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Fantasy Freaks and Gaming Geeks
  • Language: en
  • Pages: 335

Fantasy Freaks and Gaming Geeks

An amazing journey through the thriving worlds of fantasy and gaming What could one man find if he embarked on a journey through fantasy world after fantasy world? In an enthralling blend of travelogue, pop culture analysis, and memoir, forty-year-old former D&D addict Ethan Gilsdorf crisscrosses America, the world, and other worlds—from Boston to New Zealand, and Planet Earth to the realm of Aggramar. “For anyone who has ever spent time within imaginary realms, the book will speak volumes. For those who have not, it will educate and enlighten.” —Wired.com “Gandalf’s got nothing on Ethan Gilsdorf, except for maybe the monster white beard. In his new book, Fantasy Freaks and Gamin...

Past Events Have Not Yet Occurred
  • Language: en
  • Pages: 26

Past Events Have Not Yet Occurred

  • Type: Book
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  • Published: 2003
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  • Publisher: Unknown

None

System of Belief
  • Language: en
  • Pages: 24

System of Belief

  • Type: Book
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  • Published: 2004
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  • Publisher: Unknown

None

The Wisdom of the Shire
  • Language: en
  • Pages: 150

The Wisdom of the Shire

  • Type: Book
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  • Published: 2012-11-08
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  • Publisher: Hachette UK

Coinciding with the release of the first of Peter Jackson's Hobbit trilogy, his follow-up to the huge Lord of the Rings success, The Wisdom of the Shire is a practical and fun guide - for Tolkien fans everywhere - showing us how to apply the wisdom of The Hobbit to our everyday lives. Hobbits are those small but brave little people, whose courage, integrity and loyalty allow them to triumph against odds that might appear overwhelming to the rest of us. Noble Smith has long believed there is much we can learn from Frodo's determination, Bilbo's sense of homeliness, Sam's fierce allegiance, and Merry and Pippin's love of food and fun. Like The Tao of Pooh, The Wisdom of the Shire is the first book to show Tolkien fans just how much there is to learn from those small but brave little people - the Hobbits. Packed with amusing insights and fascinating trivia, this fun and insightful guide is all you need to complete your quest in life, and cast your cares into the fires of Mordor.

Leaving Mundania
  • Language: en
  • Pages: 274

Leaving Mundania

Exposing a subculture only beginning to enter the imagination of mainstream America, this is the story of live action role-playing (LARP) games. A hybrid of games—such as Dungeons & Dragons, historical reenactment, fandom, and good old-fashioned pretend—LARP games are thriving and this book explores its multifaceted culture and related phenomenon, including the Society for Creative Anachronism, a medieval reenactment group that boasts more than 32,000 members. The history of LARP is detailed and is shown to have arisen from the pageantry of Tudor England and is currently being used as a training tool for the U.S. military. Along the way, the author duels foes with foam-padded weapons, lets the great elder god Cthulhu destroy her parents' beach house, and endures an existential awakening in the high-art LARP scene of Scandinavia.

Playing at the World
  • Language: en
  • Pages: 698

Playing at the World

  • Type: Book
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  • Published: 2012
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  • Publisher: Unknown

Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.

Geek Wisdom
  • Language: en
  • Pages: 229

Geek Wisdom

  • Type: Book
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  • Published: 2011-08-02
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  • Publisher: Quirk Books

The essential companion for the geek era: a fusion of inspirational quotes, philosophy, and pop culture drawn from the entire cult-classic canon of film, TV, books, comics, and science. Celebrate nerd culture by taking a page out of your all-time favorites, like Star Wars and Star Trek, The Lord of the Rings and Dune—and much more! Computer nerds are our titans of industry; comic-book superheroes are our Hollywood idols; the Internet is our night on the town. Clearly, geeks know something about life in the 21st century that other folks don’t—something we all can learn from. Geek Wisdom takes as gospel some 200 of the most powerful and oft-cited quotes from movies (“Where we’re goin...

The Other Normals
  • Language: en

The Other Normals

Given the chance, fifteen-year-old Peregrine "Perry" Eckert would dedicate every waking moment to Creatures & Caverns, an epic role-playing game rich with magical creatures, spell casting, and deadly weapons. The world of C&C is where he feels most comfortable in his own skin. But that isn't happening—not if his parents have anything to do with it. Concerned their son lacks social skills, they ship him off to summer camp to become a man. They want him to be outdoors playing with kids his own age and meeting girls—rather than indoors alone, with only his gaming alter ego for company. Perry knows he's in for the worst summer of his life. Everything changes, however, when Perry gets to camp...

Gamelife
  • Language: en
  • Pages: 173

Gamelife

In telling the story of his youth through seven computer games, critically acclaimed author Michael W. Clune (White Out) captures the part of childhood we live alone. You have been awakened. Floppy disk inserted, computer turned on, a whirring, and then this sentence, followed by a blinking cursor. So begins Suspended, the first computer game to obsess seven-year-old Michael, to worm into his head and change his sense of reality. Thirty years later he will write: "Computer games have taught me the things you can't learn from people." Gamelife is the memoir of a childhood transformed by technology. Afternoons spent gazing at pixelated maps and mazes train Michael's eyes for the uncanny side of 1980s suburban Illinois. A game about pirates yields clues to the drama of cafeteria politics and locker-room hazing. And in the year of his parents' divorce, a spaceflight simulator opens a hole in reality.

Pottymouth and Stoopid
  • Language: en
  • Pages: 289

Pottymouth and Stoopid

  • Type: Book
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  • Published: 2017-06-12
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  • Publisher: Random House

David and his best friend Michael were tagged with awful nicknames way back in preschool when everyone did silly things. Fast-forward to seventh grade: 'Pottymouth' and 'Stoopid' are still stuck with the names – and everyone in school, including the teachers and their principal, believe the labels are true. So how do they go about changing everyone's minds? By turning their misery into megastardom on TV, of course! And this important story delivers more than just laughs – it shows that the worst bullying doesn't have to be physical, and that things will get better.