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Dungeons and Dragons and Philosophy

Author : ,

ISBN10 : 1118397649

Publisher : John Wiley & Sons

Number of Pages : 240

Category : Philosophy

Viewed : 480

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Book Summary: Do demons and devils have free will? Does justice exist inMenzoberranzan? What’s the morality involved with playercharacters casting necromancy and summoning spells? Dungeons & Dragons and Philosophy probes the richterrain of philosophically compelling concepts and ideas thatunderlie Dungeons & Dragons, the legendary fantasyrole-playing game that grew into a world-wide cultural phenomenon.A series of accessible essays reveals what the imaginary worlds ofD&D can teach us about ethics, morality, metaphysics andmore. Illustrates a wide variety of philosophical concepts and ideasthat arise in Dungeons & Dragons gameplay and presentsthem in an accessible and entertaining manner Reveals how the strategies, tactics, improvisations, androle-play employed by D&D enthusiasts have startlingparallels in the real world of philosophy Explores a wide range of philosophical topics, including thenature of free will, the metaphysics of personal identity, themorality of crafting fictions, sex and gender issues in tabletopgameplay, and friendship and collaborative storytelling Provides gamers with deep philosophical insights that can leadto a richer appreciation of D&D and any gamingexperience

The Evolution of Fantasy Role-Playing Games

Author : Michael J. Tresca

ISBN10 : 0786460091

Publisher : McFarland

Number of Pages : 238

Category : Games & Activities

Viewed : 1570

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Book Summary: 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.

Playing with Power

Author : Michelle Nephew

ISBN10 :

Publisher : Michelle Nephew

Number of Pages : 253

Category : Games & Activities

Viewed : 618

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Book Summary: This study examines roleplaying games (RPGs) as both a literary and cultural phenomenon, in which the text’s producers take the role of an authorial multiplicity. --- ABSTRACT: Authorship has undergone drastic revision in the twentieth century. A fundamental transformation in literature, wherein the author has become a multiplicity of voices, is evinced by the development of roleplaying games as both literary and cultural texts. The literary roots of roleplaying games are self-evident, as they draw on writers such as H. P. Lovecraft and J. R. R. Tolkien. However, a consequence of the development of the roleplaying game has been a subsequent departure from these authorial beginnings; roleplaying games have irrevocably transformed the role of the writers who inspired them, altering the authorial position to become a border-blurring multiplicity. Not only do roleplaying game designers reinterpret literary texts as literary games, often borrowing rules material from other designers in the process, in modifying the function of the author from a single creative entity to an empowered storytelling among groups roleplaying games further complicate previous distinctions between author and audience. Players create a fictional world as a group endeavor, authoring a complex structure of fantasy that addresses Freudian concepts of dreams and wish fulfillment. In this way, roleplaying becomes a locus for issues of identity, including questions of performance, spectatorship, and gender construction. And by allowing play in regard to identity, roleplaying games are able to transgressively navigate expressions of difference, encouraging players to subtly work against the traditional split between spectacle and narrative. The thriving fan subculture surrounding roleplaying only emphasizes the transgressiveness of the hobby; this is a social formation that aggressively utilizes new technology such as the internet, through which fans are able to explore culturally subversive methods of authoring in the face of hostility from the surrounding cultural environment. They, too, are active producers and manipulators of meanings, rather than passively accepting dominant ideology. By fusing the broader perspectives of literary and cultural criticism with personal experiences, this study examines the development of roleplaying games from the fiction of individual writers to the interactive roleplaying based on them, wherein fiction writers, the hobby’s creators, designers, editors, publishers, fans, players, and the cultural environment are all invested with the creative power to contribute meaningfully to the narrative.

The Whole Library Handbook 5

Author : George M. Eberhart

ISBN10 : 0838910904

Publisher : American Library Association

Number of Pages : 536

Category : Language Arts & Disciplines

Viewed : 960

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Book Summary: The Whole Library Handbook, now in its fifth edition, is an encyclopedia filled with facts, tips, lists, and resources essential for library professionals and information workers of all kinds, all carefully handpicked to reflect the most informative, practical, up-to-date, and entertaining examples of library literature. Organized in easy-to-find categories, this unique compendium covers all areas of librarianship from academic libraries to teen services, from cataloging to copyright, and from gaming to social media. Selections include Facts and figures on library workers Bookmobile guidelines 100 great libraries of the world Job search and recruitment techniques, and advice on how to deal with tough economic times Tips on writing articles and book reviews Fun with cataloging rules Famous librarians’ favorite books Covering a huge spectrum of librariana, this one-of-a-kind volume is both educational and entertaining.

Strictly Fantasy

Author : Gerald Nachtwey

ISBN10 : 1476643474

Publisher : McFarland

Number of Pages : 199

Category : Games & Activities

Viewed : 1056

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Book Summary: 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 Role-Playing Society

Author : Andrew Byers,Francesco Crocco

ISBN10 : 1476623481

Publisher : McFarland

Number of Pages : 320

Category : Games & Activities

Viewed : 891

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Book Summary: 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.

The Politics of Horror

Author : Damien K. Picariello

ISBN10 : 3030420159

Publisher : Springer Nature

Number of Pages : 282

Category : Political Science

Viewed : 677

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Book Summary: The Politics of Horror features contributions from scholars in a variety of fields—political science, English, communication studies, and others—that explore the connections between horror and politics. How might resources drawn from the study of politics inform our readings of, and conversations about, horror? In what ways might horror provide a useful lens through which to consider enduring questions in politics and political thought? And what insights might be drawn from horror as we consider contemporary political issues? In turning to horror, the contributors to this volume offer fresh provocations to inform a broad range of discussions of politics.

Inkshard: A Compendium of Essays

Author : Eric Muss-Barnes

ISBN10 : 0359732011

Publisher : Lulu Press, Inc

Number of Pages : N.A

Category : Performing Arts

Viewed : 1132

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Book Summary: InkShard is a compendium of articles and social commentary, written by author Eric Muss-Barnes, between 2004 and 2018. Revised and expanded, this volume assembles various topics culled from posts on social media websites to the scripts of video essays. Carefully compiled from the finest of his journalistic work, InkShard represents the definitive collection of Eric’s most compelling dissertations and beloved editorials.

Feminist War Games?

Author : Jon Saklofske,Alyssa Arbuckle,Jon Bath

ISBN10 : 1000751201

Publisher : Routledge

Number of Pages : 212

Category : Language Arts & Disciplines

Viewed : 1126

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Book Summary: Feminist War Games? explores the critical intersections and collisions between feminist values and perceptions of war, by asking whether feminist values can be asserted as interventional approaches to the design, play, and analysis of games that focus on armed conflict and economies of violence. Focusing on the ways that games, both digital and table-top, can function as narratives, arguments, methods, and instruments of research, the volume demonstrates the impact of computing technologies on our perceptions, ideologies, and actions. Exploring the compatibility between feminist values and systems of war through games is a unique way to pose destabilizing questions, solutions, and approaches; to prototype alternative narratives; and to challenge current idealizations and assumptions. Positing that feminist values can be asserted as a critical method of design, as an ideological design influence, and as a lens that determines how designers and players interact with and within arenas of war, the book addresses the persistence and brutality of war and issues surrounding violence in games, whilst also considering the place and purpose of video games in our cultural moment. Feminist War Games? is a timely volume that questions the often-toxic nature of online and gaming cultures. As such, the book will appeal to a broad variety of disciplinary interests, including sociology, education, psychology, literature, history, politics, game studies, digital humanities, media and cultural studies, and gender studies, as well as those interested in playing, or designing, socially engaged games.

The Postmodern Joy of Role-Playing Games

Author : René Reinhold Schallegger

ISBN10 : 1476631468

Publisher : McFarland

Number of Pages : 258

Category : Games & Activities

Viewed : 966

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Book Summary: Historian Johan Huizinga once described game playing as the motor of humanity’s cultural development, predating art and literature. Since the late 20th century, Western society has undergone a “ludification,” as the influence of game-playing has grown ever more prevalent. At the same time, new theories of postmodernism have emphasized the importance of interactive, playful behavior. Core concepts of postmodernism are evident in pen-and-paper role-playing, such as Dungeons and Dragons. Exploring the interrelationships among narrative, gameplay, players and society, the author raises questions regarding authority, agency and responsibility, and discusses the social potential of RPGs in the 21st century.

Knowing the Facts about Divination Practices and Occult

Author : John Ankerberg,John Weldon

ISBN10 : 1937136833

Publisher : ATRI Publishing

Number of Pages : 102

Category : Body, Mind & Spirit

Viewed : 1406

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Book Summary: Divination has existed in all cultures throughout history. It is the attempt to predict or control one's future or to gain access to hidden information by the assessment of various indicators or use of particular implements. Some “Christian” diviners have pointed to biblical examples of divination in order to justify their practices. This book examines where the power comes from; explains how the various implements (including games) are used; and warns of the potential dangers.

Larson's Book of Spiritual Warfare

Author : Bob Larson

ISBN10 : 1418574414

Publisher : Thomas Nelson

Number of Pages : 500

Category : Religion

Viewed : 1135

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Book Summary: Larson's Book of Spiritual Warfare is a window into a world many Christians have no idea exists. An expert on the occult, cults and supernatural phenomena, Bob Larson provides a comprehensive guide to the motivating factors of much of the deviant behavior occuring in society today.

The Digital Role-Playing Game and Technical Communication

Author : Daniel Reardon,David Wright

ISBN10 : 1501352563

Publisher : Bloomsbury Publishing USA

Number of Pages : 344

Category : Games & Activities

Viewed : 1560

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Book Summary: 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; BioWare in Edmonton, Alberta, 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.

The Buried

Author : Melissa Grey

ISBN10 : 133862931X

Publisher : Scholastic Inc.

Number of Pages : 336

Category : Young Adult Fiction

Viewed : 1443

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Book Summary: A heart-pounding, claustrophobic new story from Melissa Grey, the author of RATED. Ten years ago, disaster struck the remote town of Indigo Falls. A horrific event drove the residents underground, into shelters that keep them safe from the danger on the surface. No one speaks about what happened that fateful day, but even the youngest still remember the fear and, most of all, the searing pain when sunlight touched their skin. Now, a handful of families inhabit this bunker together, guided by a charismatic leader named Dr. Imogen Moran. There are many rules Dr. Moran has instilled to govern life belowground. You must always tell the truth. You must avoid the light of the sun. You must never touch skin to skin. But the most important rule, the one that was drilled into their heads from the moment the hatch slammed shut all those years ago, was at the very end of the list. It rattled around in their skulls when all was silent, echoing in the quiet, lonely dark. You must never go outside.

Gaming as Culture

Author : Sean Q. Hendricks,W. Keith Winkler

ISBN10 : 0786454067

Publisher : McFarland

Number of Pages : 232

Category : Games & Activities

Viewed : 1121

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Book Summary: Since tabletop fantasy role-playing games emerged in the 1970s, fantasy gaming has made a unique contribution to popular culture and perceptions of social realities in America and around the world. This contribution is increasingly apparent as the gaming industry has diversified with the addition of collectible strategy games and other innovative products, as well as the recent advancements in videogame technology. This book presents the most current research in fantasy games and examines the cultural and constructionist dimensions of fantasy gaming as a leisure activity. Each chapter investigates some social or behavioral aspect of fantasy gaming and provides insight into the cultural, linguistic, sociological, and psychological impact of games on both the individual and society. Section I discusses the intersection of fantasy and real-world scenarios and how the construction of a fantasy world is dialectically related to the construction of a gamer’s social reality. Because the basic premise of fantasy gaming is the assumption of virtual identities, Section II looks at the relationship between gaming and various aspects of identity. The third and final section examines what the personal experiences of gamers can tell us about how humans experience reality. Instructors considering this book for use in a course may request an examination copy here.

Role-Playing Game Studies

Author : Sebastian Deterding,José Zagal

ISBN10 : 1317268318

Publisher : Routledge

Number of Pages : 484

Category : Games & Activities

Viewed : 767

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Book Summary: This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

The Functions of Role-Playing Games

Author : Sarah Lynne Bowman

ISBN10 : 0786455551

Publisher : McFarland

Number of Pages : 216

Category : Games & Activities

Viewed : 1004

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Book Summary: 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.

Magic, Monsters, and Make-Believe Heroes

Author : Douglas E. Cowan

ISBN10 : 0520967275

Publisher : Univ of California Press

Number of Pages : 240

Category : Religion

Viewed : 1733

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Book Summary: Magic, Monsters, and Make-Believe Heroes looks at fantasy film, television, and participative culture as evidence of our ongoing need for a mythic vision—for stories larger than ourselves into which we write ourselves and through which we can become the heroes of our own story. Why do we tell and retell the same stories over and over when we know they can’t possibly be true? Contrary to popular belief, it’s not because pop culture has run out of good ideas. Rather, it is precisely because these stories are so fantastic, some resonating so deeply that we elevate them to the status of religion. Illuminating everything from Buffy the Vampire Slayer to Dungeons and Dragons, and from Drunken Master to Mad Max, Douglas E. Cowan offers a modern manifesto for why and how mythology remains a vital force today.

Race and Popular Fantasy Literature

Author : Helen Young

ISBN10 : 1317532163

Publisher : Routledge

Number of Pages : 224

Category : Literary Criticism

Viewed : 1077

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Book Summary: This book illuminates the racialized nature of twenty-first century Western popular culture by exploring how discourses of race circulate in the Fantasy genre. It examines not only major texts in the genre, but also the impact of franchises, industry, editorial and authorial practices, and fan engagements on race and representation. Approaching Fantasy as a significant element of popular culture, it visits the struggles over race, racism, and white privilege that are enacted within creative works across media and the communities which revolve around them. While scholars of Science Fiction have explored the genre’s racialized constructs of possible futures, this book is the first examination of Fantasy to take up the topic of race in depth. The book’s interdisciplinary approach, drawing on Literary, Cultural, Fan, and Whiteness Studies, offers a cultural history of the anxieties which haunt Western popular culture in a century eager to declare itself post-race. The beginnings of the Fantasy genre’s habits of whiteness in the twentieth century are examined, with an exploration of the continuing impact of older problematic works through franchising, adaptation, and imitation. Young also discusses the major twenty-first century sub-genres which both re-use and subvert Fantasy conventions. The final chapter explores debates and anti-racist praxis in authorial and fan communities. With its multi-pronged approach and innovative methodology, this book is an important and original contribution to studies of race, Fantasy, and twenty-first century popular culture.

Ready Player One

Author : Ernest Cline

ISBN10 : 0307887456

Publisher : Ballantine Books

Number of Pages : 384

Category : Fiction

Viewed : 465

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Book Summary: #1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9