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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
New Orleans is a city of many faces. The gaiety of Mardi Gras is
juxtaposed with the rampant corruption that earned it the nickname
"The City That Care Forgot." The genteel decline of the French
Quarter, the location of the city's original settlement, stands in
contrast to the rich opulence of the Garden District, where the
Americans later built their mansions. Voodoo and Catholicism exist
side by side. Behind it's shining mask the leering visage of the
Mythos can be found.
They hide in the shadows of the hallows. They lurk in the alleys of
New York. They slink along the docks of Charleston. What are they?
Secrets. From societies, to hidden magic, secrets beat through the
veins of the colonies. Some may think they know everything that has
transpired in the colonies, but they are wrong. There are dark
things afoot. There are those with vengeance in their heart who
seek to unleash it. There are creatures prowling the shadows
awaiting to entangle the unsuspecting in their maws. There is evil
flowing in the wind. Secrets. Secret history. Secret plots. Secret
agendas. These are the secrets of Colonial Gothic.
CALL OF CTHULHU ROLEPLAYING] "Tatters of the King" is a "Call of
Cthulhu" campaign suitable for four to six investigators: ideally
one should be a psychoanalyst or alienist and published in this
field, and one or more of the others should be involved in the
creative arts. It is convenient if the investigators live in or
near London, but one or all can be foreign-based if they are
prepared to travel to Britain to address events. Detailed advice on
options for involving the player characters is provided.
In all of North America there is no more perfect intersection of
climate, culture, and colorful history than San Francisco - the
culmination of Manifest Destiny, the Golden Gate to the Pacific
Ocean, and the treasure house of the wealth of the great California
Gold Rush. Purged of her wild, anarchic past by a devastating
earthquake and fire at the beginning of the twentieth century, San
Francisco has emerged as the most cosmopolitan city on the West
Coast. San Francisco is deceptively ancient; its history shrouded
in a fog of false domesticity. The Bay Area has known many masters,
each leaving a distinctive mark upon the land. As San Francisco
blossoms it attracts fugitives and practitioners of unorthodox
faiths from across the world. Tales of the region assume mythic
proportions as it becomes the most ethnically diverse, and most
lawless, place in America. SECRETS OF SAN FRANCISCO provides
excellent background for a CALL OF CTHULHU campaign set in the Bay
Area of the 1920s. It includes urban geography, civic history and
research venues, and mythos lore. Many period photographs are
provided and dozens of historical figures are introduced, including
several who collaborated and corresponded with Lovecraft. Here are
provided descriptions of where San Franciscan's are sent when they
break the law, go insane, or pass-beyond. Here are the sights,
sounds, and secrets of this place that makes it a unique city."
The City of Angels? No burg this side of the Pearly Gates could
live up to such a moniker, and L.A. isn?t even trying. You won?t
see many inhabitants of that sprawling boom town sprouting downy
wings or signing up for the Celestial Choir. Sure, L.A. has more
than its share of evangelists, faith-healers, and political
do-gooders, but when your economy is built on black gold, land
speculation, the Hollywood dream factory, and the sweat of migrant
workers, it attracts a lot more than just the saintly. The
fresh-faced, scrubbed-clean, Midwest wholesomeness they plaster all
over the real estate ads doesn?t even tell a tenth of the story.
You can?t have sunshine without casting shadows, and one thing L.A.
has in spades is sunshine? 1920s Los Angeles is a fast-growing,
fast-moving city encompassing all that is great and all that is
rotten in America. A racial, ethnic, and religious melting pot
presaging what America would become later in the century, L.A.
nonetheless clings to a veneer of Wh
CALL OF CTHULHU ROLEPLAYING] SECRETS OF NEW YORK is a compendium of
one of the oldest and most popular cities in the new world, and is
a supplement for the "Call of Cthulhu" roleplaying game. This
volume explores the strange events above and below the streets and
avenues that crisscross the world's financial capital during the
1920's. With a plethora of characters to bring the city to life,
and a detailed history to build scenarios upon, "Secrets of New
York" is an indispensable tool for keepers and players setting
adventures in the Big Apple. Included are maps and historical
documents and photographs of 1920's New York City, as well as
several scenarios that explore the most popular and less savory
locales of this grand metropolis.
Imagine a world of mystery and excitement, adventure and fantasy,
waiting for you to explore. A world that reacts to your every move,
with characters and companies that talk to you, send you messages,
and even give you items to help you in your quest. A world so
immersive that you can no longer tell where the reality ends and
the fiction begins. Welcome to the world of Alternate Reality
Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by
Dave Szulborski is the perfect introduction to the unique and
exciting world of Alternate Reality Games. Written by the creator
of five successful and critically acclaimed ARGs, This Is Not A
Game features detailed sections on the theory and history of
Alternate Reality Gaming, as well as a "How To Guide" for aspiring
game creators. The book also includes Dave's personal reflections
on creating some of the most popular ARGs ever developed, and
essays on gaming and cooperative writing by award winning authors
Ben Mack and Joseph Matheny.
Andy Singleton has been modelling and painting most of his life and
has been a professional commission figure painter for some years
now. Here he shares his experience and tips of the trade with those
collecting figures for the North African campaigns in WWII. The
four main sections of the book cover British, Italian, German and
US troops, as well as tips on assembly and painting camouflage
uniforms. Each section is divided into three levels of complexity,
'conscript', 'regular' and 'elite', allowing the reader to build up
an array of techniques as they gain confidence and experience. The
emphasis is on achievable results and practical advice that is
applicable to painting units or whole armies for wargaming purposes
in a reasonable time frame, not on spectacular individual display
pieces. Most of the figures featured in the numerous illustrations
are sized either 28mm or 20mm but the techniques described are
easily adaptable to smaller sizes and both plastic and metal
figures are covered. Andy's clear, step-by-step guidance takes the
reader through the process from the initial preparation and
assembly of the figure, to finishing and basing.
CALL OF CTHULHU ROLEPLAYING] In dim, forgotten recesses of the
world lurk mind-twisting horrors. Through the use of human agents
these horrors work to thwart mankind's destiny.
However, not all of these human agents are willing partners. Many
times have the monsters resorted to subtlety and intrigue to
further their ends, rather than gross displays of sheer
destruction.
Andrew Keetling is one such unwilling agent. A sucessful Boston
businessman, he has disappeared -- held captive in a mansion of
madness.
MANSIONS OF MADNESS is a collection of six independent tales for
"Call of Cthulhu." Set in the 1920s and of varying length and
complexity, these adventures can be planted into an ongoing
campaign as the keeper sees fit. Some can be played in a single
night, others will require several evenings to complete. They can
readily be used as plot twists, interesting diversions, or red
herrings.
Future Lost is a science fiction sourcebook that gives players a
chance to step into a possible future where America has fallen and
immoral corporations have divided up a once great nation. The
cities of the new "corporate-nations" are divided further into
large gated communities that shelter the wealthy and powerful
behind high tech and heavily armed security. Meanwhile the poor are
cast out into "other-cities", lawless ghettos where gangs, crime
and violence are a way of life. Future Lost contains 276 pages with
9 classes, 27 prestige classes, as well as new skills and skill
uses, feats, original psychic powers, unique equipment, firearms
and complete new rules for cybernetic augmentation and cybernetic
systems. The book also contains a world description of the powers
that be: international corporations, merciless gangs, military
research facilities, fanatical religious sects and tyrannical
government bodies.
Set in the world of the Three Musketeers and Cyrano de Bergerac, En
Garde! is one of the original role-playing games. This new edition
is faithful to the original game and introduces a new generation to
the delights of swashbuckling in seventeenth century Paris.
At long last! A sourcebook detailing the campus, courses, students,
and personnel of one of the world's most prestigious institutions
of deeper learning. Filled with information on various University
departments and professors, this book weaves together the details
drawn from H.P. Lovecraft's Mythos tales with the Call of Cthulhu
RPG background to create an indispensable sourcebook for Call of
Cthulhu.
A fun, fast paced, easy-to-learn horror-comedy roleplaying game,
Horror Rules is a great way to lose your marbles (or your life) and
keep your sense of humor! Based on popular horror movies such as
Tremors, The Evil Dead and 8-Legged Freaks and packed with all your
favorite characters, cliches and cut-ups, it's great for
experienced and novice gamers alike. Liven up any party or just
kill a few hours with your friends. Even non-gamers will find it a
fun read and an excellent addition to any horror collection. The
basic rulebook is packed with cool artwork, sample Bad Guys,
Character Sheets, a free adventure and 100pgs of
scare-your-pants-off fun... everything you need to play and more!
With plenty of action, scares and tongue-in-cheek fun, it's
guaranteed to make you DIE laughing.
CALL OF CTHULHU ROLEPLAYING] New to "Call of Cthulhu"? Or are you a
battle-scarred veteran of many campaigns? Here are essential
background articles useful to most keepers.
"The History Behind Prohibition" -- a lengthy article bringing
anti-alcohol advocates, law enforcement, gangsters, rum-runners,
and consumers into focus. Lots of good stories. "The Keeper's
Master List of "Call of Cthulhu" Scenarios" -- lists are
alphabetical by the following topics: scenario era;
creature/maniacs/great old ones; legendary heroes and villains;
cults/sects/secret societies; Mythos tomes; fictitious locations;
and Mythos books from publishers other than Chaosium.
"Iron: a Survey of Civilian Small Arms Used in the 1890's, 1920's,
and the Present." Practicalities of firearms; common malfunctions;
new skills Handloading and Gunsmithing. Firearms considered are
likely to be encountered or thought especially useful by
investigators. Insightful discussions of nine specific rifles, five
shotguns, ten handguns, a sniper rifle, and the Thompson submachine
gun. Hot load damage values for most weapons, along with
comparative ratings for noise, maintenance, powder, reloading per
round, more, plus standard stats.
The Call of Cthulhu Keeper's Companion is an invaluable resource
for GM's. New material includes advice for new keepers, a lengthy
study of Mythos artifacts, a learned discussion of many
occultbooks, an up-to-the-moment description of every facet of
forensic medicine, a thorough revision and expansion of the game
skills (including nearly two dozen new ones), and the augmented
text of the Keeper's Compendium, somewhat updated--forbidden books,
secret cults, alien races, and mysterious places. Additional short
essays and features round out this book-more than 100,000 words!
The best-selling Keeper's Compendium appeared in 1993, but has been
out of print for more than two years.
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.
With annual gross sales surpassing 100 billion U.S. dollars each of
the last two years, the digital games industry may one day
challenge theatrical-release movies as the highest-grossing
entertainment media in the world. In their examination of the
tremendous cultural influence of digital games, Daniel Reardon and
David Wright analyze three companies that have shaped the industry:
Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton,
Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company
has used social media and technical content in the games to promote
players' belief that players control the companies' game
narratives. The result has been at times explosive, as empowered
players often attempted to co-op the creative processes of games
through discussion board forum demands, fund-raising campaigns to
persuade companies to change or add game content, and modifications
("modding") of the games through fan-created downloads. The result
has changed the way we understand the interactive nature of digital
games and the power of fan culture to shape those games.
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