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Role Playing Games Books

Number of products: 7367
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Serenity Role Playing Game
by: Jamie Chambers
publisher: Margaret Weis Productions, published: 2005-09-19
ASIN: 1931567506
sales rank: 398160
price: $53.74 (new), $18.88 (used)

Here’s How It Is…

The Earth got used up, and we found a new solar system and used terraforming technology to create hundreds of new Earths. The central planets formed the Alliance and decided that all worlds should unite under their rule. There was some disagreement on that point. After the Unification War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic technologies. A ship would bring you work, a gun would help you keep it. A captain’s goal was simple: find a crew, find a job, keep flying.

The Serenity Role Playing Game lets you re-create the action of the ‘Verse, the science-fiction setting created by writer/director Joss Whedon. Fly a ship out in the black, take jobs as they come, and always make sure you get paid. Everything you need to get started is right here! All you need is dice, friends, and your imagination.

• A self-contained role playing game. All the rules are provided for both players and Game Masters!
• Full character creation rules, plus fifteen sample characters—including the crew of Serenity.
• Complete details on spaceships, guns, and technology.
• Emphasis on story, action, and character development with easy-to-learn rules.
• Game details and descriptions of the characters and settings of the film!

The Marvel Universe Role Playing Game: Guide to the Hulk & the Avengers
by: Marvel Entertainment
publisher: Marvel Comics, published: 2003-11-10
ASIN: 0785111581
sales rank: 710848
price: $5.12 (new), $1.98 (used)
Avengers Assemble. The second supplement to the Marvel Universe Role-Playing Guide delivers Earth's Mightiest Heroes in all their glory... and most of their lineups. You'll find dozens of new super hero and super-villain profiles, as well as a few surprises, including Character Variants for the Hulk, Thor, Giant-Man, and Iron Man. Add to your campaign with Aliens, demi-gods, super-villains, humanoids, androids and robots. Dive into detailed maps of the Avengers' Mansion and technical plans for the Quinjet. Explore new settings for your adventures, from Wakanda to Asgard. Plus a brand new Marvel Universe Adventure, complete with maps. · Marvel Universe Roleplaying Game Guide required to play
The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
by: Brian Tinsman
publisher: Morgan James Publishing, published: 2008-11-01
ASIN: 1600374476
sales rank: 153955
price: $10.71 (new), $11.45 (used)
The definitive guide for anyone with a game idea who wants to know how to get it published from a Game Design Manager at Wizards of the Coast, the world's largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
Shared Fantasy: Role Playing Games as Social Worlds
by: Gary Alan Fine
publisher: University Of Chicago Press, published: 2002-08-14
ASIN: 0226249441
sales rank: 655999
price: $25.69 (new), $18.89 (used)
This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.
Evolution of Fantasy Role-playing Games
by: Michael J. Tresca
publisher: McFarland & Company, published: 2010-09-03
ASIN: 078645895X
sales rank: 880407
price: $35.00 (new)
Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien's obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles. (added by author)
Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games (Game Development)
by: Neal Hallford
publisher: Course Technology PTR, published: 2002-07-01
ASIN: 0761532994
sales rank: 535400
price: $4.99 (new), $1.95 (used)
Computer role-playing games (RPGs) allow players to assume the role of a hero out to conquer an epic challenge. During the course of the game, the player's character "learns" new spells and skills that, in turn, allow him or her to explore even more of the game world and to solve the quest presented by the game designers. Never in the history of gaming have role-playing titles been more popular. Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games takes the reader on a journey into the arcane world of game development, deciphering the mysteries of the role-playing audience, the history of RPGs, the technical definition of the genre, the roles of a game designer, the fundementals of building good gameplay and interfaces, and last, but certainly not least, the art of professional worldbuilding. Featuring actual design document excerpts from the hit games Deus Ex, Fallout, Nox, and Stonekeep, it also presents in-depth interviews with top role-playing designers like John Cutter (Betrayal at Krondor), Chris Taylor (Dungeon Siege), Trent Oster (Neverwinter Nights), Sarah Stocker (Pools of Radiance II: The Ruins of Myth Drannor), Jon Van Caneghem (Might & Magic series), and Carly Staehlin (Ultima Online ). Game industry artists Shawn Sharp, Jon Gwyn, Jim Wible, and Jeff Perryman also provide exciting and topical illustrations that evoke not only the look, but the feel of the worlds that every role-playing designer strives to create. Co-written by a veteran marketeer and the designer behind role-playing bestsellers Betrayal at Krondor, Planet's Edge, Might & Magic III: Isles of Terra, and Dungeon Siege, readers will discover everything that a role-playing title must have to succeed!
Stargate SG-1 Role Playing Game: Core Rulebook (d20)
by: Aeg
publisher: Alderac Entertainment Group, published: 2003-09-15
ASIN: 1887953957
sales rank: 495556
price: $43.93 (new), $16.70 (used)
A Wild West Role-Playing Game: True West
by: James L. Shipman
publisher: CreateSpace, published: 2010-07-12
ASIN: 1453687572
sales rank: 1220457
price: $13.00 (new)
(A Wild West Role-Playing Game): True West was written by James L. Shipman way back in 1979 and play tested thoroughly at gaming convention tournaments for about 5 years before it was copyrighted and trademarked in 1984. That makes True West one of the oldest Wild West Roleplaying games and the most play tested RPG's. Nine character templates are provided within this book, making character creation and game setup quick and easy. Many historically accurate weapons and items have been included within the rules. The system is unique and covers everything you ever wanted to know about the old west. The front and back covers and cover art was created by the famous western artist Tom C. Horn, who is a long time friend and gamer himself. I hope you enjoy True West as much as I have in creating it. Get your game on now!
Second Person: Role-Playing and Story in Games and Playable Media
publisher: The MIT Press, published: 2010-03-31
ASIN: 0262514184
sales rank: 476567
price: $19.22 (new), $21.92 (used)
Shortlisted for the 2008 Diana Jones Award. and Finalist, 2007 Front Line Awards, given by Game Developer Magazine.

Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massively multiplayer games, and other forms that invite and structure play.

Second Person—so called because in these games and playable media it is "you" who plays the roles, "you" for whom the story is being told—first considers tabletop games ranging from Dungeons & Dragons and other RPGs with an explicit social component to Kim Newman's Choose Your Own Adventure-style novel Life's Lottery and its more traditional author-reader interaction. Contributors then examine computer-based playable structures that are designed for solo interaction—for the singular "you"—including the mainstream hit Prince of Persia: The Sands of Time and the genre-defining independent production Façade. Finally, contributors look at the intersection of the social spaces of play and the real world, considering, among other topics, the virtual communities of such Massively Multiplayer Online Role Playing Games (MMORPGs) as World of Warcraft and the political uses of digital gaming and role-playing techniques (as in The Howard Dean for Iowa Game, the first U.S. presidential campaign game).

In engaging essays that range in tone from the informal to the technical, these writers offer a variety of approaches for the examination of an emerging field that includes works as diverse as George R.R. Martin's Wild Cards series and the classic Infocom game Planetfall.

Second Person features three complete tabletop role-playing games that demonstrate some of the variations possible in the form: in John Tynes's Puppetland, players take on the roles of puppets in a land ruled by the villainous Punch; Greg Costikyan's Bestial Acts imports the techniques of Bertolt Brecht's theater of alienation into a dark role-playing structure; and in James Wallis's The Extraordinary Adventures of Baron Munchausen, the gameplay revolves around spinning elaborate tales in the style of the famous raconteur.

Contributors: Ian Bogost, Rebecca Borgstrom, Greg Costikyan, Chris Crawford, Paul Czege, Jeremy Douglass, Bruno Faidutti, Nick Fortugno, Gonzalo Frasca, Fox Harrell, Pat Harrigan, Keith Herber, Will Hindmarch, Kenneth Hite, Adriene Jenik, Mark Keavney, Eric Lang, Lev Manovich, Mark Marino, George R. R. Martin, Michael Mateas, Jane McGonigal, Jordan Mechner, Talan Memmott, Steve Meretzky, Erik Mona, Nick Montfort, Torill Mortensen, Stuart Moulthrop, Kim Newman, Robert Nideffer, Celia Pearce, Teri Rueb, Marie-Laure Ryan, Joseph Scrimshaw, Lee Sheldon, Emily Short, Andrew Stern, Helen Thorington, Sean Thorne, Jonathan Tweet, John Tynes, Tim Uren, James Wallis, Jill Walker, Kevin Whelan, Kevin Wilson, Adrianne Wortzel, Eric Zimmerman, Robert Zubek
The Functions of Role-Playing Games: How Participants Create Community, Solve Problems and Explore Identity
by: Sarah Lynne Bowman
publisher: McFarland, published: 2010-04-06
ASIN: 0786447109
sales rank: 774127
price: $31.50 (new), $42.92 (used)
This study takes an analytical approach to the world of role-playing games, providing a theoretical framework for understanding their psychological and sociological functions. Sometimes dismissed as escapist and potentially dangerous, role-playing actually encourages creativity, self-awareness, group cohesion and "out-of-the-box" thinking. The book also offers a detailed participant-observer ethnography on role-playing games, featuring insightful interviews with 19 participants of table-top, live action and virtual games.
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