The Fantasy Role-playing Gamer's Bible

The Fantasy Role-playing Gamer's Bible
Author: Sean Patrick Fannon
Publisher: Prima Games
Total Pages: 300
Release: 1995-11-01
Genre: Games
ISBN: 9780761502647


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Here is everything players need to know to embark on an incredible gaming odyssey. Step-by-step guidelines explain how to get started, and game overviews across the genres cover all the options, even online. Includes a "game-o-pedia" reference (the most comprehensive glossary ever published on the subject) and other valuable resources.

The Fantasy Roleplaying Gamer's Bible

The Fantasy Roleplaying Gamer's Bible
Author: Sean Patrick Fannon
Publisher: Obsidian Studio
Total Pages: 266
Release: 1999
Genre: Games & Activities
ISBN:


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The Fantasy Role-Playing Game

The Fantasy Role-Playing Game
Author: Daniel Mackay
Publisher: McFarland
Total Pages: 216
Release: 2017-08-11
Genre: Games & Activities
ISBN: 0786450479


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Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.

The Evolution of Fantasy Role-Playing Games

The Evolution of Fantasy Role-Playing Games
Author: Michael J. Tresca
Publisher: McFarland
Total Pages: 239
Release: 2014-01-10
Genre: Games & Activities
ISBN: 0786460091


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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.

The CRPG Book: A Guide to Computer Role-Playing Games

The CRPG Book: A Guide to Computer Role-Playing Games
Author: Felipe Pepe
Publisher:
Total Pages: 528
Release: 2019-09
Genre: Computer games
ISBN: 9781999353308


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Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.

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.

Diomin

Diomin
Author: R. Hyrum Savage
Publisher:
Total Pages: 116
Release: 2000
Genre: Games & Activities
ISBN: 9780970531209


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30 Years of Adventure

30 Years of Adventure
Author: Of The Coast Wizards
Publisher:
Total Pages: 283
Release: 2004
Genre: Games
ISBN: 9780786934980


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A thirtieth-anniversary retrospective explores the Dungeons & Dragons franchise, featuring a selection of essays and photographs that capture the events, products, personalities, art, and influence of the game through the years.

Testament

Testament
Author: Scott Bennie
Publisher:
Total Pages: 0
Release: 2003
Genre: Bible
ISBN: 9780972675628


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Part history, part mythology, this illustrated guide to the Testament roleplaying game provides new classes, feats, monsters, rules for barter, and guidelines for leading a small tribe from the hazards of the Bronze Age and Iron Age world.