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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
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.
A collection of Mythras rules for combat, conflict and character
creation and much more.
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?
Learn how to paint exciting miniature creatures and elevate your
tabletop experience, with Arcane Arts. Professional miniature
painter and instructor Noxweiler Berf has created an immersive
guide to painting miniatures for tabletop games. In his engaging
and playful style, Berf demystifies the miniature painting process
for the beginner and offers new perspectives and encouragement for
advancing hobbyists. The guide offers the reader a number of
milestone "quests" that will take them from the first steps of
selecting a miniature figure, to understanding the visual cues that
come from their choice of color and texture, to even developing
scenic basing and preparing your miniature for game-play.
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...
It's larger on the inside! Adventurers can carry all their
equipment, weapons, items, and more with the official Dungeons
& Dragons: Bag of Holding Magnet Set. This kit includes: * 30
2D magnets depicting iconic weapons, equipment, items, and more * a
felt "bag of holding" * an illustrated mini "inventory" book
Beauty is in the eye of the Beholder with this officially licensed
miniature figurine. * FIGURINE WITH LIGHT: A one-of-a-kind 3-inch
figurine of the popular monster: the Beholder with a glowing eye *
BOOK INCLUDED: Learn more about this iconic monster in this fully
illustrated 32-page miniature book * PERFECT GIFT FOR D&D FANS:
Display on a shelf, desk, or bookcase and show off your love of
Dungeons & Dragons * OFFICIALLY LICENSED: Authentic Dungeons
& Dragons collectible
Classic Fantasy brings Old School dungeon crawls to the Mythras
rules. This book contains everything you need to emulate the fun of
class and level-based adventuring, against the classic coterie of
monsters, with the classic armoury of spells! If you've ever wanted
to convert those old dungeon modules to a d100 system, then Classic
Fantasy is for you.Packed with information and new rules additions,
Classic Fantasy features a different approach to character creation
based on classes such as the bard, cavalier, fighter, magic user,
paladin and thief. Choose your race - human or demi-human - and
then customize according to class, race and personal preference. If
you're a magic user or cleric, the new magic rules for Arcane and
Divine spells take the old staples such as Magic Missile, Charm,
Fireball and more, and tailor them for the nuances of the Mythras
system.For the more combat-oriented, the Classic Fantasy rules
provide detailed miniatures-based combat adaptations for the
traditional battle-board, complete with guidance on facings,
positioning, and handling detailed movement.And of course, no book
like this would be complete without monsters to kill and treasure
to take! All the old favourites are accounted for, from Basilisks
to Displacer Beasts, Grey Ooze to Gelatinous Masses, Kobolds,
Gnolls, Hobgoblins and more. Forty pages of treasure and magic
items helps you equip even the deepest dungeon with enough loot to
satisfy the keenest adventuring party.
Adventure is just down the Yellow Brick Road... The award-winning
author and illustrator of Neverland returns with another beautiful
RPG setting book, in OZ: A Fantasy Role-Playing Game. While many
have traveled with Dorothy Gale to the world of OZ, there is so
much more to explore! But know this: there is more to the land and
its inhabitants than the rumors might suggest. Appearances can be
deceiving and like any good metal smith will tell you, the only way
to tell a gold bar from a yellow brick is to hit it with a hammer.
So begins Andrew Kolb's OZ: A Fantasy Role-Playing Game. While 5th
Edition compatible like its predecessor, Neverland, OZ uses an
urban setting pointcrawl instead of a hexcrawl, full of secrets to
discover via underground trains and a monorail that loops around
all four districts of OZ. With different neighborhoods to explore,
factions to join, and questions to ask (what happened to The
Slippers, anyway?) players can escape to the Emerald City for hours
on end.
Defend yourself and protect your assets in a lair that feels as
real and alive as your monsters with advice from Keith Ammann,
author of The Monsters Know What They're Doing: Combat Tactics for
Dungeon Masters. The world is a dangerous place-especially when
you're up to no good. Whether you're a rampaging monster, a
calculating mastermind, or the current possessor of the Golden
MacGuffin, someone's going to come at you. Probably more than one
someone. You can't know when, but you can choose where. You need to
be ready. You need a lair. In How to Defend Your Lair, gamemaster
Keith Ammann pulls back the curtain on an underrated but crucial
part of any tabletop roleplaying game: the theater of battle. Say
goodbye to encounters in randomly generated dungeons and hello to a
game in which where the fight takes place is just as important as
who is doing the fighting. This book teaches you how to use
real-world principles of building security and area defense to
create strongholds infused with flavor, informed by narrative, and
complex enough to force your players to think strategically. You'll
look at the strengths and weaknesses of both defenders and
potential attackers, creating spaces that are strong enough to keep
out ordinary intruders...and to provide thrilling challenges to
extraordinary ones. Including more than a dozen fleshed-out sample
strongholds, How to Defend Your Lair is a crucial resource for any
RPG gamemaster who wants to push players to think about how to
solve problems before running at them head-on.
Shoot, ram, skid, and loot your way through the ruins of
civilisation with Gaslands: Refuelled, the tabletop miniature
wargame of post-apocalyptic vehicular mayhem. With all-new material
including expanded and enhanced perks, sponsors, vehicle types, and
weapons. Gaslands: Refuelled contains everything a budding
wasteland warrior needs to build and customise their fleet of
vehicles in this harsh post-apocalyptic future. With a host of
options for scenarios, environmental effects, and campaigns,
players can create their own anarchic futures.
HARDCOVER. The Robotic Age is a game where man lives long side
machine. Sentient androids are trying to find their place among
people that, at best, don't trust them and at worst want to destroy
them. Weapon technology is spiraling out of control, killer drones
can be built in a garage, and anyone on the street can have enough
cybernetic enhancements to make them a killing machine. The world
is changing rapidly and no one knows if the new age will be that of
peace, or dominance. Build the android, transhuman, cyborg, or
human character you always wanted and equip them with the weapon of
your dreams, from plasma cannons, to grenade launchers, energy
swords and more. Explore cyberspace, fight for android rights,
travel to mars, or just help prevent the world from descending into
chaos in The Robotic Age.
In the course of a Dungeons & Dragons game, a Dungeon Master
has to make one decision after another in response to player
behaviour-and the better the players, the more unpredictable their
behaviour! It's easy for even an experienced DM to get bogged down
in on-the-spot decision-making or to let combat devolve into a
boring slugfest, with enemies running directly at the player
characters and biting, bashing, and slashing away. In The Monsters
Know What They're Doing, Keith Ammann lightens the DM's burden by
helping you understand your monsters' abilities and develop battle
plans before your fifth edition D&D game session begins. Just
as soldiers don't whip out their field manuals for the first time
when they're already under fire, a DM shouldn't wait until the PCs
have just encountered a dozen bullywugs to figure out how they
advance, fight, and retreat. Easy to read and apply, The Monsters
Know What They're Doing is essential reading for every DM.
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