Role-playing, war games and fantasy sports Books
Wizards of the Coast Publishing Wizards of the Coast C36890000 Dungeons
Book SynopsisA tactical accessory for the world’s greatest roleplaying gameThis sturdy double-sided, grid-lined play surface is ideal for when your DUNGEONS & DRAGONS campaign gets tactical. One side features a stone floor good for dungeon and city encounters alike, while the other features terrain useable for a wide range of rural and wilderness encounters. Additionally, the D&D Adventure Grid folds up for easy transport and storage, and can be used with both wet-erase and dry-erase pens interchangeably.Pens and miniatures not included.The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.
£22.46
Chaosium Cthulhu Dark Ages
Book Synopsis
£40.49
Pen & Sword Books Ltd Painting Wargaming Figures: Axis Forces on the
Book SynopsisAndy Singleton has been modelling and painting most of his life and has been a professional commission figure painter for some years now. Here he shares his experience and tips of the trade for painting Axis forces on WW2's Eastern Front: Germans, Romanians, Hungarians and Italians and Finns. Each of the chapters is broken into step by step guides explaining the steps and colours required to paint the various uniforms used. The emphasis is on quickly achievable results and practical advice that is applicable to painting units or whole armies for wargaming purposes in a reasonable time frame. The techniques described are designed to easily be adaptable to figures of all sizes. Andy's clear, step-by-step guidance is primarily designed fir those new to historical gaming, and takes the reader through the process from the initial preparation and assembly of the figure, to finishing and basing.
£13.49
Bloomsbury Publishing PLC Frostgrave The Frostgrave Folio
Book SynopsisThe Frostgrave Folio is the complete collection of all previously released Frostgrave mini-ebook supplements in one printed volume. This includes Hunt for the Golem, a three-scenario campaign in which the warbands hunt down a rogue golem; Sellsword, which introduces rules for experience-gaining captains to help lead warbands; Dark Alchemy, which expands the rules for potions and potion brewing, and Arcane Locations which gives additional options for bases and base upgrades. The book also includes a completely new mini-supplement, The Ravages of Time.
£11.69
Paizo Publishing, LLC Pathfinder RPG Pathfinder War of Immortals Pocket
Book SynopsisGo Beyond Legendary! A god has been slain and nothing shall ever be the same again! As war and destruction spread across the world, new heroes must rise to the occasion and take arms to protect its mortal inhabitants. Two brand new classes provide new ways to engage with mythic themeslay claim to your own spark of divinity and charge into battle as a mighty exemplar, or call upon the power of spiritual allies as a wise animist. Alongside these new classes are rules for running mythic games, archetypes for playing legendary characters, and a wide array of new items, spells, and monsters to tell stories straight out of myth and legendbut which fit perfectly into the remastered Pathfinder rules! Claim the power of the gods and battle the Universe's most fearsome foes with War of Immortals! The pocket edition presents the same contents as the standard edition in a smaller sized softcover for a lower price and better portability. The ideal resource for players and GMs looking to take a legendary step beyond the core rules, Pathfinder War of Immortals includes: Two new classes, the spiritual animist and the deific exemplar New feats and lineages for nephilim characters 5 new class archetypes including the avenger rogue archetype and the bloodrager barbarian archetype Rules for mythic play 9 mythic destinies, including the fearsome apocalypse rider and the undying eternal legend New weapons, items, and spells for mythic characters 8 terrifying new mythic monsters and rules for creating mythic threats of your own!
£21.59
Adams Media Corporation The Ultimate RPG Gameplay Guide: Role-Play the
Book SynopsisImprove your RPG campaign with this comprehensive and interactive guide to making the most out of your gaming experience. Whatever RPG game you play, from D&D to Call of Cthulu to licensed games like Star Wars, every detail is important. From setting the scene to choosing the right music or even adjusting the lighting to create the right atmosphere, every choice helps maximize your gaming experience. The Ultimate RPG Gameplay Guide provides practical advice for everything from pre-game preparations and in-game improvisation to working out a plan of attack with your teammates to learning how to lean into the setting of your game. Including instructions, prompts, and activities, it offers everything you need for successful, fun role-playing with your friends every time you play. Create hours of narrative and make the most out of your storytelling skills by setting the perfect scene for your adventure. Whether you need advice on your character or working better with your gaming group, James D’Amato includes everything you’ll need to take your game to the next level.Trade Review“James D’Amato is one of those rare storytellers who can not only make those delightful and unexpected choices that make the table laugh or their eyes go wide, but he has that second, rarer gift. When doing it, he can build upon what’s already been established, weaving a little more and passing the tapestry to someone else to be inspired from.” —Alan Linic, writer for Saturday Night Live and cohost of the tl;dm podcast “Look, I’m gonna level with you: James D’Amato is doing the coolest, most exciting, and original work in tabletop game design right now and provides a truly vast assortment of tools and techniques for you to immediately and profoundly improve the narrative experience of your game. If I were you, I’d be getting this book in my hands as fast as possible!” —Brennan Lee Mulligan, host of CollegeHumor’s Dimension 20 D&D RPG show“I’ve been role-playing for thirty-five years and I’m still learning how to make our sessions more fun and more emotionally resonant by listening to the great One Shot podcast. James has put together a great collection of ideas that’ll appeal to a wide range of players, from newbies to old hands.” —John Rogers, writer and showrunner for Leverage, The Librarians, and Jackie Chan Adventures“This is a book you’ll get hours of helpful enjoyment out of… a required resource.” —Outright Geekery“Buy this book and use it to make your gameplay more entertaining for all audience members.” —Game Vortex“Incredibly useful.” —Game Industry“A great tool.” —The Gaming Buddha“A joy to read.” —Game Industry “A good primer on the ins-and-outs of playing an RPG.” —Venturebeat
£9.49
Paizo Publishing, LLC Pathfinder RPG Guns Gears Remastered Pocket
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 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. The pocket edition presents the same contents as the standard edition in a smaller sized softcover for a lower price and better portability. Pathfinder RPG: Guns & Gears (Remastered) Pocket Edition 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
£22.94
Darrington Press Candela Obscura Core Rulebook
Book Synopsis
£29.75
Taldorei Campaign Setting Reborn Book
Book Synopsis
£36.54
Paizo Publishing, LLC Pathfinder Adventure Path Curse of the Crimson
Book SynopsisThe kings and queens of Korvosa have long ruled under the shadow of the Curse of the Crimson Thronean infamous superstition claiming that no monarch of the city of Korvosa shall ever die of old age or produce an heir. Whether or not there is any truth to the legend of the curse, Korvosa''s current king is but the latest victim to succumb to this foul legacy. Now, the metropolis teeters on the edge of anarchy, and it falls to a band of new heroes to save Korvosa from the greatest threat it has ever known! This softcover compilation presents the fan-favorite campaign for use with the Pathfinder Roleplaying Game First Edition, including new and revised content and nearly 500 pages packed with mayhem, excitement, and adventure!The Curse of the Crimson Throne Pocket Edition contains:All six chapters of the original Adventure Path, expanded and updated for use with the Pathfinder Roleplaying Game First Edition.An in-depth gazetteer of the city of Korvosa as it exists under the rule of its new queen.An array of new rules options for characters, ranging from campaign traits to spells to magic items.An expansive appendix with statistics, descriptions, backgrounds, and rules support for the 12 most important NPCs in the campaign.A bestiary featuring nine monsters from the original Adventure Path.Dozens of new illustrations, never-before-seen characters, location maps, extensive new encounter locations, and more!
£25.64
Aeon Books Ltd Unearthed Companion
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£36.00
Petit Collage Shine Bright in the Garden 25 Pieces Magnetic
Book Synopsis
£11.41
HarperCollins Publishers Inc A History of Video Games in 64 Objects
Book SynopsisTrade Review“Deepening appreciation is what Jon-Paul Dyson and Jeremy Saucier set out to do in their new work with The World Video Game Hall of Fame. A History of Video Games in 64 Objects offers insights into some of gaming’s most cherished hallmarks and groundbreaking milestones.” — SYFY Wire “There are beautiful shots of the objects, including the original PC version of Tetris, the entirety of Pong contained on one chip, and even the classic Wii Remote. The best part? Pokémon has two separate entries.” — Culturess “A treasure trove for gamers and pop culture fans.” — Fanbolt “A History of Video Games in 64 Objects has officially wowed me. I’ll be telling my friends. You should tell yours too.” — The Roarbots
£20.00
Penguin Publishing Group The Numbers Game Why Everything You Know about
Book Synopsis
£15.20
Penguin Books Ltd The Cypher Files
Book SynopsisTHE ULTIMATE GIFT FOR WANNABE SPIES: AN INTERACTIVE PUZZLE BOOK FROM THE CREATOR OF THE BESTSELLING CULT PHENOMENON, JOURNAL 29!In this brain-bending interactive game, you''ll solve puzzles on every page, and obtain keys to move forward by submitting answers online. To solve each puzzle, you''ll need to think outside the book.You are an agent of CY.P.H.E.R., the secret international agency working on ''unsolvable'' code-based cases. Called upon to investigate cryptic clues discovered in the wake of a series of mysterious disappearances, the clock is ticking to crack the codes before it''s too late.To escape this book, you must write, draw, search, fold and cut pages, explore virtual escape rooms and think laterally to identify the perpetrator and solve the mystery.All you need to play is a pencil, a pair of scissors, an internet connection, and a curious mind.Trade ReviewI can guarantee no one - and I do mean no one - has ever seen or completed a puzzle book quite like this. * Popwrapped *'Completely unique... a really fun interactive puzzle book you just won't want to put down!' * PopWrapped *'A step ahead of its predecessors ... Kudos to Dimitris Chassapakis' * Escape Room Addict *'Great puzzle book! It was really fun and made me forget about the world!' -- Megan Amram, writer, The Good Place and Parks & Recreation on Journal 29
£13.49
MIT Press Game Wizards
Book Synopsis
£19.55
Taylor & Francis Ltd Cosplayers
Book SynopsisCosplayers: Gender and Identity is an examination of identity practices in cosplay, as expressed by cosplayers themselves. It challenges the assumed correlation between cosplay and cosplayer identity and considers the lived experiences of cosplayers engaging in the fan practice of sartorial performance. Through a series of chapters covering the blurring lines of gender, sexualized fantasy in real spaces, and nostalgia, the author argues that observational data run the risk of affirming normative expectations of identity in the absence of cosplayer narratives, and produce misreadings that generalize. The work develops and builds an understanding of a complex cultural system of art, engaging with multiple methodologies to make identity, fandom, and critical analysis on the parts of participants and observers alike. This is an accessible and innovative study suitable for scholars and students in gender studies, cultural studies, sexuality studies, sociology, and Table of Contents1 All the Con’s a Stage: A Study of (Cos)Players; 2 Man Describes Not Me, Nor Woman Neither: Cosplayers and the Fiction of Gender; 3 On Bodies and Boundaries: Regulating Fantasy in Real Spaces; 4 Manning the Gates: Minority Identities and Gatekeeping in Cosplay; 5 The Cosplay’s the Thing
£17.99
John Wiley & Sons Inc Dungeon Master For Dummies
Book SynopsisNow updated--the insider's guide that shows Dungeons & Dragons enthusiasts how to run their own D&D games More than 4. 6 million North Americans currently play Dungeons & Dragons, the granddaddy of all fantasy roleplaying games. For every D&D game, there's a Dungeon Master--the person who directs the storyline and acts as a referee.Table of ContentsForeword. Introduction. Part I: Running a Great Game. Chapter 1: The Role of the Dungeon Master. Chapter 2: Preparing for Play. Chapter 3: Running the Game. Chapter 4: Narrating the Adventure. Chapter 5: Dealing with Players. Chapter 6: Teaching the Game. Chapter 7: Your First Adventure: Kobold Hall. Part II: Advanced Dungeon Mastering. Chapter 8: Running an Ongoing Game. Chapter 9: Choosing Your Game Style. Chapter 10: Creating Excitement at the Game Table. Chapter 11: Growing Your Game. Chapter 12: Using Every Available Resource. Part III: Creating Adventures. Chapter 13: Tools of the Trade. Chapter 14: The Dungeon Adventure. Chapter 15: The Wilderness Adventure. Chapter 16: The Event-Based Adventure. Chapter 17: The Randomly Generated Adventure. Chapter 18: Paragon and Epic Adventures. Chapter 19: Sample Dungeon: The Necromancer’s Apprentice. Part IV: Building a Campaign. Chapter 20: Building a Continuous Story. Chapter 21: Creating Memorable Villains. Chapter 22: Bringing the World to Life. Part V: The Part of Tens. Chapter 23: Ten Heroic Encounters. Chapter 24: Ten Paragon Encounters. Chapter 25: Ten Things to Avoid When DMing. Chapter 26: Ten Things to Do All the Time When DMing. Index.
£19.19
Dover Publications Inc. Deify
Book Synopsis
£17.84
Dover Publications Inc. Before the Tavern
Book SynopsisWho are you?Where did you come from before you entered the tavern? Explore a treasure trove of 100 compelling character concepts from the minds behind the TTRPG podcast Unprepared Casters. This collection is essential for tabletop role-playing game enthusiasts of all experience levels ? from beginners who want to build captivating heroes and villains to veterans wading into uncharted waters. For Game Masters and writers, it''s a wellspring of inspiration and a cure for writer''s block. This compendium also includes a detailed guide to developing fascinating and unique adventurers, as well as tips on how to name characters. Engage in a world of storytelling possibilities with this dynamic backstory development guide and character creation tool. Concept pages are perforated for removal.
£14.39
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
Random House USA Inc Minecraft Guide to Combat
Book SynopsisLearn how to survive and thrive in Minecraft with this brand-new guide! With insider info and tips from the experts at game-creator Mojang on how to defeat mobs and defend your base, this is a must-have, fully illustrated guide to combat. Don your armor, pick up your sword and charge headfirst into Minecraft: Guide to Combat—the only book you need to take your game to the next level. Read how to craft the deadliest weapons and enchant them with mystical powers, discover the vicious mobs that you’ll go toe-to-toe with, and learn crafty strategies that will help you best your friends in PVP. With so much to explore, there’s sure to be something for ’crafters of every level.
£12.34
Random House USA Inc Minecraft Amazing BiteSize Builds Over 20 Awesome
Book SynopsisLearn how to design, build and customize 20 mini-projects in Minecraft, from firefighter planes and deep-sea submarines to hidden bunkers and arcade games. There’s even a superhero flying school! With detailed instructions, block hacks and build tips, this book will teach you new tricks and help you practice old skills as you create bite-size builds to impress your friends in Minecraft.
£11.69
Random House USA Inc Minecraft Legends A Heros Guide to Saving the
Book Synopsis
£11.69
Penguin Young Readers Minecraft Epic Inventions
Book SynopsisTwelve mind-blowing Minecraft builds to spark your imagination.Epic Inventions contains twelve incredible builds to inspire you to construct the most inventive builds in Minecraft. There's an intergalactic space station, an ancient temple, a kawaii waterways course, a giant meeple bedroom, an animal sanctuary, plus many more. Each build is presented to you by its builder—a construction expert eager to share their tips with you. As well as learning how to choose blocks and construct amazing builds, you'll also learn some excellent pro builder tips like how to terraform the landscape.
£16.14
Penguin Young Readers Minecraft Master Builds
Book SynopsisMarvel at Minecraft’s greatest creations and meet the builders who have taken the game to new levels.Packed with stunning illustrations, Minecraft: Master Builds showcases the creations that have taken the game to new levels, and introduces the builders behind them. Explore all the possibilities of Minecraft, from stunning underwater sculptures to impressive space panoramas, or travel through time to visit grand medieval towns and futuristic cityscapes. Each colossal creation is shown in beautifully rendered illustrations to highlight the painstaking details that make these builds masterful. The exclusive interviews with the builders shed light on the creative forces and processes behind each build. Whether you’re marveling at the wonders that Minecraft’s greatest builders have to offer, or searching for inspiration to become one yourself, your tour begins here.
£38.00
Random House USA Inc Minecraft Super BiteSize Builds
Book SynopsisThe next book in the popular Bite-Size Builds series, following Bite-Size Builds and Amazing Bite-Size Builds. It’s time for another bite-size adventure! Build over 20 new mini-projects in Minecraft, from pig hot-air balloons and carousels to monster-truck school buses and skull coves! There’s even a giant grandfather clock that dispenses chickens!With illustrated step-by-step instructions and tips throughout, this book will have you creating loads of fun builds to impress your friends with!
£11.69
Random House USA Inc Minecraft Guide to Exploration Updated
Book SynopsisDiscover everything you need to become an Overworld explorer with this brand-new Guide to Minecraft!Minecraft is a sandbox game where anything is possible! The Overworld is yours to explore—but knowing where to adventure and how to survive the dangers is a test for even the most experienced player.From navigating biomes and surviving in the wild, to finding hidden structures and the rare treasures they hold—this official handbook will guide you through becoming the ultimate explorer.
£12.34
Manchester University Press Ringbearers
Book SynopsisA focused analytical and investigative study of the game The Lord of the Rings Online from a range of cultural and design perspectives written by well-known experts in their fields. The essays collected here make an important contribution to the development of contemporary Game Studies, as well as to Media Studies and Adaptation Studies. -- .Table of ContentsList of figuresList of contributorsIntroduction: Ringbearers 1. Following in the Footsteps of Fellowship: A Tale of There and Back Again text/translation/tolkienisation . Douglas Brown & Tanya Krzywinska2. When Fans become Players: LOTRO in a transmedial world perspective. Lisbeth Klastrup & Susana Tosca3. The Place of Role-playing in MMORPGs. Esther MacCallum-Stewart 4. Narrative Generation in The Lord of the Rings Online. Gordon Calleja5. From the Demonic Tradition to Art-Evil in Digital Games: Monstrous Pleasures in Lord of the Rings Online. Frans Mäyrä6. Crafting in The Lord of the Rings Online. Justin Parsler7. Unrealistic Expectations. Richard A. BartleIndex
£81.00
Lexington Books Social Exclusion Power and Video Game Play New
Book SynopsisThis book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.Trade ReviewSocial Exclusion, Power, and Video Game Play is a timely collection of essays on virtual worlds and online games. The contributors challenge sociologists (and others) to take these spaces of social interaction seriously, as both revealing and shaping broader cultural dynamics. By exploring issues including the psychology of online identity, the impact of racism and sexism, and relationships between design, play, and fandom, this book helps bring questions of power and inequality to the fore in debates over the impact of online games in virtual-world and physical-world contexts, both very 'real.' -- Tom Boellstorff, University of California, Irvine and author of Coming of Age in Second Life: An Anthropologist Explores the Virtually HumanTable of ContentsPart I. Introduction Chapter 1: Introduction to Social Exclusion, Power and Video Game Play David G. Embrick, J. Talmadge Wright and Andras Lukacs Part II. Social-Psychological Implications of Virtual Play Chapter 2: Marking the Territory: Grand Theft Auto IV as a Playground for Masculinities Elena Bertozzi Chapter 3: Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships Elizabeth ErkenBrack Chapter 4: The Intermediate Ego – The Location of the Mind at Play Vanessa Long Chapter 5: Producing the Social in Virtual Realms J. Talmadge Wright Part III. Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play Chapter 6: Racism in Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy Jessie Daniels and Nick LaLone Chapter 7: Worlds of Whiteness: Race and Character Creation in Online Games David Dietrich Chapter 8: Gendered Pleasures: The Wii, Embodiment and Technological Desire Adrienne Massanari Chapter 9: Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Colorblind, White Supremacist Ideology Joel Ritsema and Bhoomi Thakore Chapter 10: The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs Zek Cypress Valkyrie Part IV. Game Fans Speak Out Chapter 11: To Play is to Design: An Analysis of Player/Designer Interactions in World of Warcraft Sean C. Duncan Chapter 12: Western Otaku: Games Crossing Cultures Mia Consalvo Chapter 13: Beyond the Virtual Realm: Fallout fans, Producers, and the Troublesome Issue of Ownership in Videogame Fandom R.M. Milner Part V. Summary and Conclusions Chapter 14: Conclusion Andras Lukacs, David G. Embrick, and J. Talmadge Wright
£91.80
Lexington Books Social Exclusion Power and Video Game Play New
Book SynopsisThis book represents cutting-edge research that addresses major issues of social exclusion, power and liberatory fantasies in virtual play. Specifically, the scope of the book examines three areas of concern: social psychological implications of virtual gameplay; reproduction and contestation of social inequality in virtual realms.Trade ReviewSocial Exclusion, Power, and Video Game Play is a timely collection of essays on virtual worlds and online games. The contributors challenge sociologists (and others) to take these spaces of social interaction seriously, as both revealing and shaping broader cultural dynamics. By exploring issues including the psychology of online identity, the impact of racism and sexism, and relationships between design, play, and fandom, this book helps bring questions of power and inequality to the fore in debates over the impact of online games in virtual-world and physical-world contexts, both very 'real.' -- Tom Boellstorff, University of California, Irvine and author of Coming of Age in Second Life: An Anthropologist Explores the Virtually HumanTable of ContentsPart I. Introduction Chapter 1: Introduction to Social Exclusion, Power and Video Game Play David G. Embrick, J. Talmadge Wright and Andras Lukacs Part II. Social-Psychological Implications of Virtual Play Chapter 2: Marking the Territory: Grand Theft Auto IV as a Playground for Masculinities Elena Bertozzi Chapter 3: Discursive Engagements in World of Warcraft: A Semiotic Analysis of Player Relationships Elizabeth ErkenBrack Chapter 4: The Intermediate Ego – The Location of the Mind at Play Vanessa Long Chapter 5: Producing the Social in Virtual Realms J. Talmadge Wright Part III. Social Inequalities in Video Game Spaces: Race, Gender, and Virtual Play Chapter 6: Racism in Gaming: Connecting Extremist and Mainstream Expressions of White Supremacy Jessie Daniels and Nick LaLone Chapter 7: Worlds of Whiteness: Race and Character Creation in Online Games David Dietrich Chapter 8: Gendered Pleasures: The Wii, Embodiment and Technological Desire Adrienne Massanari Chapter 9: Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Colorblind, White Supremacist Ideology Joel Ritsema and Bhoomi Thakore Chapter 10: The Goddess Paradox: Hyper-resonance Shaping Gender Experiences in MMORPGs Zek Cypress Valkyrie Part IV. Game Fans Speak Out Chapter 11: To Play is to Design: An Analysis of Player/Designer Interactions in World of Warcraft Sean C. Duncan Chapter 12: Western Otaku: Games Crossing Cultures Mia Consalvo Chapter 13: Beyond the Virtual Realm: Fallout fans, Producers, and the Troublesome Issue of Ownership in Videogame Fandom R.M. Milner Part V. Summary and Conclusions Chapter 14: Conclusion Andras Lukacs, David G. Embrick, and J. Talmadge Wright
£42.75
DK Dungeons Dragons La Leyenda de Drizzt the Legend
Book Synopsis
£27.00
Running Press,U.S. Dungeons Dragons How to Be More DD
Book SynopsisTackle life with advantage with this officially licensed guide to life inspired by the world of Dungeons & Dragons! This playful, inspirational book invites fantasy lovers and fans of Dungeons & Dragons to celebrate and incorporate different elements of this iconic tabletop game in their lives and help them live their best, geekiest life. Written by Kat Kruger, the Dungeon Master of the popular Dungeons & Dragons actual play podcast d20 Dames, you'll learn how to take the skills, knowledge, and sense of adventure from your D&D campaign to help you better understand everything from how you interact with the world around you to facing the random events that life sometimes throws at you. With advice from classic player classes—like the Fighter, Warlock, Bard, Monk, or Ranger—and ways to take your experiences as a player (or a Dungeon Master) and use them in your day-to-day life, How to Be More D&D also features interactive elements like 'Building Your Character' and 'Dungeon Master State of Mind,' quizzes like 'What is Your D&D Class,' and paired with rich, full-color art from the world of Dungeons & Dragons. Whether it is building your real world 'character,' discovering your ideal class and strengths, harnessing the three pillars of play for everyday use, or using roleplaying techniques to your advantage, How to Be More D&D explores how to enjoy the campaign known as life and is a perfect gift for any tabletop gamer or D&D fan.Dungeons & Dragons, D&D, their respective logos, and the dragon ampersand, are registered trademarks of Wizards of the Coast LLC. ©2022 Wizards of the Coast. All rights reserved.
£15.29
McFarland and Company, Inc. Immersive Gameplay Essays on Participatory Media
Book SynopsisThis collection of essays approaches the topic of immersion as a product of social and media relations in the 21st century. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study.
£20.89
McFarland & Co Inc The Arts of LARP
Book SynopsisThis ethnography of a live action role-playing (LARP) community examines the structure of play, how new participants are introduced and apprenticed into the culture, player expectations and motivations, and games as they are designed and as they are performed. The main focus is on LARP's affordance for learning across a variety of disciplines and interests.
£20.89
McFarland & Company Playing Harry Potter Essays and Interviews on
Book SynopsisThrough classroom activities, wizard rock concerts and organizations like the Harry Potter Alliance, Harry Potter fans are using creativity to positively impact the world. This collection of essays and interviews examines how playful fandom not only re-imagines the canon but also challenges consumerism, questions notions of identity and fosters participatory culture.
£20.89
McFarland and Company, Inc. The RolePlaying Society Essays on the Cultural
Book SynopsisIllustrates the broad appeal and impact of role-playing games. 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 ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.
£20.89
Wizards of the Coast Publishing Curse of Strahd A Dungeons Dragons Sourcebook DD
Book SynopsisUnravel the mysteries of Ravenloft® in this dread adventure for the world’s greatest roleplaying game Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.
£35.69
Wizards of the Coast Dungeons Dragons Xanathars Guide to Everything
Book SynopsisExplore a wealth of new rules options for both players and Dungeon Masters in this supplement for the world’s greatest roleplaying game. The beholder Xanathar—Waterdeep’s most infamous crime lord—is known to hoard information on friend and foe alike. The beholder catalogs lore about adventurers and ponders methods to thwart them. Its twisted mind imagines that it can eventually record everything! Xanathar's Guide to Everything is the first major expansion for fifth edition Dungeons & Dragons, offering new rules and story options: • Over twenty-five new subclasses for the character classes in the Player’s Handbook, including the Cavalier for the fighter, the Circle of Dreams for the druid, the Horizon Walker for the ranger, and many more • Dozens of new spells, a collection of racial feats, and a system to give your c
£39.89
Wizards of the Coast Publishing Eberron Rising from the Last War Dd Campaign
Book Synopsis
£39.89
Wizards of the Coast Dungeons Dragons Acquisitions Incorporated Hc Dd
Book Synopsis
£39.89
Wizards of the Coast Dungeons Dragons Mythic Odysseys of Theros
Book SynopsisClash with the gods of Theros in this campaign sourcebook for the world's great roleplaying game.Play DUNGEONS & DRAGONS in the MAGIC: THE GATHERING world of Theros—a realm shaped by the wrath of gods and the deeds of heroes, where champions vie for immortal favor and a place among legends. • Rise above the common throng with SUPERNATURAL GIFTS, abilities that give you remarkable powers that set you on the path to legend. • Explore Theros as a SATYR or LEONIN—mythic cat-like heroes from Magic: The Gathering. Mythic Odysseys of Theros introduces these races to fifth edition D&D for the first time. • Master new powers with Magic: The Gathering-inspired SUBCLASSES like the Bard’s College of Eloquence and the Paladin’s Oath of Heroism. • Encounter MYTHIC MONSTERS, creatures whose power and renown are such that their names are truly living myths. • Wield the weapons of the gods—five signature artif
£37.79
Wizards of the Coast Dungeons Dragons Tashas Cauldron of Everything
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Wizards of the Coast Fizbans Treasury of Dragons Dungeons Dragons DDN
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