Playing at the World by Jon Peterson

By Jon Peterson

Book Details:

ISBN: 0615642047
EAN: 9780615642048
ASIN: 0615642047
Publisher: Unreason Press
Publication Date: 2012-08-01
Number of Pages: 720
Website: Amazon, LibraryThing, Google Books, Goodreads, IAmA

Synopsis:

Explore the conceptual origins of wargames and role-playing video games during this exceptional historical past of simulating the genuine and the most unlikely. From an unlimited survey of fundamental assets starting from eighteenth-century strategists to trendy hobbyists, enjoying on the international distills the tale of the way players first made up our minds fictional battles with forums and cube, and the way they moved from simulating wars to simulating humans. the discovery of role-playing video games serves as a touchstone for exploring the ways in which the literary proposal of personality, the trap of wonderful event and the rules of gaming mixed into the signature cultural innovation of the past due 20th century.

Show description

Read or Download Playing at the World PDF

Best role-playing games books

GURPS Martial Arts

Inscrutable masters from hidden temples. certain Forces infantrymen. Swashbuckling pirates. Bare-chested brawlers.
GURPS Martial Arts brings combating kinds from all through heritage to Fourth variation. From renowned Asian bare-handed strategies to eu strive against arts to amazing non-human education, this ebook balances practical ancient colleges with cinematic feats from Hong Kong, Tokyo, and Hollywood. Recreate the best opponents on this planet, or create a method to slot a brand new crusade, Martial Arts has the suggestions and instructions you would like.
no longer all wrestle recommendations map to concepts and kinds, despite the fact that. Many require extensions to the strive against method itself, so Martial Arts expands at the wrestle and harm principles from GURPS simple Set. a few of these additions are hugely real looking, whereas others are super cinematic - yet they're all not obligatory, permitting the GM to choose which principles follow. Customizing the GURPS strive against procedure hasn't ever been more uncomplicated.
This booklet replaces and expands at the details and principles from the former variation of GURPS Martial Arts for 3rd version.

Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)

The area simply obtained a bit extra risky.
Fantasy Flight video games is proud to announce a moment ebook of lethal machinations that DMs can use to pulp, pulverize, and puree their participant characters. within the culture of the unique Traps & Treachery, this booklet will comprise enormous quantities of latest poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The ebook might be generously illustrated by means of extra of the smart mechanical illustrations that graced the 1st Traps & Treachery e-book.

Pathfinder Companion: Cheliax, Empire of Devils

Town of Westcrown, as soon as the capital of Cheliax, is now yet a shadow of its former glory. Pauper nobles and self-made princes vie for keep an eye on in a city perched at the fringe of self-destruction. With whole districts deserted and left to bandits and monsters, Westcrown is a urban short of heroes.

Goblin Markets (Changeling: the Lost)

Permit the customer beware

Every freehold is familiar with of at the very least one. a few appear to have grown up virtually in a single day, like a hoop of small white mushrooms. Others appear to have run for millennia, outliving the increase and fall of the freeholds that encompass them. They’ll by no means leave fullyyt, regardless of the hazards in their wares. an individual constantly wishes anything you could purely get at a Goblin Market.
A chronicle ebook for Changeling: The Lost

suggestion on developing your personal Goblin Markets
ideas on trading
pattern characters, Markets and SAS marketplace scenes to drop correct into your Changeling chronicle

Additional resources for Playing at the World

Sample text

When you choose your options from this list, you can choose to heal yourself and others (from Conditions), support yourself, or enable others to support you. If you roll 10 up, it’s fine to select the “remove a Condition” option twice, each time removing a different Condition. This move can break the pattern of isolation and confusion. S S Queer Content Playing the Game This isn’t really a game about monsters. It’s a game about the confusion that arises when your body and your social world start changing without your permission.

Let their sexuality and gender be incidental in some cases, and let it be the chaotic thing that drives the story forward in others. Use the game to explore and challenge your own ideas about gender, sexuality, relationships, what’s normal and what’s monstrous. S 43 S S Staying Feral Playing the Game Every moment of the game leads into the next. When you narrate something, others respond. Moves get triggered. Dice get rolled, and those rolls create new situations to react to. The fiction and the mechanics interact with one another to create an emergent story, one that has its own momentum and energy.

Take a move from another Skin. You have Unholy Allies. Add 1 to Hot (max 3). Add 1 to Cold (max 3). Add 1 to Volatile (max 3). Add 1 to Dark (max 3). 51 Sex Move When you have sex, heal all of your wounds, and cure all of your Conditions. If they disgust you, give them a String. If you disgust yourself, give them a String. Darkest Self None of your friends can help. They’re not strong like you are. You need to chase down the biggest threat imaginable, immediately and alone. Any challenges or dangers that you encounter must be faced head on, even if they might kill you.

Download PDF sample

Rated 4.54 of 5 – based on 31 votes