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This book provides an introduction to the Forge, an online discussion site for tabletop role-playing game (TRPG) design, play, and publication that was active during the first years of the twenty-first century and which served as an important locus for experimentation in game design and production during that time. Aimed at game studies scholars, for whom the ideas formulated at or popularized by the Forge are of key interest, the book also attempts to provide an accessible account of the growth and development of the Forge as a site of participatory culture. It situates the Forge within the broader context of TRPG discourse, and connects “Forge theory” to the academic investigation of role-playing.
Analog Game Studiesis a bi-monthy journal for the research and critique of analog games. We define analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more.Analog Game Studieswas founded to reserve a space for scholarship on analog games in the wider field of game studies."
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 the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play.
Dread est un jeu narratif pour créer des histoires « d’horreur » de Epidiah Ravachol, auteur américain discret mais accoucheurs de jeux novateurs et efficaces. C’est le cas de Dread qui tente d’émuler la tension progressive des films de (ce) genre, en utilisant une tour de type Jenga .. L'un de vous sera le metteur en scene. Vous lisez le scénario qui présente l'histoire et les péripéties Les autres joueurs sont les personnages du films. Il répondent à des questionnaires qui vont donner corps a leur personnage. ici pas de caractéristiques chiffrées. Le metteur en scene lance alors l'histoire et les joueurs jouent le role des personnages....a chaque moment dramatique, lorsque les personnages affrontent un danger qui pourrait avoir des conséquences en cas d'échec, on tire une barre du Jenga et on la replace. Si tout va bien: c'est réussi. Mais en cas d'échec.... Donc au plus on progresse dans l'histoire, au plus la tour est branlante et risque de s'effondrer. La tension va donc grimper... Amusez frissonnez vous bien !
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...
Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.
Désolés. Nous sommes vraiment désolé mais pour ce numéro 21 consacré au Format court, nous avons eu beau faire... C’est un numéro énorme ! 100 pages de jeux de rôle et d’imaginaire pour ce mois de février, le plus court de l’année. Argh ! Même le calendrier a réussi à faire un truc court ! Allez, c’est pas grave, vous aurez droit à une avalanche de mini-jeux variés dont plusieurs inédits en français, de micro-scénarios originaux, de petites aides de jeux, de mignonnettes rencontres, de courtes nouvelles inspirantes et de mini bandes dessinées...
This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies,...
Historian Johan Huizinga once described game playing as the motor of humanity's cultural development, predating art and literature. Since the late 20th century, Western society has undergone a "ludification," as the influence of game-playing has grown ever more prevalent. At the same time, new theories of postmodernism have emphasized the importance of interactive, playful behavior. Core concepts of postmodernism are evident in pen-and-paper role-playing, such as Dungeons and Dragons. Exploring the interrelationships among narrative, gameplay, players and society, the author raises questions regarding authority, agency and responsibility, and discusses the social potential of RPGs in the 21st century.
Vegan legends Isa Chandra Moskowitz and Terry Romero offer vegan-friendly recipes for both classic and innovative cupcakes that dominate the baking world. The authors of Veganomicon take on the cupcakes in this sweet and sassy guide to baking everyone's favorite treat entirely clear of animal products. This unique cookbook contains over 50 recipes for cupcakes and frostings with stunning full color photographs. Isa and Terry offer delicious, cheap, egg-free, and dairy-free recipes for standards like Classic Vanilla Cupcakes (with chocolate frosting), Crimson Velveteen Cupcakes (red velvet with creamy white frosting), and Linzer Torte Cupcakes (hazelnut with raspberry and chocolate ganache), as well as innovative Chai Latte Cupcakes (with powdered sugar) and Banana Split Cupcakes (banana-chocolate chip-pineapple with fluffy frosting). The book also includes gluten-free recipes, decorating tips, baking guidelines, vegan shopping advice, and Isa's own cupcake anecdotes. Dessert lovers and vegans rejoice when Vegan Cupcakes Take Over the World.