|
Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games
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.
The ferociously talented Hideo Kojima, creator of Metal Gear Solid
and Death Stranding, shares his perspective on the stories and
movies that influence his work! Ever since he was a child, Metal
Gear Solid and Death Stranding creator Hideo Kojima was a voracious
consumer of movies, music, and books. They ignited his passion for
stories and storytelling, and the results can be seen in his
groundbreaking, iconic video games. Now the head of independent
studio Kojima Productions, Kojima's enthusiasm for entertainment
media has never waned. This collection of essays explores some of
the inspirations behind one of the titans of the video game
industry, and offers an exclusive insight into one of the brightest
minds in pop culture. Ever since he was a child, Metal Gear Solid
and Death Stranding creator Hideo Kojima was a voracious consumer
of movies, music, and books. They ignited his passion for stories
and storytelling, and the results can be seen in his
groundbreaking, iconic video games. Now the head of independent
studio Kojima Productions, Kojima's enthusiasm for entertainment
media has never waned. This collection of essays explores some of
the inspirations behind one of the titans of the video game
industry, and offers an exclusive insight into one of the brightest
minds in pop culture.
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.
Set off with your adventuring party to gather 25 days' worth of
gifts from the world of Dungeons & Dragons! Collect dozens of
little treasures inspired by the Forgotten Realms in this official
Dungeons & Dragons countdown calendar. Your party may have all
the weapons they need, but this engaging gift calendar is filled
with dozens of items you'd never think to bring on a quest. With
mini books, stationery, buttons, tech accessories, and more, you
can celebrate your love for the game with this countdown calendar
featuring a monstrous assortment of presents!
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 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.
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!
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.
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.
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.
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.
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.
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.
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.
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
This collection of essays is devoted to the philosophical
examination of the aesthetics of videogames. Videogames represent
one of the most significant developments in the modern popular
arts, and it is a topic that is attracting much attention among
philosophers of art and aestheticians. As a burgeoning medium of
artistic expression, videogames raise entirely new aesthetic
concerns, particularly concerning their ontology, interactivity,
and aesthetic value. The essays in this volume address a number of
pressing theoretical issues related to these areas, including but
not limited to: the nature of performance and identity in
videogames; their status as an interactive form of art; the ethical
problems raised by violence in videogames; and the representation
of women in videogames and the gaming community. The Aesthetics of
Videogames is an important contribution to analytic aesthetics that
deals with an important and growing art form.
From the author of The Monsters Know What They're Doing comes a
follow-up strategy guide with MOAR! monster tactics for Dungeon
Masters playing fifth edition Dungeons & Dragons. Keith
Ammann's first book based on his popular blog, The Monsters Know
What They're Doing, unpacks strategies, tactics, and motivations
for creatures found in the Dungeons & Dragons Monster Manual.
Now, in MOAR! Monsters Know What They're Doing, he analyzes the
likely combat behaviors of more than 100 new enemies found in
Volo's Guide to Monsters and Mordenkainen's Tome of Foes. Your
campaign will never be the same!
The Art of Ni no Kuni (TM)II: REVENANT KINGDOM is a lavish
full-color book showcasing the best art from the highly anticipated
roleplaying game. Developed by Level-5 and with collaboration from
legendary Studio Ghibli animator Yoshiyuki Momose, Ni no Kuni
(TM)II: REVENANT KINGDOM is a beautiful, characterful and exciting
game. This book is the ultimate fan resource, showcasing the
development of the amazing characters, monsters, vehicles and
locations from initial concept sketches through to the finished
artworks.
|
You may like...
Lyonesse
Dominic Mooney
Hardcover
R1,887
Discovery Miles 18 870
Mythic Babylon
Chris Gilmore, Paul Mitchener
Paperback
R1,079
Discovery Miles 10 790
|