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In this essential rule book, roleplaying gamers will discover histories of the Sith and other dark side sects, key descriptions of infamous dark side villains, and ideas on how to implement evil player characters into their campaigns.
This companion book to the "Star Wars(" Role Playing Game offers everything that a player needs to know about the Empire and Rebel Alliance from the classic Star Wars universe--from weapon and ship statistics to information on non-player characters. First in a line of hardcover core books on the "Star Wars(" universe. Photos.
Containing all the rules needed to play the popular Star Wars Roleplaying Game, this rulebook has been updated and expanded to include changes based on customer feedback and all-new "Star Wars: Attack of the Clones" material.
Biography of Bill Slavicsek, currently Senior Writer/Content Designer at ZeniMax Online Studios, previously R&D Director, Dungeons & Dragons Games and Novels at Wizards of the Coast and R&D Director, Dungeons & Dragons Games and Novels at Wizards of the Coast.
Aimed at the novice dungeoneer, this lavishly illustrated book provides tips and tricks for surviving deadly dungeons of all sorts, enticing would-be dungeon explorers with stories of fabulous treasures guarded by fierce monsters and terrible traps.
It is a time of magic and monsters, a time when only a few scattered points of light glow with stubborn determination amid a rising tide of shadows. It is a time when only the bravest heroes dare tread the wild of the unknown… About a century ago, the collapse of Nerath, the last empire of the world, ushered in a dark age that continues to this day, the peace and prosperity of the past seemingly lost forever. However, even those fabled days weren’t without a few blemishes. One of these was Emperor Magroth the First, a tyrant and a conqueror; cruel, ambitious, filled with delusions of grandeur and dreams of destiny, and more than a bit insane. During Magroth’s reign, rumors of necromanc...
It Was a Dark Time for the Galaxy In the late 1980s, Star Wars was becoming a fading memory. The movie trilogy had concluded. The comic books and novels were winding down. The action figures had run their course. As the franchise celebrated its tenth anniversary, there was a new ride at Disneyland and ... not much else. Not until a small hobby game company released Star Wars: The Roleplaying Game and The Star Wars Sourcebook. And suddenly the galaxy began to expand.This is the story of how a group of dedicated fans and gaming professionals helped pave the way for the Star Wars Expanded Universe - as told by one of the original architects! This book explains how material created for roleplaying games helped shape the Star Wars universe - and continues to influence it to the current day.
Fee-Fie-Foe-FUN! The first 4th editon D&D(R) super-adventure! Evil giants seek to avenge past defeats by ravaging the civilized lands, and the only thing standing in their way is a renowned band of heroes. The first 4th edition super-adventure, this product is designed to take characters from 12th to 17th level. Complete within itself, this product contains 160 pages of exciting paragon tier adventure and a beautiful 2-sided map featuring key locations within the adventure.
Collects Star Wars: Dark Empire (1991) #1-6, Star Wars: Dark Empire II (1994) #1-6, Star Wars: Empire's End (1995) #1-2, Star Wars: Dark Empire Handbook. Six years after the fall of the Empire in Return of the Jedi, the battle for the galaxy's freedom rages on. The Empire has been mysteriously reborn under an unknown leader, wielding a new weapon of great power. Princess Leia and Han Solo struggle to hold together the New Republic while the galaxy's savior, Luke Skywalker, fights an inner battle as he is drawn to the dark side, just as his father
Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground. Special features: Exercises at the end of each chapter combine comprehension tests with problems that help the reader interact with the material Worksheet exercises provide creative activities to help project teams generate new ideas and then structure them in a modified version of the format of a game industry design document Pointers to the best resources for digging deeper into each specialized area of game development Website with worksheets, figures from the book, and teacher materials including study guides, lecture presentations, syllabi, supplemental exercises, and assessment materials