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Designers & Dragons: '70-'79

Designers & Dragons: '70-'79
Author: Shannon Appelcline
Publisher:
Total Pages: 0
Release:
Genre: Fantasy games
ISBN:

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Volume 1, The '70s is a comprehensive picture of the beginnings of the RPG industry. Learn about the colorful history of TSR and the wave of D & D inspired games (and gaming companies) to follow, and dip your toes into wargaming trivia. Volume 2, The '80s is a picture of the growth of RPG industry. Take an in-depth look at '80s style gaming courtesy of companies like Steve Jackson Games and West End Games, plus an intro to the small (but mighty!) presses of the decade. Volume 3, The '90s is a picture of the heyday of the RPG industry. This volume includes profiles for twenty-one 1990s gaming companies including Wizards of the Coast, White Wolf, and Atlas Games. It also gives the inside scoop behind games like Dungeons & Dragons 3e, Warhammer 40k Roleplay, and Vampire: The Masquerade. The final and most updated book in this series, volume 4 is an all inclusive picture of the new resurgence of the RPG industry. Includes profiles for twenty-five 2000s gaming companies including Paizo Publishing, Green Ronin, Mongoose Publishing, and yes - Evil Hat. Meet the characters behind the characters and the games behind the games in this 4-volume Designers & Dragons set.


Designers and Dragons

Designers and Dragons
Author: Shannon Appelcline
Publisher:
Total Pages: 441
Release: 2011
Genre: Fantasy games
ISBN:

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"What follows is a history of the roleplaying game industry, with some attention paid to the parallel industries of wargames, miniatures, board games and card games. Together they are called the 'hobbyist gaming' industries and they produce all of those games that you might not necessarily find at Toys 'R Us (though some have appeared there) but which are, nonetheless, enjoyed by millions of people across the world." -- Foreword.


The Role-Playing Society

The Role-Playing Society
Author: Andrew Byers
Publisher: McFarland
Total Pages: 321
Release: 2016-03-01
Genre: Games & Activities
ISBN: 1476623481

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Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.


Storytelling in the Modern Board Game

Storytelling in the Modern Board Game
Author: Marco Arnaudo
Publisher: McFarland
Total Pages: 233
Release: 2018-08-30
Genre: Games & Activities
ISBN: 1476669511

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Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.


Role-play as a Heritage Practice

Role-play as a Heritage Practice
Author: Michal Mochocki
Publisher: Routledge
Total Pages: 292
Release: 2021-03-29
Genre: Art
ISBN: 1000367649

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Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.


Dungeons & Dragons Art & Arcana

Dungeons & Dragons Art & Arcana
Author: Michael Witwer
Publisher: Ten Speed Press
Total Pages: 450
Release: 2018-10-23
Genre: Games & Activities
ISBN: 0399580948

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An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.


Tracing the Undersea Dragon

Tracing the Undersea Dragon
Author: Amit Ray
Publisher: Taylor & Francis
Total Pages: 149
Release: 2021-08-05
Genre: Political Science
ISBN: 1000422437

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This book is a comprehensive study of the development of China’s nuclear-powered ballistic missile submarines (SSBNs). It offers insights into the secretive world of nuclear submarines and ballistic missiles of the Chinese (PLA) Navy and studies how these are likely to grow in the next two decades. The volume examines the technological origins of the design and development of Chinese nuclear submarines, ballistic missiles, and their naval construction capabilities. It provides an analysis of the underlying Chinese nuclear doctrine, China’s maritime geographical constraints for submarine operations, and the credibility of its sea-based deterrence. It draws upon strategy, nuclear policy, technology, geography, and operational considerations to holistically predict the likely SSBN force levels of the PLA Navy for various scenarios. The book also assesses the spectrum of threats likely from the undersea domain for India and other nations in the Indo-Pacific region. A key text on an obscure but vital facet of Chinese defence studies, this book will be useful for scholars and researchers of strategic affairs, international relations and disarmament studies, peace and conflict studies, geopolitics, foreign policy, Indo-Pacific studies, and diplomacy.


Paper Time Machines

Paper Time Machines
Author: Maurice W. Suckling
Publisher: Taylor & Francis
Total Pages: 335
Release: 2024-08-14
Genre: Games & Activities
ISBN: 1040100376

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James Dunnigan’s memorable phrase serves as the first part of a title for this book, where it seeks to be applicable not just to analog wargames, but also to board games exploring non-expressly military history, that is, to political, diplomatic, social, economic, or other forms of history. Don’t board games about history, made predominantly out of (layered) paper, permit a kind of time travel powered by our imagination? Paper Time Machines: Critical Game Design and Historical Board Games is for those who consider this a largely rhetorical question; primarily for designers of historical board games, directed in its more practice-focused sections (Parts Two, Three, and Four) toward those just commencing their journeys through time and space and engaged in learning how to deconstruct and to construct paper time machines. More experienced designers may find something here for them, too, perhaps to refresh themselves or as an aid to instruction to mentees in whatever capacity. But it is also intended for practitioners of all levels of experience to find value in the surrounding historical contexts and theoretical debates pertinent to the creation of and the thinking around the making of historical board games (Parts One and Five). In addition, it is intended that the book might redirect some of the attention of the field of game studies, so preoccupied with digital games, toward this hitherto generally much neglected area of research. Key Features: Guides new designers through the process of historical board game design Encapsulates the observations and insights of numerous notable designers Deeply researched chapters on the history and current trajectory of the hobby Chapters on selected critical perspectives on the hobby


Handbook on Interactive Storytelling

Handbook on Interactive Storytelling
Author: Jouni Smed
Publisher: John Wiley & Sons
Total Pages: 228
Release: 2021-07-13
Genre: Computers
ISBN: 1119688132

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HANDBOOK ON INTERACTIVE STORYTELLING Discover the latest research on crafting compelling narratives in interactive entertainment Electronic games are no longer considered “mere fluff” alongside the “real” forms of entertainment, like film, music, and television. Instead, many games have evolved into an art form in their own right, including carefully constructed stories and engaging narratives enjoyed by millions of people around the world. In Handbook on Interactive Storytelling, readers will find a comprehensive discussion of the latest research covering the creation of interactive narratives that allow users to experience a dramatically compelling story that responds directly to their actions and choices. Systematically organized, with extensive bibliographies and academic exercises included in each chapter, the book offers readers new perspectives on existing research and fresh avenues ripe for further study. In-depth case studies explore the challenges involved in crafting a narrative that comprises one of the main features of the gaming experience, regardless of the technical aspects of a game’s production. Readers will also enjoy: A thorough introduction to interactive storytelling, including discussions of narrative, plot, story, interaction, and a history of the phenomenon, from improvisational theory to role-playing games A rigorous discussion of the background of storytelling, from Aristotle’s Poetics to Joseph Campbell and the hero’s journey Compelling explorations of different perspectives in the interactive storytelling space, including different platforms, designers, and interactors, as well as an explanation of storyworlds Perfect for game designers, developers, game and narrative researchers, academics, undergraduate and graduate students studying storytelling, game design, gamification, and multimedia systems, Handbook on Interactive Storytelling is an indispensable resource for anyone interested in the deployment of compelling narratives in an interactive context.


Game Wizards

Game Wizards
Author: Jon Peterson
Publisher: MIT Press
Total Pages: 401
Release: 2021-10-12
Genre: Games & Activities
ISBN: 0262542951

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The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.