Search results for ""author dungeons"
BenBella Books The Psychology of Zelda: Linking Our World to the Legend of Zelda Series
It's dangerous to go alone! Take this (book). For more than 30 years, The Legend of Zelda—which immerses players in a courageous struggle against the shadowy forces of evil in a world of high fantasy—has spanned more than 30 different installments, selling over 75 million copies. Today, it is one of the most beloved video game franchises around the globe. Video game sales as a whole have continued to grow, now raking in twice as much money per year as the entire film industry, and countless psychologists have turned their attention to the effects gaming has on us: our confidence, our identity, and our personal growth. The Psychology of Zelda applies the latest psychological findings, plus insights from classic psychology theory, to Link, Zelda, Hyrule, and the players who choose to wield the Master Sword. In The Psychology of Zelda, psychologists who love the games ask: • How do Link's battles in Ocarina of Time against Dark Link, his monstrous doppelganger, mirror the difficulty of confronting our personal demons and the tendency to be our own worst enemies? • What lessons about pursuing life's greater meaning can we take away from Link's quests through Hyrule and beyond the stereotypical video game scenario of rescuing a Princess (Zelda)? • What do we experience as players when we hear that familiar royal lullaby on the ocarina, Saria's spirited melody in the Lost Woods, or the iconic main theme on the title screen? • How do the obstacles throughout Majora's Mask represent the Five Stages of Grief? • What can Link's journey to overcome the loss of the fairy Navi teach us about understanding our own grief and depression? • Why are we psychologically drawn to the game each and every time a new version becomes available even when they all have a similar storyline? Think you've completed the quest? The Psychology of Zelda gives you new, thrilling dungeons to explore and even more puzzles to solve.
£14.44
Transworld Publishers Ltd Assistant to the Villain: No.1 New York Times bestseller from a TikTok sensation! The most hilarious grumpy sunshine romantasy book of 2023
A #1 New York Times bestseller from the creator of a viral TikTok series about the sunshine assistant to the evil villain and their unexpected romance. ASSISTANT WANTED: Notorious, high-ranking villain seeks loyal, level-headed assistant for unspecified office duties, supporting staff for random mayhem, terror, and other Dark Things in General. Discretion a must. Excellent benefits.With ailing family to support, Evie Sage's employment status isn't just important, it's vital. So when a mishap with Rennedawn's most infamous Villain results in a job offer-naturally, she says yes. No job is perfect, of course, but even less so when you develop a teeny crush on your terrifying, temperamental, and undeniably hot boss. Don't find evil so attractive, Evie.But just when she's getting used to severed heads suspended from the ceiling and the odd squish of an errant eyeball beneath her heel, Evie suspects this dungeon has a huge rat...and not just the literal kind. Because something rotten is growing in the kingdom of Rennedawn, and someone wants to take the Villain-and his entire nefarious empire-out.Now Evie must not only resist drooling over her boss but also figure out exactly who is sabotaging his work... and ensure he makes them pay.After all, a good job is hard to find....Readers have fallen head over heels for Assistant to the Villain: 'The slow burn romance was done so well - all the tension and build up with the characters' relationship had me grinning like crazy''I absolutely raced through this novel . . . I loved this book so much, it was laugh out loud funny, the characters were amazing and the tension was high!''The perfect one-sitting binge read for any fantasy or rom-com lover''Perfect blend of fantasy, romance and laugh out loud writing!'Number 1 New York Times bestseller, September 2023
£9.67
Inner Traditions Bear and Company The Complete Life of Krishna: Based on the Earliest Oral Traditions and the Sacred Scriptures
The first book to cover Krishna’s entire life, from his childhood pranks to his final powerful acts in the Mahabharata war • Draws from the Bhagavad Purana, the Bhagavad Gita, the Mahabharata, and India’s sacred oral tradition • Shows how the stories of Krishna’s life are expressed with such simplicity and humor that they enable anyone--man, woman, or child--to see the wisdom of his teachings • Provides a valuable meditative tool that allows the lessons of these stories to illuminate from within Krishna, one of the most beloved characters of the Hindu pantheon, has been portrayed in many lights: a god-child, a prankster, a model lover, a divine hero, an exemplary ruler, and the Supreme Being. In The Complete Life of Krishna, Vanamali, a leading Krishna expert from a long line of prominent Krishna devotees, provides the first book in English or Sanskrit to cover the complete range of the avatar’s life. Drawing from the Bhagavad Purana, the Bhagavad Gita, the Mahabharata, and India’s sacred oral tradition, Vanamali shares stories from Krishna’s birth in a dungeon and early days as a merry trickster in Vrindavana, through his time as divine ruler at Dwaraka, to his final powerful acts as the hero Arjuna’s charioteer and guru in the Kurukshetra war. She explains how Krishna became a mahayogi, the greatest of all yogis, and attained complete mastery over himself and nature. By integrating the hero-child with the mahayogi, the playful lover with the divine ruler, Vanamali shows how the stories of Krishna’s life are expressed with such simplicity and humor that they enable anyone--man, woman, or child--to see the wisdom of his teachings. This complete biography of the man who was also a god provides a valuable meditative tool allowing Krishna’s lessons to illuminate from within.
£20.59
Headline Publishing Group Death's Dark Valley (Hugh Corbett 20)
1311. Murder and mayhem prowl the highways and coffin paths of Medieval England . . . Hugh Corbett returns in the twentieth gripping mystery in Paul Doherty's ever-popular series. If you love the historical mysteries of C. J. Sansom, E. M. Powell and Bernard Cornwell you will love this.It is four years since the death of King Edward I, but his reign of terror has cast long shadows over the kingdom. At Holyrood Abbey, sheltered in the depths of the Welsh march, the old king's former bodyguards protect his secret relics and watch over a mysterious prisoner who is kept in the abbey's dungeon. But their peaceful existence is shattered when Abbot Henry is poisoned. Summoned to Holyrood, Sir Hugh Corbett, Keeper of the Secret Seal, finds the fortress in chaos. Brothers Anselm and Richard have been brutally slain by nails driven deep into their skulls. No one knows who could be behind the gruesome killings and the news attracts the attention of two unwanted guests: the sinister Marcher Lord Mortimer and King Philip of France's devious envoy De Craon. As more mysterious deaths occur, and a violent snow storm sweeps through the valley, Corbett must act quickly to identify the malevolent demon who has risen from hell to turn the abbey into a house of murder . . .Praise for Paul Doherty's dark and suspenseful novels:'His fascination for history comes off the page' Daily Express'An opulent banquet to satisfy the most murderous appetite' Northern Echo'Deliciously suspenseful, gorgeously written and atmospheric' Historical Novels Review'Paul Doherty has a lively sense of history . . . evocative and lyrical descriptions' New Statesmen
£10.99
Paizo Publishing, LLC Pathfinder Roleplaying Game: Ultimate Campaign Pocket Edition
Take charge! Where the dungeon ends, another adventure begins! Pathfinder Roleplaying Game: Ultimate Campaign takes you on a guided tour through the parts of the game that happen between monster attacks and quests for ancient artifacts. As some of the most powerful and prestigious heroes around, do your player characters want to build up a kingdom of their own, or lead an army against a neighboring nation? Perhaps they want to start a business, craft magic items, or embark on a quest that will come to define them. Whether you're looking for help generating a young character or seeking ways to challenge adventurers who've grown bored of fighting monsters one-on-one, this book has everything you need! Pathfinder Roleplaying Game: Ultimate Campaign is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era. Pathfinder Roleplaying Game: Ultimate Campaign includes: • A detailed guide to generating character backstories, including a new system for random character generation and traits and drawbacks to meld your background with your statistics. • Story feats that increase in power as you achieve key goals, making quests and crusades more than just flavor! • A complete downtime rules system to flesh out those parts of a PC's life that take place between adventures, such as running a business, gaining power and influence in a community, or starting a magical academy. • New rules for retraining and switching classes; honor, reputation, and fame; young characters; investment; magic item creation; and other key adventuring topics. • Rules for building up a kingdom, including construction and technological advancements, governing your people, and more. • Mass combat rules to help you lead clashing armies and conduct epic battles in a fun and efficient manner—without losing sight of the PCs themselves. • ... and much, much more!
£17.99
New York University Press The Privilege of Play: A History of Hobby Games, Race, and Geek Culture
The story of white masculinity in geek culture through a history of hobby gaming Geek culture has never been more mainstream than it is now, with the ever-increasing popularity of events like Comic Con, transmedia franchising of the Marvel Cinematic Universe, market dominance of video and computer games, and the resurgence of board games such as Settlers of Catan and role-playing games like Dungeons & Dragons. Yet even while the comic book and hobby shops where the above are consumed today are seeing an influx of BIPOC gamers, they remain overwhelmingly white, male, and heterosexual. The Privilege of Play contends that in order to understand geek identity’s exclusionary tendencies, we need to know the history of the overwhelmingly white communities of tabletop gaming hobbyists that preceded it. It begins by looking at how the privileged networks of model railroad hobbyists in the early twentieth century laid a cultural foundation for the scenes that would grow up around war games, role-playing games, and board games in the decades ahead. These early networks of hobbyists were able to thrive because of how their leisure interests and professional ambitions overlapped. Yet despite the personal and professional strides made by individuals in these networks, the networks themselves remained cloistered and homogeneous—the secret playgrounds of white men. Aaron Trammell catalogs how gaming clubs composed of lonely white men living in segregated suburbia in the sixties, seventies and eighties developed strong networks through hobbyist publications and eventually broke into the mainstream. He shows us how early hobbyists considered themselves outsiders, and how the denial of white male privilege they established continues to define the socio-technical space of geek culture today. By considering the historical role of hobbyists in the development of computer technology, game design, and popular media, The Privilege of Play charts a path toward understanding the deeply rooted structural obstacles that have stymied a more inclusive community. The Privilege of Play concludes by considering how digital technology has created the conditions for a new and more diverse generation of geeks to take center stage.
£23.99
New York University Press The Privilege of Play: A History of Hobby Games, Race, and Geek Culture
The story of white masculinity in geek culture through a history of hobby gaming Geek culture has never been more mainstream than it is now, with the ever-increasing popularity of events like Comic Con, transmedia franchising of the Marvel Cinematic Universe, market dominance of video and computer games, and the resurgence of board games such as Settlers of Catan and role-playing games like Dungeons & Dragons. Yet even while the comic book and hobby shops where the above are consumed today are seeing an influx of BIPOC gamers, they remain overwhelmingly white, male, and heterosexual. The Privilege of Play contends that in order to understand geek identity’s exclusionary tendencies, we need to know the history of the overwhelmingly white communities of tabletop gaming hobbyists that preceded it. It begins by looking at how the privileged networks of model railroad hobbyists in the early twentieth century laid a cultural foundation for the scenes that would grow up around war games, role-playing games, and board games in the decades ahead. These early networks of hobbyists were able to thrive because of how their leisure interests and professional ambitions overlapped. Yet despite the personal and professional strides made by individuals in these networks, the networks themselves remained cloistered and homogeneous—the secret playgrounds of white men. Aaron Trammell catalogs how gaming clubs composed of lonely white men living in segregated suburbia in the sixties, seventies and eighties developed strong networks through hobbyist publications and eventually broke into the mainstream. He shows us how early hobbyists considered themselves outsiders, and how the denial of white male privilege they established continues to define the socio-technical space of geek culture today. By considering the historical role of hobbyists in the development of computer technology, game design, and popular media, The Privilege of Play charts a path toward understanding the deeply rooted structural obstacles that have stymied a more inclusive community. The Privilege of Play concludes by considering how digital technology has created the conditions for a new and more diverse generation of geeks to take center stage.
£66.60
Big Finish Productions Ltd Doctor Who - The Eleventh Doctor Chronicles
Four stories set in the Eleventh Doctor era narrated by Jacob Dudman, giving voice to the much-loved Eleventh Doctor as played on TV by Matt Smith. 1.The Calendar Man by AK Benedict. Answering a cry for help, the Doctor and Amy arrive on a misty colony world – but nobody thinks anything is wrong. Nobody, except for one young woman, hiding in shadows and scribbling in her notebook. Soon, Amy is on the trail of missing colonists, while the Doctor strides into the fog in search of a fairy-tale. But time is running out, and the Calendar Man is flicking through the pages of their lives. 2.The Top of the Tree by Simon Guerrier. On one of their annual jaunts, young Kazran Sardick and the Doctor find themselves in trouble when the TARDIS is tangled in the branches of a very strange, very large tree. They emerge into a habitat where myriad species fight for survival: an ecosystem of deadly flora and fauna, along with a tribe of primitive humans.This is a mystery which can only be solved by climbing. But what will they find at the top of the tree? 3. The Light Keepers by Roy Gill. Dorium Maldovar has a problem. The self-styled `Beacon People’ are bad for business, and now they’re in his shuttle park, digging for mysterious minerals. When the Doctor crashes into his life once again, Dorium enlists him to find out what these scavengers are really up to inside their lighthouse. But a lighthouse signals danger – and this beacon was placed to warn of something more ancient and powerful than anyone knows. Something that is returning. 4.False Coronets by Alice Cavender. On the trail of a temporal anomaly, the Doctor and Clara arrive in a London dungeon, where an unlikely prisoner awaits her execution. This is a 19th Century England where the King has been dethroned, and Republicans bearing false coronets hold sway. While the Doctor seeks out the source of alien interference in the timelines, Clara recruits some local help – and gets invited to a party.History has gone awry, and Jane Austen must help rewrite it. CAST: Jake Dudman (Narrator / The Doctor), Eleanor Crooks (Olivia), Danny Horn (Kazran Sardick), Simon Fisher-Becker (Dorium Maldovar), Nathalie Buscombe (Jane Austen). Other parts played by Jacob Dudman. .
£31.50
The Pragmatic Programmers Apple Game Frameworks and Technologies: Build 2D Games with SpriteKit & Swift
Design and develop sophisticated 2D games that are as much fun to make as they are to play. From particle effects and pathfinding to social integration and monetization, this complete tour of Apple's powerful suite of game technologies covers it all. Familiar with Swift but new to game development? No problem. Start with the basics and then layer in the complexity as you work your way through three exciting - and fully playable - games. In the end, you'll know everything you need to go off and create your own video game masterpiece for any Apple platform. Discover the power of Apple Game Frameworks, Xcode, and Swift by building three exciting games: Gloop Drop - a new twist on a classic arcade game, Val's Revenge - a roguelike dungeon crawler, and Hog - a social player vs. player mobile dice game. With Apple Game Frameworks, you can create high-performance, power-efficient games that work across all Apple platforms, including iOS, macOS, tvOS, and watchOS. In this book, you'll discover how to... Design and develop rich 2D gaming experiences using Apple's built-in game frameworks. Harness the power of SpriteKit using Xcode and Swift to create engaging player experiences. Use the visual Scene Editor to build complete scenes. Unleash the power of the Particle Editor to create amazing effects. Use GameplayKit to add advanced features to your games like pathfinding, artificial intelligence, and complex rule systems. Build larger, more complex worlds with tile maps and Xcode's visual Tile Map editor. Bring people together using GameKit and Game Center, Apple's social gaming network. Increase revenue with third-party banner ads and rewarded ads using Google AdMob (TM). Monetize your games with StoreKit and in-app purchases. So, grab your gear and get your game on - it's time to level up your skills. What You Need: macOS Mojave 10.14.6 or newer Xcode 11.3 or newer Basic knowledge of Swift 5.1.4 or newer
£37.35
Scholastic The Fart that Changed the World
A high-energy, laugh-out-loud, fully illustrated adventure story by much-loved actor Stephen Mangan and talented artist Anita Mangan. "Laugh-out-loud stuff" Ray D’Arcy It's the most important day of the year for King Fabian as he is hosting all the neighbouring rulers. Everything simply must go perfectly. King Fabian wakes up, stretches, and... farts. His wife's fury is so huge that he panics and blames the butler, who is carted off to the dungeons. Leaving behind a big problem: Fabian isn't really the brains behind the crown: it is the butler... how will dithery Fabian manage to pull off this high-pressure event alone? His small and smelly fart looks like it will kick off a crisis... Frank - a kitchen boy with a big imagination - is drafted in as an emergency butler. As the banquet descends into a food fight and processions catapult out of control, Frank finds himself in an all-out farty farce. Can he save the day? Wildly funny and endlessly surprising, this is delightfully imaginative, surreal storytelling with a message that small events can trigger big change, and children can be heroes! Packed with pictures by Stephen Mangan's sister Anita Mangan. Escape the Rooms is one of the most loved and bestselling children's debuts of 2021. Stephen and Anita Mangan are comic dynamite. Praise for Stephen and Anita's books: Escape the Rooms: "A brilliant, clever, kind of genius book" Graham Norton, Virgin Radio 'Richly imagined and deeply heartfelt' Hadley Freeman, Guardian 'Manages to feel both classic and modern at the same time' Good Housekeeping 'A beautiful and exciting adventure that ignites the imagination' Edith Bowman The Fart That Changed the World "A sure-fire way for kids to entertain themselves. What’s more, it’s also excellent for reading aloud" LoveReading4Kids "A high-energy, brilliantly imaginative and laugh-out-loud tale that is guaranteed to blow away young readers" Lancashire Evening Post The Unlikely Rise of Harry Sponge “After the runaway success of joint debut novel, Escape the Rooms, and the hilarious The Fart That Changed the World, the dynamic duo return with an all-action, marvellously manic and laugh-out-loud tale with a message that any child can be a hero” Lancashire Evening Post "hilarious ... A right royal romp" First News ABOUT THE MANGANS Stephen Mangan is an author, script-writer and actor with huge range across TV, radio, film and theatre. From classic comedy such as Green Wing, Episodes and I'm Alan Partridge and acclaimed drama such as The Split, Stephen also presents Portrait and Landscape Artist of the Year and regularly appears on stage, most recently as a highly praised Ebeneezer Scrooge in A Christmas Carol. Stephen also voiced the title role in Postman Pat: The Movie. He has been a member of the judging panels for the Costa Book of the Year prize and The Laugh-Out-Loud Awards (The Lollies). His children's books are the bestselling Escape the Rooms and The Fart that Changed the World. Stephen on writing for children (interview on ITV's Lorraine): “Every page has to grip them, make them laugh, be interesting because they can drop it. There are screens everywhere that they can pick up. That’s part of the reason why I started writing books because I had such fun as a kid reading books. I always had my head in a book. I wanted to write books that were unputdownable for children, that were full of adventure and crazy big characters and made them laugh.” Anita Mangan is a celebrated graphic designer and illustrator who has designed over 60 books including for Leon Restaurants, Gizzi Erskine and Fearne Cotton. She illustrated the best-selling Be a Unicorn series. Her first children's book was the bestselling Escape the Rooms.
£7.99
Baen Books ALLIANCE OF SHADOWS
Europe has spiraled into chaos. A conspiracy years in the making combined with general unrest lead to upheaval and revolution. In the midst of the murderous disorder, mercenary Michael Valentine is in Europe with a small team of his Exodus personnel trying to track down the evil and highly dangerous Katarina Montalban. She has initiated a mysterious plot to do away with those who stand between her and ultimate power. The team is on their own, with few friends, few resources—and racing against the clock. Both Valentine and Lorenzo will have to risk some dangerous alliances if they're to succeed. Meanwhile, Valentine’s friend, one-time enemy, and sometime partner Hector Lorenzo finds himself in a dungeon owned by Asian drug lord Sala Jihan. He must make a deal that may lead him to cross paths with Valentine again. If two of the most effective killers in existence hunt, even the pandemonium in Europe may be just the first act in an orgy of destruction. About Larry Correia: “[A] no-holds-barred all-out page turner that is part science fiction, part horror, and an absolute blast to read.”—Bookreporter.com “If you love monsters and action, you’ll love this book. If you love guns, you’ll love this book. If you love fantasy, and especially horror fantasy, you’ll love this book.”—Knotclan.com “A gun person who likes science fiction—or, heck, anyone who likes science fiction—will enjoy [these books]. . . The plotting is excellent, and Correia makes you care about the characters…I read both books without putting them down except for work . . . so whaddaya waitin’ for? Go and buy some . . . for yourself and for stocking stuffers.”—Massad Ayoob “This lighthearted, testosterone-soaked sequel to 2009's Monster Hunter International will delight fans of action horror with elaborate weaponry, hand-to-hand combat, disgusting monsters, and an endless stream of blood and body parts.”—Publishers Weekly on Monster Hunter Vendetta About Mike Kupari's exciting SF adventure novel, Her Brother's Keeper: "After cowriting Dead Six and Swords of Exodus with Larry Correia, Kupari makes his solo debut with this space opera that is bound to attract fans of Mike Shepherd’s Kris Longknife series or Elizabeth Moon’s Vatta’s War books. An excellent choice for both teen and adult sf readers."—Library Journal "[P]age-turning action . . . may be Kupari's best book yet."—Galveston County Daily News About Larry Correia's Son of the Black Sword: "This book has everything I like in fantasy: intense action scenes, evil in horrifying array, good struggling against the darkness, and most of all people—gorgeously flawed human beings faced with horrible moral choices that force them to question and change and grow."—Jim Butcher, creator of the New York Times best-selling Dresden Files "Best-selling fantasy author Correia casts a compelling spell with this India-influenced series opener. . . . Correia skillfully sets in motion this story of plots within plots, revealing complex, sympathetic characters and black-hearted villains with equal detail and insight. Full of action, intrigue, and wry humor, this exciting series launch promises many more thrills to come."—Publishers Weekly (starred review) "Fans who like Correia’s fast-moving style will be pleased with the plethora of action scenes, and epic fantasy readers interested in delving into a new universe should be equally satisfied. A solid choice for admirers of Brent Weeks and Brandon Sanderson’s Mistborn series."—Library Journal "Correia is, above all, a storyteller, and he weaves a unique and entertaining tale.Without question, his action sequences pop on the page, his magic system has a nice wrinkle, and he has the foundations laid out for some excellent character growth as the series continues. . . . [A] definite hit."—Bookreporter "The lore here is fascinating and well told. I enjoyed learning the history of the world and the legend of Ramrowan. The politics are just complicated enough to feel real without being too difficult to follow. Where the book truly shines, however, is in the characters. All are well drawn and distinctively voiced."—SFCrowsnest
£8.56
Chronicle Books Sleuth & Solve: Spooky: Decode Mind-Twisting Mysteries Inspired by Classic Creepy Characters
Test your wits in this creepy collection of horror-themed mini-mysteries, a follow-up to Sleuth & Solve! How does one boy discover the lair of Frankenstein's monster? What is the identity of the werewolf who torments an isolated village? And how do two sisters escape the vengeful Loch Ness Monster? Welcome to the world of Sleuth & Solve: Spooky, where creepy clues are hidden in every detail and clever twists put your wits to the test. These mind-bending mini-mysteries inspired by classic creepy characters feature familiar fiends as well as terrifying new tales of ghosts, witches, and more! Solving this suite of spooky puzzles takes keen observation, strong logic, and lots of creative thinking. Play solo or with friends, collecting points as you crack each compelling case, decode the solution using a clever cryptograph, and reveal whose sleuthing skills reign supreme! SCARY STORIES ARE IRRESISTIBLE: From monster-themed birthday parties to Dungeons & Dragons, Stranger Things, and Monsters, Inc., it's clear that readers of all ages have a perennial predilection for all things monstrous and scary. These tales are perfect for reading alone or together, under the covers or in the dark, around the crackling of a campfire . . . as long as you can crack the case before it's too late. BOO! EVERYONE LOVES A GOOD MYSTERY: From Encyclopedia Brown to Sherlock Holmes to Clue, mysteries transfix, engage, and entertain! Following the previous two books in the Sleuth & Solve series, this latest smart, age-appropriate take on mysteries for kids will quickly become a family favorite. A-GAME-IN-A-BOOK: This engaging narrative formula incorporates both a game (players earn points for discerning each answer) and an opportunity to decrypt and decode the clever solutions to each puzzle, adding opportunities for interactivity and upping the stakes of the reading experience. REINFORCES LOGICAL REASONING SKILLS: These clever mysteries are solved by way of deduction, inference, and logical reasoning, all of which are critical thinking skills crucial to young readers' intellectual development both in and outside of the classroom. IDEAL FOR RELUCTANT READERS: With a comic-esque style, unique narrative approach, quirky scenarios, and a compelling mystery/"scary stories" theme, this book packs loads of reluctant reader appeal. Perfect for: • Fans of scary and spooky stories • Fans of brainteasers and puzzles • Mystery aficionados • Gift-givers • Parents • Educators
£13.99
Paizo Publishing, LLC Pathfinder RPG: Pathfinder GM Core (P2)
Unleash your imagination, creating worlds and stories beyond measure with the new Pathfinder GM Core for Pathfinder Second Edition! This comprehensive 336-page hardcover rulebook gives Game Masters everything they need to craft thrilling tales of adventure, from a single-night’s dungeon delve to complex epics spanning years. Within these pages you’ll find clear guidelines for creating new hazards and monsters, tools to design challenging, balanced encounters, and rules for rewarding characters for the dastardly challenges you array before them! Pathfinder GM Core also contains a dragon’s hoard of magic items and treasure to entice and reward your players, from simple healing potions to magic weapons and armor and legendary artifacts, including dozens of brand-new items! Pathfinder GM Core is the second 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 with the Player Core, Monster Core, and Player Core 2, these books provide a new foundation for the future of tabletop gaming! Pathfinder GM Core includes: • The rules needed to run a game of Pathfinder, including guidelines for creating challenging encounters, determining success, and giving out rewards. • Advice aimed at making you an incredible Game Master, along with tools to ensure you and everyone else at your table has a safe and enjoyable experience. • Guidelines to help you create your own content, from campaigns and adventures to hazards and monsters. • Rules subsystems to help you handle a wide array of game situations, including rules for chases, duels, research, infiltration, and more! • A guide to the world of Lost Omens, with a look at several important regions, an examination of the peoples and cultures of the world, and a glimpse into what lies beyond the veil of the universe! • Fully integrated errata from the first 4 years of Pathfinder Second Edition, including improvements to staves and talismans and all-new apex magic items! • Published under the new Open RPG Creative (ORC) license, giving players and Game Masters even more freedom for making their own creations based on Pathfinder Second Edition.
£48.59
Pearson Education (US) Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#
Master the Unity Game Engine to Design and Develop Games for Web, Mobile, Windows, macOS, and More! If you want to design and develop games, there’s no substitute for strong hands-on experience with modern techniques and tools—and that is exactly what this book provides. The first edition was frequently the top-selling game design book on Amazon, with more than 70% of the reviews being 5 stars. In a testament to the iterative process of design, this new edition includes hundreds of improvements throughout the text, all designed to make the book easier to understand and even more useful. This book was written with Unity 2017; the book.prototools.net website will cover changes for later versions of the software. Award-winning game designer and professor Jeremy Gibson Bond has spent more than a decade teaching game design and building great games. In that time, his most successful students have been those who combine knowledge of three critical disciplines: game design theory, rapid iterative prototyping, and practical programming. In this book, Bond distills the most important aspects of all three disciplines into one place. Part I: Game Design and Paper Prototyping • The Layered Tetrad framework: a synthesis of 50 years of game design theory • Proven practices for brainstorming and refining game designs through the iterative process of design • Methods and tools to manage game projects and small teams • Processes to make playtesting and feedback easier Part II: Digital Prototyping with Unity and C# • Chapters that guide you through learning C# the right way • Instruction that takes you from no prior programming knowledge through object-oriented programming • Deep exploration of Unity, today’s most popular game engine on both macOS and Windows • Methods for understanding and debugging code issues you encounter Part III: Game Prototype Examples and Tutorials • In-depth tutorials for seven different game prototypes, including a simple action game, a space shooter, a solitaire card game, a word game, and a top-down adventure • Instructions to compile these games for PC, web, or any of the dozens of other release platforms supported by Unity • Improved structure and layout that makes the steps of each tutorial easier to follow • A completely new Dungeon Delver prototype not present in the first edition
£53.54
Andrews McMeel Publishing Diary of an 8-Bit Warrior Diamond Box Set
Collect all six illustrated novels of the best-selling Diary of an 8-Bit Warrior series in this ultimate box set.Minecraft meets Diary of a Wimpy Kid in this unofficial Minecraft adventure for middle-grade readers. With over 1 million copies sold, Diary of an 8-Bit Warrior has captivated countless fans around the world. With the Diamond Box Set, readers can enjoy all six installments in this tale of friendship, bravery, and blocks: Diary of an 8-Bit Warrior: Runt, our 12-year-old hero, is about to choose his future vocation at the Minecraftia school: farmer, crafter, or miner. But what this noob really wants is to be a warrior like his hero, Steve. So when he learns that the five best students in school that year will get the chance to start warrior training, it’s ON! Diary of an 8-Bit Warrior: From Seeds to Swords: As Runt and his friends continue their training, they face their biggest challenges yet. Runt’s got a brand new nemesis who will stop at nothing to claim the top spot in the warrior competition at school. Can Runt and his friends take down the biggest, baddest boss mob yet? Diary of an 8-Bit Warrior: Crafting Alliances: After the recent mob attacks, the entire village decides to prepare. Fortifying the defenses, tracking down a spy, searching for new alliances . . .But Herobrine isn’t having any of it. Can Runt increase his efforts to be one of the five best students in school and finally become the warrior of his dreams? Diary of an 8-Bit Warrior: Path of the Diamond: Runt is in serious trouble. The young warrior must face the most violent attack that the village has ever known and confront one of his classmates! On top of that, there are only a couple of days left to study for his redstone exam, and he’s totally unprepared! Diary of an 8-Bit Warrior: Quest Mode: There’s no time to enjoy his newfound stardom. To save Villagetown, Runt embarks on a perilous quest far beyond the safety of the wall. Between bizarre towns, terrifying dungeons, and epic boss battles, Runt must summon the hero within and say “so long” to the noob! Diary of an 8-Bit Warrior: Forging Destiny: After all his training, Runt is ready to save the world! The situation is truly dire: the Eyeless One seems to be gathering his troops to go on the attack. For Runt and his friends, it’s time to strike back and prove that these villagers truly have become warriors. The series follows the villager Runt as he progresses from utter noob to full-fledged hero: defending his friends from monsters, turning rivals into allies, and mastering the skills required to survive beyond the village walls. And when Runt embarks on a quest to save Minecraftia itself, he begins to unlock his own hidden powers . . . and uncover the astonishing secrets of his world.
£44.99
John Wiley & Sons Inc GURPS For Dummies
Let the adventure begin with this straightforward guide to GURPS!This 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. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet…searching for hidden treasure or for secrets to eliminate disease… fighting crime or combating armies of evil robots…casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
£21.59
Big Finish Productions Ltd Doom Coalition
A new full cast adventure for the Eighth Doctor! Following the events of the first two series of Doctor Who - Doom Coalition, the Eighth Doctor (Paul McCann) continues to battle the plans of the insane Eleven, a Time Lord with all his past regenerations living in his head. 3.1 Absent Friends by John Dorney. Earth. The late 20th century. Across the world, the mobile phone is gaining popularity as more and more people decide to join the digital age. But for the residents of a sleepy English town sitting in the shade of a new transmission mast, that ubiquity has a troubling cost. When the TARDIS veers off-course, the Doctor and his companions find themselves in the middle of a mystery. Sometimes the past comes back to haunt you. And sometimes the future does as well. 3.2 The Eighth Piece by Matt Fitton. 15th Century Prague: in the castle dungeons, a prisoner raves about the end of the world. Outside, Liv Chenka seeks out the workshop of a strange Clockmaker to see what he is creating. England, 1538: Lord Thomas Cromwell finds his duties interrupted by otherworldly forces - clockwork soldiers, an unusual nun, and a mysterious scholar calling himself 'the Doctor'.Perhaps the truth can be extracted in the torture chamber of London's Bloody Tower? Rome, 2016: Helen Sinclair has an appointment with an enigmatic Professor, whose greatest work is almost complete. Only the Eighth Piece is missing...3.3 The Doomsday Chronometer by Matt Fitton. While River Song takes Helen on an archaeological expedition like no other, the Doctor finds himself enlisted by an alien Queen to save her people. Trapped and alone, Liv stares death in the face as she meets the enemy who's been dogging the TARDIS travellers' footsteps throughout Earth's history. The Doomsday Chronometer has been protected for five centuries: secret cults and societies jealously guarding its mystery. But what is their real purpose? The Doctor is about to discover the truth...3.4. The Crucible of Souls by John Dorney. The date has been set. The trap has been sprung. A life has been taken and a maniac is on the loose. With the TARDIS crew separated and in terrible trouble, will today be the day the bad guys win? Doctor Who - Doom Coalition is a follow-up to Big Finish's Dark Eyes series - the first of which received the Best Online Drama at the 2014 BBC Drama Awards.British TV and Hollywood star Paul McGann returns to his hugely popular portrayal of the Doctor (as seen on BBC TV in 2013's Night of the Doctor). Hattie Morahan has now appeared opposite two British fictional greats - the Doctor here, and Sherlock Holmes in 2015's film Mr Holmes with Sir Ian McKellen. Nicola Walker was one of the longest serving actresses in BBC's Spooks series, and remains one of the most regarded of current British actresses. CAST: Paul McGann (The Doctor), Nicola Walker (Liv Chenka), Hattie Morahan (Helen Sinclair), Alex Kingston (River Song), Jeremy Clyde (George), Ian Puleston-Davies (Angus Selwyn), Richard Hope (Phillip Cook/Kal), Anna Acton (Kate Drury), John Shrapnel (Thomas Cromwell), Kasia Koleczek (Apolena), Glen McCready (Solvers/Abbot), Emma D'Inverno (Rosalia), Tim McMullan (Octavian), Janie Dee (Risolva), Robert Bathurst (Padrac), John Heffernan (The Imposter) and Nicholas Woodeson (The Clocksmith).
£36.00
Random House USA Inc Monsters and Creatures: An Adventurer's Guide
£10.99
Random House USA Inc The Worldbuilder's Journal to Legendary Adventures: Create Mythical Characters, Storied Worlds, and Unique Campaigns
£14.40
Random House USA Inc Warriors and Weapons: An Adventurer's Guide
£10.99