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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games

Secrets of New Orleans (Paperback, 2nd ed.): Fred Van Lente Secrets of New Orleans (Paperback, 2nd ed.)
Fred Van Lente; Illustrated by Scott Baxa; Edited by Janice Sellers
R662 Discovery Miles 6 620 Ships in 18 - 22 working days

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.

Colonial Gothic - Secrets (Paperback): James Maliszewski, Richard Iorio II Colonial Gothic - Secrets (Paperback)
James Maliszewski, Richard Iorio II
R438 Discovery Miles 4 380 Ships in 18 - 22 working days

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.

Tatters of the King - Hastur's Gaze Gains Brief Focus upon the Earth (Paperback): Tim Wiseman Tatters of the King - Hastur's Gaze Gains Brief Focus upon the Earth (Paperback)
Tim Wiseman
R758 Discovery Miles 7 580 Ships in 18 - 22 working days

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.

The Secrets of San Francisco (Paperback): Chaosium RPG Team The Secrets of San Francisco (Paperback)
Chaosium RPG Team
R637 Discovery Miles 6 370 Ships in 18 - 22 working days

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."

Secrets of Los Angeles (Paperback): Chaosium RPG Team Secrets of Los Angeles (Paperback)
Chaosium RPG Team
R637 Discovery Miles 6 370 Ships in 18 - 22 working days

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

The Secrets of New York (Paperback): Chaosium RPG Team The Secrets of New York (Paperback)
Chaosium RPG Team
R572 Discovery Miles 5 720 Ships in 18 - 22 working days

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.

This Is Not A Game - A Guide to Alternate Reality Gaming (2nd Digital Edition) (Paperback): Dave Szulborski This Is Not A Game - A Guide to Alternate Reality Gaming (2nd Digital Edition) (Paperback)
Dave Szulborski
R720 Discovery Miles 7 200 Ships in 18 - 22 working days

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.

Painting Wargaming Figures: WWII in the Desert (Paperback): Andy Singleton Painting Wargaming Figures: WWII in the Desert (Paperback)
Andy Singleton
R446 R410 Discovery Miles 4 100 Save R36 (8%) Ships in 9 - 17 working days

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.

Mansions of Madness (Paperback, 2nd Revised edition): Chaosium RPG Team Mansions of Madness (Paperback, 2nd Revised edition)
Chaosium RPG Team
R568 Discovery Miles 5 680 Ships in 18 - 22 working days

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.

Dark Future - A Cybernetic Sci-Fi Role Playing Game (Paperback): Vincent Venturella Dark Future - A Cybernetic Sci-Fi Role Playing Game (Paperback)
Vincent Venturella
R699 Discovery Miles 6 990 Ships in 18 - 22 working days

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.

En Garde! - Being in the Main, a Game of the Life and Times of a Gentleman Adventurer and His Several Companions (Paperback,... En Garde! - Being in the Main, a Game of the Life and Times of a Gentleman Adventurer and His Several Companions (Paperback, 4th Revised edition)
Darryl Hany, Frank Chadwick; Edited by Paul Evans
R527 Discovery Miles 5 270 Ships in 18 - 22 working days

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.

Miskatonic University (Hardcover): Johnson Miskatonic University (Hardcover)
Johnson
R775 Discovery Miles 7 750 Ships in 18 - 22 working days

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.

Hero System Martial Arts (Paperback): Steven S. Long Hero System Martial Arts (Paperback)
Steven S. Long
R782 Discovery Miles 7 820 Ships in 18 - 22 working days
Hero System Skills (Paperback): Steven S. Long Hero System Skills (Paperback)
Steven S. Long
R908 Discovery Miles 9 080 Ships in 18 - 22 working days
Mystic Battles - Player's Guide (Paperback): G.W. Patton Mystic Battles - Player's Guide (Paperback)
G.W. Patton
R555 Discovery Miles 5 550 Ships in 18 - 22 working days
Horror Rules, the Simply Horrible Roleplaying Game (Paperback): Chris Weedin Horror Rules, the Simply Horrible Roleplaying Game (Paperback)
Chris Weedin
R452 R422 Discovery Miles 4 220 Save R30 (7%) Ships in 18 - 22 working days

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.

Conquerors, Killers, and Crooks (Paperback): Steven Long Conquerors, Killers, and Crooks (Paperback)
Steven Long
R838 Discovery Miles 8 380 Ships in 18 - 22 working days
Champions (5th Edition) (Paperback): Aaron Allston Champions (5th Edition) (Paperback)
Aaron Allston
R830 Discovery Miles 8 300 Ships in 18 - 22 working days
Keeper's Companion 2 (Paperback): Lynn Willis Keeper's Companion 2 (Paperback)
Lynn Willis
R609 Discovery Miles 6 090 Ships in 18 - 22 working days

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 Four Cities - A Game of Adventure in a Hostile World (Paperback, Illustrated Ed): Jim Price The Four Cities - A Game of Adventure in a Hostile World (Paperback, Illustrated Ed)
Jim Price
R685 Discovery Miles 6 850 Ships in 18 - 22 working days
Hero System Bestiary (Paperback): Steven S. Long Hero System Bestiary (Paperback)
Steven S. Long
R948 Discovery Miles 9 480 Ships in 18 - 22 working days
Wargames Handbook - How to Play and Design Commercial and Professional Wargames (Paperback, 3rd ed.): James F Dunnigan Wargames Handbook - How to Play and Design Commercial and Professional Wargames (Paperback, 3rd ed.)
James F Dunnigan
R599 R559 Discovery Miles 5 590 Save R40 (7%) Ships in 18 - 22 working days
Call of Cthulu - Keeper's Companion (Paperback): Keith Herber, William Dietze, Brian M. Sammons, Zaglanis Call of Cthulu - Keeper's Companion (Paperback)
Keith Herber, William Dietze, Brian M. Sammons, Zaglanis
R663 Discovery Miles 6 630 Ships in 18 - 22 working days

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.

The Toxic Meritocracy of Video Games - Why Gaming Culture Is the Worst (Paperback): Christopher A. Paul The Toxic Meritocracy of Video Games - Why Gaming Culture Is the Worst (Paperback)
Christopher A. Paul
R655 R612 Discovery Miles 6 120 Save R43 (7%) Ships in 10 - 15 working days

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.

The Digital Role-Playing Game and Technical Communication - A History of Bethesda, BioWare, and CD Projekt Red (Paperback):... The Digital Role-Playing Game and Technical Communication - A History of Bethesda, BioWare, and CD Projekt Red (Paperback)
Daniel Reardon, David Wright
R1,254 Discovery Miles 12 540 Ships in 18 - 22 working days

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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