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Covering training, manning, equipment, and combat efforts, this is first full non-offical history of the Canadian Army's operations from the summer of 1950 to the ceasefire of 1953.
In Eyewitness, Garrie Hutchinson has selected the cream of writing from Australia's wars. Many of our finest writer-reporters are featured – C.E.W. Bean, Alan Moorehead, Paul McGeough, Kenneth Slessor, Ray Parkin, Osmar White, John Martinkus, Peter Ryan and more. The settings range from the beach at Anzac Cove in 1914 to the Kokoda Track, from desert dugouts to a hotel in Baghdad. Eyewitness shows how Australian war correspondents, official and unofficial, have written with courage and conviction, under pressure of censorship and physical and technical hardship. This is writing of great immediacy, passion and truthfulness, with each selection accompanied by a brief scene-setting narrative ...
Witnesses to War is a landmark history of Australian war journalism covering the regional conflicts of the nineteenth century to the major conflicts of the twentieth: World War I, World War II, Vietnam and Bosnia through to recent and ongoing wars in Iraq and Afghanistan. Fay Anderson and Richard Trembath look at how journalists reported the horrors and politics of war, the rise of the celebrity journalist, issues of censorship and the ethics of ‘embedding’. Interviews with over 40 leading journalists and photographers reveal the challenges of covering wars and the impact of the violence they witness, the fear and exhilaration, the regrets and successes, the private costs and personal dangers. Witnesses to War examines issues with continued and contemporary relevance, including the genesis of the Anzac ideal and its continued use; the representation of enemy and race and how technology has changed the nature of conflict reporting.
Game designers, authors, artists, and scholars discuss how roles are played and how stories are created in role-playing games, board games, computer games, interactive fictions, massively multiplayer games, improvisational theater, and other "playable media." Games and other playable forms, from interactive fictions to improvisational theater, involve role playing and story—something played and something told. In Second Person, game designers, authors, artists, and scholars examine the different ways in which these two elements work together in tabletop role-playing games (RPGs), computer games, board games, card games, electronic literature, political simulations, locative media, massivel...
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in th...
Special features, such as syndicate directories, annual newspaper linage tabulations, etc., appear as separately paged sections of regular issues.
From automatons to zombies, many elements of fantasy and science fiction have been cross-pollinated with the Western movie genre. In its second edition, this encyclopedia of the Weird Western includes many new entries covering film, television, animation, novels, pulp fiction, short stories, comic books, graphic novels and video and role-playing games. Categories include Weird, Weird Menace, Science Fiction, Space, Steampunk and Romance Westerns.
-- The core book for a popular roleplaying series. -- Supported by more than a dozen other titles, with more on the way. -- Lush graphic design with full color throughout -- winner of the Origins Award for Best Graphic Design in a RPG! In Nomine is a modern roleplaying game in which the players take the part of celestial beings -- angels and demons -- as they struggle for control of humanity and themselves. The celestials, powerful though they may be, are merely pawns in a much larger game being played by their Superiors, the Archangels and Demon Princes. In Nomine places atmosphere above rules mechanics, and is designed for a Game Master and players who want to explore personalities and motivations. Each Choir of Angels and Band of Demons has its own distinct personality, and its own part to play in the Celestial Symphony, as they seek to bring out the best and worst in mankind.