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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
A slightly abridged edition of this classic wargame text with
artwork for the Red and Blue armies as individual Paperboys. Plus a
working cannon which provides the firepower in the game. It seems
that another element wants to join the action from a different
Wells book, and that may provide some apocalyptic chaos.
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.
From the Restoration of England's monarchy until the end of the War
of the League of Augsburg, nearly every country in Europe
experienced conflict. Until recently, this period was perceived as
a wargaming backwater overshadowed by the Thirty Years War fought
1618-1648 and the War of the Spanish Succession which followed from
1701-1714. It is one of military history's most colourful and
exciting eras which saw the birth of regular armies and navies for
most major European powers. Massive battles were fought on land and
at sea from the frozen winters of Scandinavia to the searing summer
heat of North Africa. Alliances were agreed, broken and remade and
thrones changed hands in the name of religion and the pursuit of
power. This guide provides the kind of information wargamers
require to take the step into a new period or, begin collecting a
new army. It overviews the main conflicts and outlines major, minor
and unusual battles. How to create and paint your troops,
information on uniforms and flags, which regiments fought where,
the evolution of tactics and battlefield doctrines together with
information on the legendary commanders who created them is all
included.##The book is designed to act as a reference source and is
not aligned with any particular rule set. The title is a quote from
a man who was a major influence on the entire period; Willem van
Oranje, King William III.
This classic study still provides one of the most acute
descriptions available of an often misunderstood subculture: that
of fantasy role playing games like "Dungeons & Dragons." Gary
Alan Fine immerses himself in several different gaming systems,
offering insightful details on the nature of the games and the
patterns of interaction among players--as well as their reasons for
playing.
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?
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.
The Aesir are dead, and the Vanir, now uncontested in their divinity, come to claim what is left of the Nine Realms. The War Clans must oppose, or align with, these new foes.
Ragnarok: The Vanir features new Godsparks that War Clans may harness to combat the marauding Vanir, as well as new scenarios, monsters, and options to further develop players' campaigns.
An avid gamer and sharp media critic explains meritocracy's
negative contribution to video game culture-and what can be done
about it Video games have brought entertainment, education, and
innovation to millions, but gaming also has its dark sides. From
the deep-bred misogyny epitomized by GamerGate to the endemic
malice of abusive player communities, gamer culture has had serious
real-world repercussions, ranging from death threats to sexist
industry practices and racist condemnations. In The Toxic
Meritocracy of Video Games, new media critic and longtime gamer
Christopher A. Paul explains how video games' focus on meritocracy
empowers this negative culture. Paul first shows why meritocracy is
integral to video-game design, narratives, and values. Games
typically valorize skill and technique, and common video-game
practices (such as leveling) build meritocratic thinking into the
most basic premises. Video games are often assumed to have an even
playing field, but they facilitate skill transfer from game to
game, allowing certain players a built-in advantage. The Toxic
Meritocracy of Video Games identifies deep-seated challenges in the
culture of video games-but all is not lost. As Paul argues,
similarly meritocratic institutions like professional sports and
higher education have found powerful remedies to alleviate their
own toxic cultures, including active recruiting and strategies that
promote values such as contingency, luck, and serendipity. These
can be brought to the gamer universe, Paul contends, ultimately
fostering a more diverse, accepting, and self-reflective culture
that is not only good for gamers but good for video games as well.
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Deadline
(Paperback)
Domino Finn
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R839
R750
Discovery Miles 7 500
Save R89 (11%)
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Ships in 10 - 15 working days
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Role-playing games seemed to appear of nowhere in the early 1970s
and have been a quiet but steady presence in American culture ever
since. This new look at the hobby searches for the historical
origins of role-playing games deep in the imaginative worlds of
Western culture. It looks at the earliest fantasy stories from the
nineteenth and twentieth centuries, at the fans--both readers and
writers--who wanted to bring them to life, at the Midwestern
landscape and the middle-class households that were the hobby's
birthplace, and at the struggle to find meaning and identity amidst
cultural conflicts that drove many people into these communities of
play. This book also addresses race, religion, gender, fandom, and
the place these games have within American capitalism. All the
paths of this journey are connected by the very quality that has
made fantasy role-playing so powerful: it binds the limitless
imagination into a "strict" framework of rules. Far from being an
accidental offshoot of marginalized fan communities, role-playing
games' ability to hold contradictions in dynamic, creative tension
made them a necessary and central product of the twentieth century.
In these books, Peter Dennis sets the paper soldiers of the 19th
century marching again across the wargames tables of the 21st. All
the troop types of the wars are represented in full colour in a
format designed to create stands of soldiers which can be used to
re-fight these epic struggles for the control of Britain. Although
the figures can be used with any of the commercial sets of wargame
rules, an introduction to wargaming and a simple set of rules by
veteran wargamer Andy Callan is included, along with buildings,
trees and even early gunpowder weapons, fearsome Irish Kern and
ruthless European mercenaries.
From a distance, the city shines so brilliantly that you never see the
darkness until it is too late to walk away. Her streets are ancient,
yet she bristles with the new. She charges the world for what she
offers; but for what she offers, you'd sell her both your eyes. The
city is Fioracitta, the Heart of Power. And she welcomes all visitors
with open arms. This supplement for Mythras is designed to give the
Games Master everything needed to craft adventures or a whole campaign
in this setting. The book outlines the city of Fioracitta, the
sprawling provincial capital of Lascany, a region in the peninsular
nation Itarra, as well as the city's history, geography, culture, and
much more. It contains full guidance for character creation, including
several non-human species: the Ophidians, the Longane, the Monacielli,
and others. Extensive sections on magic and religion adapt the Mythras
core rules to the setting, and throughout are many intrigues, secrets,
and agencies to help inform and create compelling adventures.
Fioracitta draws its inspirations from the Italian city states of the
late medieval period and the Renaissance, and creates a vibrant fantasy
world that is both self contained, or can be used with many of other
settings for Mythras, such as Luther Arkwright, Thennla, and even
Classic Fantasy.
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...
Do you want your critical hits to deal more than double damage? Want your arc rifle to have options beyond arcing to a new target? Think setting things on fire should be the beginning of what a flamethrower can do, rather than the only possibility? After you score a critical hit, draw a card and apply one of four different effects based on attack type.
These cards are designed to work with the Starfinder Roleplaying Game and can be used by players and GMs alike.
Even if your weapon already has critical hit effects, firing off that perfect shot has never been more fun!
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