Role-playing, war games and fantasy sports Books
Duke University Press The Queer Games AvantGarde
Book SynopsisIn The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrTrade Review“In their new book, Bonnie Ruberg introduces and documents the provocative, playful, and occasionally weird world of queer game-making. The Queer Games Avant-Garde provides a compelling collection of interviews from many of the designers who dance at the edges of what games can be. This book is recommended reading for designers, artists, researchers, and anyone who takes play seriously.” -- Carly A. Kocurek, author of * Brenda Laurel: Pioneering Games for Girls *“Bonnie Ruberg and twenty-two incredible game makers give voice to a game revolution. The queer games avant-garde isn't just pushing at the boundaries of the medium, it's exploding what games can be into millions of multi-colored worlds where we can all play! An exuberant and essential exploration of the personal, political, and playful.” -- Colleen Macklin, Associate Professor of Media Design at Parsons School of Design"The queer game makers who operate from marginalised subject positions, making their voices heard in and through games, form an important and timely topic for a book. For a European reader, The Queer Games Avant-Garde offers a fascinating glimpse of contemporary North American realities and the anxieties around doing creative work in the current political climate." -- Tanja Sihvonen * Times Higher Education Supplement *"This is a special book. . . . The world of video games is so much bigger and more spectacular than the AAA marketing cycle would have you believe. Ruberg’s conversations are a reminder of the breath of the medium, and also the steps we must take collectively for a healthier, safer, and more vibrant future." -- Sharon Ross * Report Door *"The book’s 20 chapters run the gamut of queer desire and representation, intimacy (rather than empathy), community, intersectionality, influences, and queering games beyond representation. . . . [I]t’s accessible for those who aren’t scholars including game makers, gamers, games journalists, and anyone interested in the present and future of queer and indie games." -- Naseem Jamnia * Bitch *"Given both its fascinating subject and its approach to the subject, The Queer Games Avant-Garde is a fresh and fascinating peek into an underexplored area of video games, as well as a highly relevant exploration of the ways in which these games both draw from and give back to their creators and players.… All in all, The Queer Games Avant-Garde will provide an interesting and accessible read for a wide range of readers interested in the creation and theorization of video games." -- Maria Alberto * Information, Communication & Society *"The Queer Games Avant-Garde is a generous and generative book; it is approachable, accessible, teachable, and complements Ruberg's other books and projects.… But most importantly, the book offers radical possibilities, both practical and playful." -- Edmond Y. Chang * American Journal of Play * "Queer Games Avant-Garde is a superb teaching tool across game design, digital arts, queer studies, and digital humanities classrooms that will be sure to spark numerous meaningful debates, both critical and practical. . . . It will also be an excellent resource for scholars seeking to reimagine what academic knowledge production looks like and who counts as a contributor to knowledge." -- Daniella Gati * Information and Culture *“Venkat’s storytelling is absorbing. He appears a writer who finds joy in crafting prose, sometimes imbuing it with a playfulness that lands most aptly. . . . This is a meticulously crafted book, but it is nowhere stilted or overworked. It performs deep conceptual labor with a jargon-free lightness of touch that academic writing would do well to emulate.” -- Zahra Hayat * Medical Anthropology Quarterly *Table of ContentsAcknowledgments ix Introduction. Reimagining the Medium of Video Games 1 Part I. Queer People, Queer Desires, Queer Games 1. Dietrich Squinkifer: Nonbinary Characters, Asexuality, and Game Design as Joyful Resistance 33 2. Robert Yang: The Politics and Pleasures of Representing Sex between Men 42 3. Aevee Bee: On Designing for Queer Players and Remaking Autobiographical Truth 51 Part II. Queerness as a Mode of Game-Making 4. Llaura McGee: Leaving Space for Messiness, Complexity, and Chance 63 5. Andi McClure: Algorithms, Accidents, and the Queerness of Abstraction 73 6. Liz Ryerson: Resisting Empathy and Rewriting the Rules of Game Design 81 Part III. Designing Queer Intimacy in Games 7. Jimmy Andrews + Loren Schmidt: Queer Body Physics, Awkwardness as Emotional Realism, and the Challenge of Designing Consent 93 8. Naomi Clark: Disrupting Norms and Critiquing Systems through "Good, Nice Sex with a Tentacle Monster" 102 9. Elizabeth Sampat: Safe Spaces for Queerness and Games against Suffering 113 Part IV. The Legacy of Feminist Performance Art in Queer Games 10. Kara Stone: Softness, Strength, and Danger in Games about Mental Health and Healing 125 11. Mattie Brice: Radical Play through Vulnerability 134 12. Seanna Musgrave: "Touchy-Feely" Virtual Reality and Reclaiming the Trans Body 143 Part V. Intersectional Perspectives in/on Queer Games 13. Tonia B****** + Emilia Yang: Making Games about Queer Women of Color by Queer Women of Color 153 14. Nicky Case: Playable Politics and Interactivity for Understanding 162 15. Nina Freeman: More Than Just "the Women Who Make Sex Games" 171 Part VI. Analog Games: Exploreing Queerness Through Non-Digital Play 16. Avery Alder: Queer Storytelling and the Mechanics of Desire 183 17. Kat Jones: Bisexuality, Latina Identity, and the Power of Physical Presence 192 Part VII. Making Queer Games, Queer Change, and Queer Community 18. Mo Cohen: On Self-Care, Funding, and Other Advice for Aspiring Queer Indie Game Makers 205 19. Jerome Hagan: Are Queer Games Bringing "Diversity" to Mainstream Industry? 215 20. Sarah Schoemann: The Power of Community Organizing 223 Afterword. The Future of the Queer Games Avant-Garde 233 Appendix. Queer Indie Games to Play at Home or in the Classroom 245 Notes 257 Bibliography 265 Index 271
£19.79
University of Minnesota Press Playing with Feelings: Video Games and Affect
Book SynopsisHow gaming intersects with systems like history, bodies, and code Why do we so compulsively play video games? Might it have something to do with how gaming affects our emotions? In Playing with Feelings, scholar Aubrey Anable applies affect theory to game studies, arguing that video games let us “rehearse” feelings, states, and emotions that give new tones and textures to our everyday lives and interactions with digital devices. Rather than thinking about video games as an escape from reality, Anable demonstrates how video games—their narratives, aesthetics, and histories—have been intimately tied to our emotional landscape since the emergence of digital computers.Looking at a wide variety of video games—including mobile games, indie games, art games, and games that have been traditionally neglected by academia—Anable expands our understanding of the ways in which these games and game studies can participate in feminist and queer interventions in digital media culture. She gives a new account of the touchscreen and intimacy with our mobile devices, asking what it means to touch and be touched by a game. She also examines how games played casually throughout the day create meaningful interludes that give us new ways of relating to work in our lives. And Anable reflects on how games allow us to feel differently about what it means to fail.Playing with Feelings offers provocative arguments for why video games should be seen as the most significant art form of the twenty-first century and gives the humanities passionate, incisive, and daring arguments for why games matter.Trade Review"Playing with Feelings traces a compelling intellectual history and uses affect theory to rethink some core game studies debates. Aubrey Anable’s insights on casual, indie, and art games are particularly important at this historical moment in game studies. This is the book many humanistic game scholars have been waiting for."—Adrienne Shaw, author of Gaming at the Edge"Playing with Feelings is one of few works to deeply engage with the theory of affect as developed in media philosophy, sociology, and information studies relative to video games. Written with an eye to the canonical concerns circulating in the lucrative and vibrant field of game studies, the book balances engagement with familiar themes and issues in the game studies and game theory world."—Lisa Cartwright, University of California, San Diego"Playing With Feelings breaks down some fairly weighty themes and theories to create an engaging exploration of how a person’s feelings are influenced by gaming." —The GuardianTable of ContentsContentsIntroduction: Video Games as Structures of Feeling1. Feeling History2. Touching Games3. Rhythms of Work and Play4. Games to Fail WithConclusion: Affective ArchivesAcknowledgmentsNotesIndex
£21.59
Helion & Company Khalsa!: A Guide to Wargaming the Anglo-Sikh Wars
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£26.96
Topix Media Lab The Game Master's Book of Traps, Puzzles and
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£18.99
Media Lab Books The Game Master's Book of Astonishing Random
Book SynopsisThe Game Master’s Book of Astonishing Random Tables provides hundreds of tables for nearly every worldbuilding and gameplay situation GMs may come across. Need to know what the local food is like? Roll for it. Need to know how the city’s plumbing is organized or if they have a sewer system? Roll for it. Need to know what specific pathology drives the mad draconian warlord just beyond the city’s gates? Roll for it. Want to determine what a sorcerer’s spell effects look like or what unique way they cast their spells? You know the answer! When warranted, many of the table results are “enhanced” with supplemental information to help clarify roll results, like how a particular type of government is run, or what a particular style of architecture looks like . Other tables will have a branching element, providing a path to fleshing out larger scale subjects that require more detail than can be provided with a single table. The book also includes three one-shot adventures that help GMs put the book’s tables into play right away, so that they can see exactly how helpful and enhancing they can be. The Game Master’s Book of Astonishing Random Tables fills in the holes of gameplay, enriching every scene, setting, character and event, while also adding new, unexpected elements to shake things up and keep players on their toes.
£19.94
Media Lab Books The Game Master’s Handbook of Proactive
Book SynopsisTraditional TTRPGs have almost always relied on player reactions in order to function. In other words, there is an evil wizard out to take over the world. The player characters are good, therefore it’s their duty to stop the wizard. Game play then follows a traditional storytelling narrative of protagonists working to return their world back to the status quo. Bad guy makes a move, good guys move to stop him. They react to the situation the Game Master (GM) presents. This limited style of gameplay can grow tiresome and redundant and places almost the entire burden of game creation on the GM. That's where proactive roleplaying comes in. With proactive roleplaying, GMs give over the narrative to the players. They imbue their characters with goals and desires, wants and needs, and then let them make the decisions about how to achieve those things. It’s no longer up to the GM to provide the entertainment. The characters choose what to do to achieve their goals, and the GM is the one reacting to their choices. Every conflict and “adventure” a character goes on is in service to their goal, rather than the typical “random bad guy of the week” adventure. The Game Master’s Handbook of Proactive Roleplaying gives GMs and players all of the information they need to play their favorite 5E TTRPG in their favourite settings, while transforming their games from reactive and restrictive to proactive, unbounded, player-driven narratives.
£12.34
Adams Media Corporation The Düngeonmeister Cookbook: 75 RPG-Inspired
Book SynopsisEat delicious snacks and game-friendly meals in between dice rolls and encounters with this easy-to-follow RPG themed cookbook perfect for every game group.Feed your gamer group with this collection of 75 game-friendly bar bites, finger foods, and easy-to-share meals. With recipes from the passable Goodberries Baked Cheese-wrapped dates to the one-handed Dragon on a Stick Easy-Eat Meat Skewers to the player-favorite Inspiration Points Peanut Butter White Chocolate Pretzels, this cookbook has you covered for any game night adventure. Complete with easy-to-follow recipes and the wit and wisdom of the authors of A Dragon Walks into a Bar and Düngeonmeister, this book will hit the spot for hungry fighters, spellcasters, and anyone else at the table. Additional recipes include: -Goblintzes—Cheese Blintzes -Genasi’s Delight—Masala Peanuts -Remarkably Movable Rods—Candied Bacon -The Picked Pocket—Hamburger Stuffed Rolls -Healing Words—Lavender Cupcakes with Honey Frosting -Shards of Elemental Chaos—Candy Bark -Hex Grid Cookies—Map-Based Sugar Cookies
£15.29
Random House Worlds The World of Minecraft
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£28.13
Bloomsbury Publishing PLC Wildlands Map Pack 1
Book SynopsisA new double-sided board for Martin Wallace''s Wildlands, bringing two new environments for players to explore in the fantasy skirmish game.DescriptionPlayers: 2-4Ages: 14+Playing Time: 30-60 minutesContents: Double-Sided Playing BoardTravel into the further reaches of the Wildlands, with this new set of maps. Introduce further wrinkles to your game via magical portals which help you rush around the map, or sunken quarries which will slow your progress. Players will have to adapt to their new surroundings if they ever hope to get ahead. This map expansion for Wildlands adds a new double-sided board to the game, featuring new opportunities and obstacles, and can be used in conjunction with the faction expansions.This map pack requires a copy of Wildlands to play.
£13.77
Paizo Publishing, LLC Starfinder Galaxy Guide S2
Book SynopsisBlast off into Starfinder Second Edition with a star chart of the galaxy and a thrilling tour of adventuring locations across the vastness of interstellar space! The Starfinder Galaxy Guide is a primer designed for new and experienced players that explores popular types of science fantasy campaignsgalactic exploration, horror, war-torn space opera, and moregiving GMs and players tools for playing out those types of stories in their Starfinder game. The Galaxy Guide also introduces several powerful galactic factions as potential friends or foes, including AbadarCorp's holy corporate empire, the infernal orders of the Hellknights, and the world-preserving Xenowardens. Each major faction includes a new archetype players can use to create a character with ties to that faction. The galactic tour ends with a database of playable alien ancestries including a telepathic mega-brain with an atrophied body (contemplative), a friendly shapeshifter with a secretly bizarre true form (astrazoan), and more! The Starfinder Galaxy Guide includes: A double-sided map featuring the Starfinder galaxy and the Pact Worlds system. Six new playable alien ancestries: astrazoan, contemplative, dragonkin, kalo, sarcesian, and vlaka. Six new archetypes related to powerful galactic factions. Exciting new lore introducing new gods, current events, and important hotspots in the Starfinder setting!
£43.19
Paizo Inc. Pathfinder RPG Howl of the Wild P2
Book SynopsisA Wild Adventure! A sound echoes across the world's farthest wildernesses: the howl of countless animals and beasts! This all-new 224-page Pathfinder rulebook dives deep into the wilderness like never before! With new ancestries, character options, animal companions, wilderness foes and more, Howl of the Wild provides a traveler's pack worth of value for players and Game Masters alike!Join a bumbling naturalist and an eccentric crew as they cross continents in their fantastic airship, searching for four legendary beasts. Along the expedition, you'll find... Six playable new ancestries to bring PCs'' wildest characters to life: strong minotaurs, swift centaurs, magical merfolk, amphibious athamarus, animals awakened to consciousness, and insectile, metamorphic surkis! Archetypes, spells, and other player options inspired by nature, from additional options for shapeshifting druids to playable werecreatures to archetypes that let you fight with claw, tail, or wing.
£44.24
Paizo Publishing, LLC Pathfinder Adventure Path Abomination Vaults 5e
Book SynopsisOne of Pathfinder's most popular and exciting campaigns comes to 5e at last! When the mysterious Gauntlight, an eerie landlocked lighthouse, glows with baleful light, the people of Otari know something terrible is beginning. Evil stirs in the depths of the Abomination Vaults, a sprawling dungeon where a wicked sorcerer attempted to raise an army of monsters hundreds of years ago. The town''s newest heroes must venture into a sprawling dungeon filled with beasts and traps to prevent a spiteful spellcaster from rising again! This complete compilation of the original Adventure Path campaign has been adapted to the newest version of the world's oldest RPG. You've heard about the quality and depth of Pathfinder campaigns for yearsnow explore the Abomination Vaults yourself without having to learn a new game system!
£47.24
Pen & Sword Books Ltd A Wargamers Guide to 1066 and the Norman Conquest
Book SynopsisLaunching an exciting new series of guides for wargamers, covering one of the most famous campaigns in British military history.
£11.04
Chaosium Runequest Weapons & Equipment
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£31.49
Bloomsbury Publishing PLC Bolt Action Battleground Europe
Book SynopsisTake the fight to the enemy with this new theatre book for Bolt Action. From the D-Day landings to the final battle for Berlin, this volume gives players everything they need to focus their gaming on these final campaigns in the ETO. Scenarios and special rules offer something for all Bolt Action players, regardless of the armies they collect.Table of ContentsIntroduction/ Special Rules/ Scenarios
£22.50
John Wiley & Sons Inc GURPS For Dummies
Book SynopsisThis is it-the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play.Table of ContentsIntroduction 1 Part I: Getting Started with GURPS 7 Chapter 1: Introducing GURPS — The Generic Universal RolePlaying System 9 Chapter 2: Determining Your Role 15 Chapter 3: Laying the Attribute Foundation 27 Chapter 4: Taking Advantages 35 Chapter 5: Finding Your Hero’s Flaws 51 Chapter 6: Finalizing Your Character with Skills 77 Part II: Enhancing Your Character 97 Chapter 7: So You Want to Be a Wizard — Magic 99 Chapter 8: Powering Your Character 113 Chapter 9: Tackling Tech Level 133 Chapter 10: Playing Races Outside the Norm 145 Part III: Playing with Your Character 163 Chapter 11: Doing Unto Others: Combat 165 Chapter 12: Tracking the Details 189 Chapter 13: Playing the Role 199 Part IV: Running Your Own Adventure 207 Chapter 14: Playing the GM 209 Chapter 15: Building a Simple Adventure 233 Chapter 16: Motivating Players 245 Part V: Building Your Own World 251 Chapter 17: Creating a Complete Campaign 253 Chapter 18: Setting the Stage for Your World 275 Chapter 19: Mapping, Planning, and Plotting 295 Chapter 20: Creating Memorable NPCs 321 Chapter 21: Flavoring Your Campaign 347 Part VI: The Part of Tens 371 Chapter 22: Ten Rules for Spending Points 373 Chapter 23: Ten Advantages We Like 377 Chapter 24: Ten Disadvantages That Aren’t Too Painful 381 Glossary 385 Index 391
£20.39
Paizo Inc. Pathfinder Arcane Spell Cards Remastered P2
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£29.74
Insight Editions The Art and Making of Hogwarts Legacy: Exploring
Book SynopsisDelve behind the scenes and learn the secrets of the making of this epic wizarding world video game, Hogwarts Legacy.The Art and Making of Hogwarts Legacy takes readers on a journey through the creation of this immersive, open-world action RPG set in the world first introduced in the Harry Potter books and the films. Go beyond the game with exclusive interviews with the development team, stunning concept sketches, renders, and illustrations to really explore the creation of this unique take on a beloved world.? ORIGINAL CONCEPT ART: Includes many never-before-seen pieces of beautiful concept art used to craft the compelling wizarding world locations from Hogwarts to Hogsmeade to Gringotts and more. EXCLUSIVE INTERVIEWS: Hear from the development team on the process of creating this exciting chapter in the history of the wizarding world. PEOPLE, PLACES, AND MAGIC: Get an in-depth look at the compelling characters, detailed environments, and amazing magic system that bring Hogwarts Legacy to life. GO BEHIND THE GAME: Filled with behind-the-scenes fun facts and information about the game-making process, from crafting the setting to developing the gameplay, see the incredible work and talent that goes into creating such an immersive gaming experience. THE PERFECT COMPANION TO THE GAME: This beautiful volume is an ideal collectible for gamers and fans of the wizarding world.Trade Review"Magically detailed" -- Josh Weiss * SYFY.com *
£37.50
Chaosium Alone Against the Tide: Solitaire Adventure by
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£14.24
Bloomsbury Publishing PLC Dragon Rampant
Book SynopsisWhether you''re a nameless Dark Lord looking to conquer the known world, a Champion of Light holding out against the forces of evil or a Northern barbarian facing claimants to a stolen throne, Dragon Rampant allows you to bring those battles to the tabletop. Developed from the popular Lion Rampant system, Dragon Rampant is a standalone wargame that recreates the great battles of Fantasy fiction. Scenarios, army lists, and full rules for magic and monsters give players the opportunity to command unruly orc warbands, raise armies of the undead, campaign across an antediluvian world as the warchief of a barbarian tribe, or exploit the power of mighty creatures and extraordinary sorcery. An army usually consists of 6-8 units comprised of 6-12 individually based figures. These small units move and fight independently, assuming that they follow your orders rather than just doing their own thing. Command and control is just as important on the battlefield as the power of a troll chieftain or Table of ContentsOverview/ Understanding the basics/ Playing the game/ Army lists/ Strategies and tactics/ Sample armies/ Scenarios/ Campaigns
£12.99
Paizo Publishing, LLC Pathfinder Kingmaker Adventure Path (P2)
Book SynopsisPathfinder’s most-popular campaign ever returns in this massive new hardcover compilation updated to the latest Pathfinder rules! In this new, revised version of the classic Kingmaker Adventure Path campaign, the Stolen Lands have long been the domain of bandits and monsters, but no longer! Your party has been granted a charter to explore these wilds, defeat its dangers, and build a brand new nation. Yet not everyone will welcome you as new neighbors, and powerful supernatural forces have their own plans for the region. Can you defeat your kingdom’s enemies and become leaders of one of the greatest new nations in the world? This hardcover edition of the Kingmaker Adventure Path contains: • All six chapters of the original Kingmaker Adventure Path, expanded and updated for use with Pathfinder Second Edition. • Hundreds of pages of new content that expands the campaign to cover the full range of levels from 1 to 20. • Works with tie-in Bestiaries (sold separately) to allow easy conversion to Pathfinder First Edition or the Fifth Edition rules of the world’s oldest roleplaying game! • Extensive rules for building and running kingdoms, settlements, and armies, along with narrative-based rules for resolving mass combat encounters. • Eleven new alchemical items and spells to discover. • Sixteen new monsters, ranging from mundane but dangerous wild animals to potent supernatural threats that will challenge even the most powerful of heroes.
£71.99
Chaosium Inc Alone Against the Frost: Solitaire Adventure in
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£18.99
Pitch Publishing Ltd The Unknown Champion: From Fantasy Football to
Book SynopsisThe inspirational story of respected football talent scout, Rui Marques. Instead of continuing on the rather dull career path of an economist, Rui transformed his destiny by winning major Fantasy Football competitions in two different countries, and carving his own unique path into the real world of football. From early childhood Rui developed a great passion for football, yet only years later came to recognise his gift of being able to spot raw sporting talent. After completing an economics degree, Rui entered a Daily Mirror Fantasy Football competition - and won the first prize of GBP75,000. This was followed with another Fantasy first place in Germany, scooping Bild's EURO100,000 prize. As a result he earned his first scouting job at a Portuguese club, but after only two seasons became European scout at Sporting Kansas City, helping his team to win trophies before taking on a challenging new role as European scout with Polish champions Legia Warsaw. The Unknown Champion is the ultimate proof that if we follow our dreams, they can come true.
£12.34
Snowbooks Ltd Neverland: Here Be Monsters!
Book SynopsisOn the 15th April, 1912, during her maiden voyage, the RMS Titanic sank after hitting an iceberg. 1,503 people died, including passengers and crew. But 706 people survived, among them Wendy Darling and her dog Nana...Separated from the rest of her family, Wendy''s lifeboat is washed up on the shore of a mysterious island a place lost in time home to creatures long thought extinct, a forgotten tribe, and a boy who can never grow up.But the notorious pirate Captain James Hook and his crew have also found their way to Neverland, and the island is angry...In NEVERLAND Here Be Monsters! YOU decide which route to take, which perils to risk, and which of the island's strange, prehistoric denizens to fight. Play as shipwreck survivor Wendy Darling, automaton avenger Peter Pan, heroic hunter Tiger Lily, or plundering pirate Captain James Hook. But be warned whether you succeed in your quest or meet a dire end will be down to the choices YOU make. Will you manage to escape from Neverland?
£9.49
Chaosium Cthulhu Dark Ages
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£40.49
Taldorei Campaign Setting Reborn Book
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£36.54
Potter/Ten Speed/Harmony/Rodale The Warriors Wizards Compendium Dungeons Dragons
£18.70
Paizo Publishing, LLC Pathfinder RPG Player Core 2 P2
Book SynopsisSurvival in a world beset by magic and evil takes more than a lucky roll of the dice. Pathfinder Player Core 2 significantly expands options available to Pathfinder players, giving them the edge to take on any adventure. This 320-page hardcover rulebook remasters 8 classes from Pathfinder Second Edition, providing everything you need to create a wide array of new characters, ready to take on the world. It also includes more than 40 archetypes, expanded ancestries, and tons of feats, spells, and alchemical items to provide a near-endless array of exciting options for every Pathfinder character! Pathfinder Player Core 2 is the fourth core rulebook for the fully remastered Pathfinder Second Edition RPG! These rules are compatible with previous Pathfinder Second Edition rulebooks, incorporating comprehensive errata and rules updates and some of the best additions from later books into new, easier-to-access volumes with new presentations inspired by years of player feedback. Along w
£43.19
Paizo Publishing, LLC Pathfinder Adventure Path Destroyers Doom Triumph
Book SynopsisAt last, the orc nation of Belkzen is on the offensive! As their ally Ardax gathers his army, the PCs scout ahead to clear the way and infiltrate Wyvernsting, capital of orc traitors. To sneak into the city, they must liberate the Drowning Sands orcs and borrow boats able to cross a quicksand sea. Once inside Wyvernsting, the PCs must sabotage the defenses, motivate rebellious factions to rise up against their enemies, and finally join Ardax's forces in besieging the city. Yet when the dust clears, the PCs identify the root of the undead uprising that's ravaged the land: a haunted divinity that dwells high in Belkzen's mountains. Destroyer's Doom is an orc-focused Pathfinder adventure for four 9th-level characters. The adventure concludes the Triumph of the Tusk Adventure Path, a three-part monthly campaign in which an eclectic band of dignitaries become battle-hardened survivalists fighting for orcs' homeland and independence. This volume includes opportunities to continue the adventure, an exploration of orc faiths, a gazetteer of the treacherous city of Wyvernsting, new magic items, and an assortment of new creatures that haunt Belkzen's mountains and silt seas. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign.
£22.49
Helion & Company Every Bullet Has its Billet: A Guide to Wargaming
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£21.25
Createspace Independent Publishing Platform Supernatural Hunter Role Playing Game V.3
£23.38
Triumph Books Fantasy Expert
Book Synopsis An entertaining and incisive chronicle from one of the foremost authorities in fantasy baseball Ron Shandler is a self-described rotoholic.In the beginning, he hoarded newspaper box scores and pored over every number at his disposal. Then came the compulsion to create his own numbers. A monthly newsletter expanded into an annual Baseball Forecaster book, which spawned a media company, websites, tournaments, and more. Part memoir, part madcap history, Fantasy Expert is a fascinating and wide-ranging look at the moderngrowth and development of the game that went from cottage industry to national obsession. In chronicling his own escalating journey from rotisserie baseball hobbyist to professional authority, Shandler tells parallel tales of the rise of fantasy sports, the expanding baseball information industry, the increasingly sophisticated technology employed to gain an edge, and the fellow rotoholics who make it all possible.He also delves into the impact of fantasy baseball on the sport of baseball itself.Written with humor, honesty, and a deep passion for baseball, this is a must-read for anyone interested in the history, progression, and future of fantasy baseball.
£22.46
North Star Editions Video Games: Role-Playing Games
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£27.19
North Star Editions Video Games: Role-Playing Games
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£10.44
Paizo Publishing, LLC Starfinder Adventure: To Defy the Dragon
Book SynopsisA fearsome dragon monarch rules over planet Genrovis with an adamantine claw, oppressing its people, hoarding resources, and controlling the world’s dwindling energy. As Genrovis rebels against the dragon’s tyranny, a group of heroes delve into forbidden ruins seeking legendary technology from the ancient past—four one-of-a-kind mechs! But will their mechs be strong enough to take on a dragon? To Defy the Dragon is a complete Starfinder adventure for 10th-level characters written by Kendra Leigh Speedling, and features a primer on Genrovis and its secrets as well as new starmetal mech options!
£20.69
Paizo Publishing, LLC Pathfinder Lost Omens Pathfinder Society Guide
Book SynopsisThe Pathfinder Society is a globe-trotting organization of adventurers, scholars, and warriors all dedicated to exploration, collecting lost knowledge and treasure, and sharing it with the world. Lost Omens: Pathfinder Society Guide Special Edition details everything players and GMs need to know about the Pathfinder Society, from the basics of membership, to the Society's various factions, to the various lodges littered throughout the Inner Sea region. This book is the go-to source for the history and lore of the Pathfinder Society and features new rules content including new equipment, wayfinders, and support for Pathfinder-related archetypes! A useful book in its own right, this helpful volume is a must-have for participants in Paizo's massive Pathfinder Society worldwide organized play campaign, and a great way to get involved in the international campaign! This deluxe special edition is bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark.
£40.49
Paizo Publishing, LLC Pathfinder Lost Omens The Mwangi Expanse Special
Book SynopsisSouth of a forbidding range of mountain peaks lies a land of boundless resources and untold opportunity. The Mwangi Expanse has been home to an untold diversity of cultures and peoples since time immemorial, hosting powerful, isolated city states that have often paid little attention to their neighbors. Yet the turning tides of fortune have begun to usher in changes that are rippling across the world. As a band of scholars from an ancient university venture north to aid a disaster-torn Avistan. A revolution-forged nation seeks powerful allies against foreign aggression. An undead god, once a symbol of hope to his declining nation, now grows jealous enough to turn on his self-proclaimed kin. Whether you are a diplomat seeking leverage from the most difficult of positions, a spy seeking the subtlest hint of danger from your surroundings, a guardian hoping to protect your home and people, or a warrior striking back at tyrants both native and foreign, this guide to the Mwangi Expanse offers you the ultimate resource to explore a realm of magic, monsters, and intrigue! This deluxe special edition is bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark.
£53.99
Paizo Publishing, LLC Pathfinder Lost Omens Tian Xia World Guide
Book SynopsisDragons once served as the stewards of this land, commanded by Heavenly decree. Can you live up to their lofty expectations, or will you flounder and fail like countless kingdoms before you? Prophecy is dead and history hangs on a feather; even the slightest breath might change the course of peoples and nations. Strike out and seize your destiny in an uncertain future! This massive 304-page gazetteer features a look at the history, cultures, and peoples of Tian Xia, with summaries of over 20 distinct nations and kingdoms on, above, and under the continent. It's accompanied by a giant poster map displaying this region of the Pathfinder setting in beautiful detail.This deluxe special edition is bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark.
£67.49
Paizo Publishing, LLC Pathfinder RPG Guns Gears Remastered Special
Book SynopsisGear Up and Throw Down! When sword and spell just won't be enough to win the day, it's time to power up your game with clockwork gears, lightning coils, and black powder! Guns & Gears (Remastered), the latest hardcover rulebook for the Pathfinder Roleplaying Game, brings the excitement of firearms and fantasy technology to your tabletop, updated to work perfectly with the remastered Pathfinder Second Edition rules!Unravel the secrets of clockworks with the new inventor class or blow away your opposition as a firearm-wielding gunslinger! In addition to new classes, a plethora of archetypes, backgrounds, vehicles, siege engines, gadgets, and the remastered automaton ancestry are all ready to expand your game with options for battlefields large and small. Pathfinder RPG: Guns & Gears (Remastered) features: Two new classes: the clever inventor and the sharpshooting gunslinger, updated to work perfectly with the Remastered Pathfinder Second Edition rules The remastered automaton ancestry for players who want to play a customizable construct Firearms of all stripes, from the simple and effective flintlock pistol to versatile gunblades Dozens of new archetypes Scores of new gadgets and vehicles Siege engines and accompanying rules A gazetteer of Golarion revealing how firearms and technology fit into the Age of Lost Omens, including a look at the technology of the continents of Arcadia and Tian Xia and never-before-revealed secrets of the rough-and-tumble, gritty city of Alkenstar This deluxe special edition is bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark.
£85.49
Frog God Games Grand Duchy of Reme
£29.99
Frog God Games Heart of St. Bathus 5E
£24.00
Goodman Games Tome of Adventure 6 Holiday Adventures
Book SynopsisEight DCC RPG Adventures In One Volume!It's the season for giving, so why not give your players adventures they'll never forget? Pit the party against old gods, love mutants, and avalanche giants in these great adventures, each with a holiday theme. This massive book won't fit in your stocking so make sure there's room under the tree for this one!Tome of Adventure Vol. 6: Holiday Adventures collects eight adventures from the DCC Holiday line of adventures, suitable for use as thematic seasonal adventures or inserted in an ongoing Dungeon Crawl Classics campaign.
£44.99
Goodman Games Dungeon Crawl Classics 67 Sailors on the Starless Sea Hardcover Edition
Book SynopsisThe classic adventure, now available as a hardcover!Since time immemorial you and your people have toiled in the shadow of the cyclopean ruins. Of mysterious origins and the source of many a superstition, they have always been considered a secret best left unknown by the folk of your hamlet.But now something stirs beneath the crumbling blocks. Beastmen howl in the night and your fellow villagers are snatched from their beds. With no heroes to defend you, who will rise to stand against the encircling darkness? The secrets of Chaos are yours to unearth, but at what cost to sanity or soul?An introductory adventure for the Dungeon Crawl Classics Roleplaying Game, Sailors on the Starless Sea pits a mob of 0-level adventurers against the legacy of the Chaos Lords and their corrupted hordes. Delving beneath the crumbling ruins, the characters discover ancient crypts, a starless sea, and an ancient ziggurat, where death and treasure await in equal measure!This hardcover version also contains a gallery of alternate covers from previous printings, an essay on Doug Kovac''s Reverse Sailors, an interview with adventure creator Harley Stroh, original sketch maps, and more!
£17.99
Independently Published The Renovator Origins Spielanleitung
£17.96
Independently Published Realms of Solo: Solo Roleplaying Realms of Peril
£10.57
Lulu.com Tales of Gor Gorean Roleplaying
£17.99
Random House USA Inc Minecraft BiteSize Builds
Book SynopsisDiscover new and exciting Minecraft builds made easy, broken down into manageable pieces—written in official partnership with the experts at game-creator Mojang.Learn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and mini arcade games. There's even a superhero flying school! Each build is accompanied by exploded views and step-by-step, fully-illustrated guides and detailed instructions to show you how to complete each build from start to finish. Informative text will help you with your construction understanding and encourage you to use your new knowledge to create your very own builds.
£12.34
Penguin Young Readers Minecraft Guide to Creative Updated
Book Synopsis
£12.34