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

Weird of Hali - Roleplaying The Other Side Of The Cthulhu Mythos (Hardcover): John Michael Greer Weird of Hali - Roleplaying The Other Side Of The Cthulhu Mythos (Hardcover)
John Michael Greer
R900 Discovery Miles 9 000 Ships in 10 - 15 working days
Perceforest - Roleplaying in a Land of High Chivalry and Wonder (Hardcover): Mark Shirley Perceforest - Roleplaying in a Land of High Chivalry and Wonder (Hardcover)
Mark Shirley
R1,029 Discovery Miles 10 290 Ships in 10 - 15 working days
Undaunted: North Africa - Sequel to the Board Game Geek Award-Winning WWII Deckbuilding Game (Game): David Thompson, Trevor... Undaunted: North Africa - Sequel to the Board Game Geek Award-Winning WWII Deckbuilding Game (Game)
David Thompson, Trevor Benjamin; Illustrated by Roland MacDonald
R1,005 R827 Discovery Miles 8 270 Save R178 (18%) Ships in 5 - 10 working days

The North African Campaign has begun. Take control of the British Army's Long Range Desert Group and operate behind enemy lines or command the formidable Italian forces opposing them. In this standalone sequel to Undaunted: Normandy, players will once again lead their sides through a varied series of missions. As casualties mount, wounded units leave the players' decks, forcing them to adapt in the face of changing tactical circumstances. Use your cards to strengthen your forces, deploy vehicles to advance rapidly across the battlefield, and seize the initiative as you determine the outcome of the North African Theatre. Ages: 14+ Players: 2 Playing Time: 45-60 minutes Contents: 88 cards, 22 large map tiles, 4 dice, tokens, campaign booklet

The Ultimate RPG Game Master's Worldbuilding Guide - Prompts and Activities to Create and Customize Your Own Game World... The Ultimate RPG Game Master's Worldbuilding Guide - Prompts and Activities to Create and Customize Your Own Game World (Paperback)
James D'Amato; Foreword by Patrick Rothfuss
R293 R268 Discovery Miles 2 680 Save R25 (9%) Ships in 9 - 17 working days

Level up your Game Master skills with these fun, interactive prompts and activities to help your worldbuilding from RPG expert James D'Amato. Make your next campaign truly unique with the help of this interactive guide to world building! From RPG expert James D'Amato comes a fun new guide that teaches beginner and experienced gamers alike how to build and create their own game elements for customizing existing adventures or creating new stories from scratch. The Ultimate RPG Game Master's Worldbuilding Guide includes dozens of activities for a wide range of genres from fantasy and sci-fi to horror and x-punk. This lively and interactive book helps Game Masters create dynamic destinations, powerful items, shadowy organizations, compelling villains, and more. Make the most of your gaming experience with these unique and personalized ideas for your gaming group's next adventures!

Undaunted: Normandy - The Board Game Geek Award-Winning WWII Deckbuilding Game (Game): David Thompson, Trevor Benjamin Undaunted: Normandy - The Board Game Geek Award-Winning WWII Deckbuilding Game (Game)
David Thompson, Trevor Benjamin; Illustrated by Roland MacDonald
R789 Discovery Miles 7 890 Ships in 10 - 15 working days

The critically acclaimed, multi-award-winning World War II deck-building game. June, 1944. Through the D-Day landings, the Allies have seized a foothold on the beaches of Normandy. Now you must lead your troops forward as you push deeper into France and drive the German forces back. You will face intense resistance, machine gun fire, and mortar bombardment, but a great commander can turn the situation to their advantage! Undaunted: Normandy is the best-selling World War II deck-building game, placing you and your opponent in command of American or German forces fighting through a series of missions critical to the outcome of the war. Use your cards to seize the initiative, bolster your forces, or control your troops on the battlefield. Strong leadership can turn the tide of battle in your favour, but reckless decisions could prove catastrophic, as every casualty you take removes a card from your deck. Take charge amidst the chaos of battle, hold fast in the face of opposition, and remain undaunted. Players: 2 Ages: 14+ Playing Time: 45-60 minutes Contents: 108 cards, 18 large map tiles, dice, tokens, campaign booklet

The Monsters Know What They're Doing - Combat Tactics for Dungeon Masters (Hardcover): Keith Ammann The Monsters Know What They're Doing - Combat Tactics for Dungeon Masters (Hardcover)
Keith Ammann
R594 R535 Discovery Miles 5 350 Save R59 (10%) Ships in 9 - 17 working days

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.

Minecraft: Guide to Combat (Hardcover): Mojang AB, The Official Minecraft Team Minecraft: Guide to Combat (Hardcover)
Mojang AB, The Official Minecraft Team
R335 Discovery Miles 3 350 Ships in 18 - 22 working days
The King is Dead (Game, 2nd Edition): Benoit Billion The King is Dead (Game, 2nd Edition)
Benoit Billion; Peer Sylvester
R780 Discovery Miles 7 800 Ships in 10 - 15 working days

The King is dead. The kingdom is divided. Three factions – the Scottish, the Welsh, and the English – vie for control and, across the sea, foreign invaders prepare to take advantage of the chaos. Players must marshal their limited resources to influence this power struggle, while ensuring that the faction that rises to dominate the realm favours them above all other claimants to the throne.

Brian Boru - High King of Ireland (Game): Peer Sylvester Brian Boru - High King of Ireland (Game)
Peer Sylvester; Illustrated by Deirdre de Barra
R992 Discovery Miles 9 920 Ships in 10 - 15 working days

Ireland is awash with would-be kings, power-hungry pretenders, and self-professed rulers. The provinces are in disarray, and the common folk are paying the price. The land needs a leader. In Brian Boru, players will strive to unite Ireland under their domain, securing control through might, cunning, and matrimony. Join forces to fend off Viking invaders, build monasteries to extend your influence, and gather support in towns and villages throughout the land. To become High King of all Ireland, you will need to navigate a web of shifting alliances, outmanoeuvre your enemies, and grab history by the reins. Includes rules in English and German. Number of players: 3-5 Ages: 14+ Play time: 60-90 minutes Components: Board, 46 cards, 139 tokens, 125 wooden discs

Stargrave - Science Fiction Wargames in the Ravaged Galaxy (Hardcover): Joseph A. McCullough Stargrave - Science Fiction Wargames in the Ravaged Galaxy (Hardcover)
Joseph A. McCullough; Illustrated by Helge C Balzer, Sam Lamont, Paolo Puggioni, Michele Giorgi
R727 R633 Discovery Miles 6 330 Save R94 (13%) Ships in 9 - 17 working days

In a galaxy torn apart by the Last War, vast pirate fleets roam from system to system, robbing, extorting, and enslaving. Amidst this chaos, thousands of independent operators - smugglers, relic hunters, freedom fighters, and mercenaries - roam the dead stars in small ships, scratching out a living any way they can. In Stargrave, players take on the role of one of these independent operators, choosing from a range of backgrounds each with their own strengths, weaknesses, and associated powers. Next, players must hire a crew for their ship, recruiting a lieutenant with a unique skill-set and a handful of soldiers, mechanics, hackers, and other specialists. Some captains may even recruit strange alien lifeforms with abilities no humanoid could ever possess. Once the players' crews are assembled, they are ready to dive into a campaign. Over a series of games, their crews will have the chance to carry out a variety of missions - recovering lost technology, stealing data, freeing slaves, and fighting back against the pirate fleets. In time, as the crews gain experience, they will become more powerful and hire more talented specialists. The more they grow, however, the more likely it is that a pirate fleet will take note of their activities and come after them!

Dread Trident - Tabletop Role-Playing Games and the Modern Fantastic (Paperback): Curtis D. Carbonell Dread Trident - Tabletop Role-Playing Games and the Modern Fantastic (Paperback)
Curtis D. Carbonell
R956 Discovery Miles 9 560 Ships in 10 - 15 working days

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.

Frostgrave: Thaw of the Lich Lord (Paperback): Joseph A. McCullough Frostgrave: Thaw of the Lich Lord (Paperback)
Joseph A. McCullough; Illustrated by Dmitry Burmak
R421 R380 Discovery Miles 3 800 Save R41 (10%) Ships in 9 - 17 working days

Thaw of the Lich Lord is a complete campaign for Frostgrave that will challenge both new and veteran players. Through a series of linked scenarios, players discover the existence of a new power in the Frozen City, one who was old when the great city was still young, and who saw both its rise and its disastrous fall. Warbands will confront the Lich Lord's minions, race against his agents to seize possession of mysterious artefacts, and brave the perils of Frostgrave in search of his lair. Eventually, they will need to muster all their courage to venture into the depths of the city and face the Lich Lord himself. Not all wizards will seek to stop the Lich Lord, however, and full rules for giving into his corruption and following the dark road to becoming an undead lich are presented for those who crave power and immortality above all else. While the campaign presents many new threats against which wizards and their warbands must test themselves, including an expanded bestiary, it also offers additional resources, such as new henchmen that can be recruited and unique magical treasures that can spell the difference between survival and oblivion.

Video Games in Psychotherapy (Paperback): Robert Rice Video Games in Psychotherapy (Paperback)
Robert Rice
R1,101 Discovery Miles 11 010 Ships in 10 - 15 working days

Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.

Video Games in Psychotherapy (Hardcover): Robert Rice Video Games in Psychotherapy (Hardcover)
Robert Rice
R4,206 Discovery Miles 42 060 Ships in 10 - 15 working days

Video Games in Psychotherapy provides the reader with a practical session-by-session framework for using video games, interactive media, and gaming metaphors to help make the process of psychotherapy more engaging for today's youth. Using concepts from narrative, collaborative, cognitive behavioral, and other evidenced-based approaches to psychotherapy, the book gives examples of possible therapist questions, responses, and activities involving language and concepts that are appealing to young gamers. Addressing issues with psychophysiological self-regulation, anxiety disorders, and autism spectrum disorders, among others, this book uses multiple case examples to demonstrate each idea and is written in a way that is understandable for all mental health providers, regardless of their own familiarity with gaming. A review of over 40 popular video games with specific ideas for their use in psychotherapy is provided, allowing mental health providers to easily individualize therapy based on client goals and gaming preferences. Concepts for individual and group psychotherapy using games and interactive media, ranging from Pac Man to virtual reality, are also covered. Providing the reader with useful templates, worksheets, and other therapy resources, this book is a must-have for mental health providers working with children, adolescents, and transition-age youth.

Big Book of Fortnite: the Deluxe Unofficial Guide to Battle Royale (Hardcover, None ed.): Triumph Books Big Book of Fortnite: the Deluxe Unofficial Guide to Battle Royale (Hardcover, None ed.)
Triumph Books
R558 Discovery Miles 5 580 Ships in 18 - 22 working days
The Digital Role-Playing Game and Technical Communication - A History of Bethesda, BioWare, and CD Projekt Red (Hardcover):... The Digital Role-Playing Game and Technical Communication - A History of Bethesda, BioWare, and CD Projekt Red (Hardcover)
Daniel Reardon, David Wright
R3,996 Discovery Miles 39 960 Ships in 10 - 15 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.

Landscapes for Writers and Game Masters - Building Authentic Natural Terrain into Imagined Worlds (Paperback): Scott Rice-Snow Landscapes for Writers and Game Masters - Building Authentic Natural Terrain into Imagined Worlds (Paperback)
Scott Rice-Snow
R585 Discovery Miles 5 850 Ships in 10 - 15 working days

Landscape science tells fascinating stories, whether in fiction or a role-playing game. Earth's varied terrain provides many examples of scene-specific challenges and resources for story characters, with distinctive land features, compelling locations, and intriguing traits. Landslides, floods, coastal erosion, glacier movement, and volcanism can deliver fresh plot points and alter the social character of an imagined region. Characters traveling different river types encounter very different puzzles, opportunities, and combat environments and the same variety awaits within other classic settings, such as caves, mountains, deserts, shorelines, and volcanic zones. Atypical landscapes such as tundra, karst, and vast glacier surfaces can breathe fresh air into any stories. This handbook is a reference source for creative writing and game world building. It delves deeply into many landscape characteristics that help set the tone, shape character behavior, and drive the plot. Chapters are divided into diverse geographic environments, from rivers and shorelines to caves and volcanoes, and show how knowledge of the terrain can deliver plot points, add veracity, pose key problems, establish conflict, and lead into the next scene. Discover how authors and game masters effectively weave land and terrain into their stories.

The Wildside Gaming System - Fantasy Role-Playing Edition (Paperback): Leigh Ronald Grossman The Wildside Gaming System - Fantasy Role-Playing Edition (Paperback)
Leigh Ronald Grossman; Artworks by Tom Kidd
R795 Discovery Miles 7 950 Ships in 18 - 22 working days

The Wildside Gaming System is a flexible, innovative, ultra-realistic role-playing system designed specifically for adult and experienced gamers. Combining realistic and logical character development, realistic combat, and accurate historical elements, the Fantasy Role-Playing Edition is designed especially for Game Masters who like to create their own settings for swashbuckling heroics, magic, and adventure in a complex fantasy world.

So You've Landed in a Fantasy World - How to Survive and Thrive (Paperback): Josiah Lebowitz So You've Landed in a Fantasy World - How to Survive and Thrive (Paperback)
Josiah Lebowitz
R495 Discovery Miles 4 950 Ships in 10 - 15 working days

Today, it seems as if everyone from heroic-yet-angsty teenagers, to giggling schoolgirls, to middle-aged businessmen, to bored moms are finding themselves whisked away to save distant worlds from some kind of unspeakable evil. But how do you prepare for such an amazing adventure? And, more importantly, how do you make it through without getting horribly maimed or killed along the way? Fortunately, this handbook has analyzed the accounts of numerous heroes who have traveled to magical lands and returned to tell the tale in order to create the definitive guide to survival and success no matter where in the fantasyverse your adventures may take you. In these pages, you'll learn how to increase (or, if you prefer, decrease) your chances of successfully being chosen, what types of preparation and training you should undertake beforehand, and how to hit the ground running on arrival and become the legendary hero that you were always destined to be.**Makes no guarantees of destined heroism and cannot be held liable if it turns out that you are instead destined to be eaten by a giant toad.

A Worldbuilder's Guide to Magic - Essentials for Writers, Game Developers and Dungeon Masters (Paperback): Brent A.... A Worldbuilder's Guide to Magic - Essentials for Writers, Game Developers and Dungeon Masters (Paperback)
Brent A. Stypczynski
R494 Discovery Miles 4 940 Ships in 10 - 15 working days

Constructing a functional system of magic that helps readers suspend disbelief is a crucial part of worldbuilding in the fantasy genres. Yet creating a believable, compelling and original fictional universe can be daunting. To help inspire writers, this guide provides an overview of how magic has been understood in history and used in myth, legend and modern fiction. Different forms of magic are explored and a broad range of stories-from Nordic myths to modern novels-are described and referenced. Discussion explores how magic as a concept shapes, and is shaped by, fictional worlds and societies.

Watch Us Roll - Essays on Actual Play and Performance in Tabletop Role-Playing Games (Paperback): Shelly Jones Watch Us Roll - Essays on Actual Play and Performance in Tabletop Role-Playing Games (Paperback)
Shelly Jones
R863 Discovery Miles 8 630 Ships in 10 - 15 working days

Actual play is a movement within role-playing gaming in which players livestream their gameplay for others to watch and enjoy. This new medium has allowed the playing of games to become a digestible, consumable text for individuals to watch, enjoy, learn from, and analyze. Bridging the gap between the analog and the digital, actual play is changing and challenging our expectations of tabletop role-playing and providing a space for new scholarship. This edited collection of essays focuses on Dungeons and Dragons actual play and examines this phenomenon from a variety of different disciplinary approaches. Authors explore how to define actual play, how fans interact with and affect the narrative and gameplay of actual play, the diversity of gamers (or lack thereof) within actual play media, and how audiences can use actual play media for more than mere entertainment.

Playing with the Guys - Masculinity and Relationships in Video Games (Paperback): Marc A. Ouellette Playing with the Guys - Masculinity and Relationships in Video Games (Paperback)
Marc A. Ouellette; Edited by Matthew Wilhelm Kapell
R865 Discovery Miles 8 650 Ships in 10 - 15 working days

A lot of work has been done talking about what masculinity is and what it does within video games, but less has been given to considering how and why this happens, and the processes involved. This book considers the array of daily relationships involved in producing masculinity and how those actions and relationships translate to video games. Moreover, it examines the ways the actual play of the games maps onto the stories to create contradictory moments that show that, while toxic masculinity certainly exists, it is far from inevitable. Topics covered include the nature of masculine apprenticeship and nurturing, labor, fatherhood, the scapegoating of women, and reckoning with mortality, among many others.

Being Dragonborn - Critical Essays on The Elder Scrolls V: Skyrim (Paperback): Mike Piero, Marc A. Ouellette Being Dragonborn - Critical Essays on The Elder Scrolls V: Skyrim (Paperback)
Mike Piero, Marc A. Ouellette
R689 Discovery Miles 6 890 Ships in 10 - 15 working days

The Elder Scrolls V: Skyrim is one of the bestselling and most influential video games of the past decade. From the return of world-threatening dragons to an ongoing civil war, the province of Skyrim is rich with adventure, lore, magic, history, and stunning vistas. Beyond its visual spectacle alone, Skyrim is an exemplary gameworld that reproduces out-of-game realities, controversies, and histories for its players. Being Dragonborn, then, comes to signify a host of ethical and ideological choices for the player, both inside and outside the gameworld. These essays show how playing Skyrim, in many ways, is akin to "playing" 21st century America with its various crises, conflicts, divisions, and inequalities. Topics covered include racial inequality and white supremacy, gender construction and misogyny, the politics of modding, rhetorics of gameplay, and narrative features.

Lion Rampant: Second Edition - Medieval Wargaming Rules (Hardcover): Daniel Mersey Lion Rampant: Second Edition - Medieval Wargaming Rules (Hardcover)
Daniel Mersey; Illustrated by Mark Stacey
R602 R543 Discovery Miles 5 430 Save R59 (10%) Ships in 9 - 17 working days

An expanded edition of the Origins Award-nominated Lion Rampant, featuring new rules, scenarios, and sample armies. Take to the battlefield as Richard the Lionheart, Joan of Arc or William Wallace - or forge your own legend - with Lion Rampant: Second Edition. From the Dark Ages to the Hundred Years' War, raids, skirmishes, and clashes between small retinues were a crucial part of warfare, and these dramatic small-scale battles are at the heart of this easy-to-learn but tactically rewarding wargame. Lion Rampant: Second Edition is a new, updated version of the hit Osprey Wargames series title, and retains the core gameplay while also incorporating a wealth of new rules and updates from several years' worth of player feedback and development. Whether they are looking to recreate historical encounters or tell their own stories, the varied scenarios, unit types, and sample retinue lists found in this volume provide everything players need to face each other in quick, exciting, and, above all, fun tabletop battles.

Roleplaying Games in the Digital Age - Essays on Transmedia Storytelling, Tabletop RPGs and Fandom (Paperback): Stephanie Hedge Roleplaying Games in the Digital Age - Essays on Transmedia Storytelling, Tabletop RPGs and Fandom (Paperback)
Stephanie Hedge
R872 Discovery Miles 8 720 Ships in 10 - 15 working days

The Digital Age has created massive technological and disciplinary shifts in tabletop role-playing, increasing the appreciation of games like Dungeons & Dragons. Millions tune in to watch and listen to RPG players on podcasts and streaming platforms, while virtual tabletops connect online players. Such shifts elicit new scholarly perspectives. This collection includes essays on the transmedia ecology that has connected analog with digital and audio spaces. Essays explore the boundaries of virtual tabletops and how users engage with a variety of technology to further role-playing. Authors map the growing diversity of the TRPG fandom and detail how players interact with RPG-related podcasts. Interviewed are content creators like Griffin McElroy of The Adventure Zone podcast, Roll20 co-creator Nolan T. Jones, board game designers Nikki Valens and Isaac Childres and fan artists Tracey Alvarez and Alex Schiltz. These essays and interviews expand the academic perspective to reflect the future of role-playing.

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