyond the basics? Expand the limits of what's possible
with the Pathfinder Advanced Player's Guide! This 272-page
Pathfinder Second Edition rulebook contains exciting new rules
options for player characters, adding even more depth of choice to
your Pathfinder game! Inside you will find brand new ancestries,
heritages, and four new classes: the shrewd investigator, the
mysterious oracle, the daring swashbuckler, and the hex-slinging
witch! The must-have Advanced Player's Guide also includes exciting
new options for all your favorite Core Rulebook classes and tons of
new backgrounds, general feats, spells, items, and 40 flexible
archetypes to customize your play experience even further! This
deluxe special edition is bound in faux leather with metallic
deboss cover elements and a bound-in ribbon bookmark. The perfect
way to commemorate Pathfinder's new edition! (Cover color and
design subject to change.) The Pathfinder Advanced Player's Guide
includes: * Four new classes: the investigator, oracle,
swashbuckler, and witch! * Five new ancestries and five heritages
for any ancestry: celestial aasimars, curious catfolk, hagspawned
changelings, vampiric dhampirs, fate-touched duskwalkers, scaled
kobolds, fierce orcs, fiendish tieflings, industrious ratfolk, and
feathered tengu! * 40 new archetypes including multiclass
archetypes for the four new classes, Pathfinder favorites like the
cavalier, dragon disciple, shadowdancer, and vigilante, and
brand-new archetypes like the familiar master and the
shield-bearing iron wall! * New class options for all twelve
classes from the Pathfinder Core Rulebook including champions of
evil, genie and shadow sorcerers, zen archer monks, rogue
masterminds, spellcasting rangers, and more! * Even more exciting
new rules, from rare and unique backgrounds to investigative skill
feats, from spells and rituals like reincarnate and create
demiplane to new items including special wands with unusual effects
and exciting potions worthy of a witch's cauldron.
Covering the fiercely contested US sectors of D-Day, including the
beaches of Omaha and Utah, this new Campaign Book for Bolt Action
allows players to refight the fierce American beach landings, beach
head breakouts, and Airborne assaults. New, linked scenarios,
rules, troop types, and Theatre Selectors provide plenty of options
for both novice and veteran players alike.
Many of today's most commercially successful videogames, from Call
of Duty to Company of Heroes, are war-themed titles that play out
in what are framed as authentic real-world settings inspired by
recent news headlines or drawn from history. While such games are
marketed as authentic representations of war, they often provide a
selective form of realism that eschews problematic, yet salient
aspects of war. In addition, changes in the way Western states wage
and frame actual wars makes contemporary conflicts increasingly
resemble videogames when perceived from the vantage point of
Western audiences. This interdisciplinary volume brings together
scholars from games studies, media and cultural studies, politics
and international relations, and related fields to examine the
complex relationships between military-themed videogames and
real-world conflict, and to consider how videogames might deal with
history, memory, and conflict in alternative ways. It asks: What is
the role of videogames in the formation and negotiation of cultural
memory of past wars? How do game narratives and designs position
the gaming subject in relation to history, war and militarism? And
how far do critical, anti-war/peace games offer an alternative or
challenge to mainstream commercial titles?
Journey to Near Space, the galactic region that contains the Pact
Worlds, the Veskarium, and many of the planets discovered and
colonized by explorers from those civilizations. This hardcover
rulebook expands the Starfinder campaign setting with details on
dozens of worlds and cultures found in Near Space, each perfect as
a locale for science-fantasy adventure! Inside this book, you'll
find in-depth gazetteers of the nine worlds of the Veskarium, the
interstellar empire founded by the warlike vesk; detailed entries
on other planets and civilizations of Near Space; new starships
from the Veskarium and beyond; alternate racial traits for playable
Near Space races; and new themes, archetypes, equipment, spells,
and more for any character!
In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty
interviews with twenty-two queer video game developers whose
radical, experimental, vibrant, and deeply queer work is driving a
momentous shift in the medium of video games. Speaking with insight
and candor about their creative practices as well as their politics
and passions, these influential and innovative game makers tell
stories about their lives and inspirations, the challenges they
face, and the ways they understand their places within the wider
terrain of video game culture. Their insights go beyond typical
conversations about LGBTQ representation in video games or how to
improve "diversity" in digital media. Instead, they explore queer
game-making practices, the politics of queer independent video
games, how queerness can be expressed as an aesthetic practice, the
influence of feminist art on their work, and the future of queer
video games and technology. These engaging conversations offer a
portrait of an influential community that is subverting and
redefining the medium of video games by placing queerness front and
center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews,
Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky
Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome
Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna
Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah
Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert
Yang
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Deadline
(Paperback)
Domino Finn
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R813
R727
Discovery Miles 7 270
Save R86 (11%)
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Ships in 18 - 22 working days
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Welcome to Diceless Dungeons, an old-school role-playing game
without the bones! You see, every old-school game has a diceless
system inside of it, because these games emphasize decision making,
exploration, and role-playing above all else. Herein, you'll find
rules for creating brave adventurers (including the sorcerer's
apprentice), exploring the dungeons (with a combat system that
preserves a sense of danger without dice), and monsters and magic
items to win and wield. All in a simple, narrative ruleset that
feels like the imaginative play of childhood! The dungeons await
your sword...
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