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Every character, BattleMech, vehicle from the show is described and illustrated. Also includes plot synopsis and special background information.
BattleTech celebrates its tenth anniversary with the BattleTech Compendium: the Rules of Warfare, the ultimate guide to combat in the 31st century. All the rules needed to simulate exciting conflicts between BattleMechs, vehicles, and infantry are included, revising and streamlining material from BattleTech, 3rd Edition, CityTech, 2nd Edition, and the original BattleTech Compendium. The Rules of Warfare also contains a concise history of the BattleTech universe and its movers and shakers, several new BattleMech and OmniTech designs, rules for miniatures play, and full-color illustrations.
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.
Ever thought about capturing a queen, amassing real estate gold, or striking down a zombie or two? For centuries, games have stimulated the imagination. They have divided, and they have united. They have driven our competitive spirit and indulged our fancy. Live an entire lifetime in a few rolls of the dice. Push a few buttons and sustain perfect health. Essentially, games have and will continue to provide people worldwide a break from the everyday grind. With more than forty chapters, GamesÆ Most WantedÖ whisks readers away into the fantasyland of games. Learn more about board games that have.
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...
Dive into the mysterious world of Obsidimen. Born fully formed from their Liferock, they live for a thousand years before they are reabsorbed to share their souls with their brotherhood. Young Pabl Evr returns home for his Naming, only to find his liferock threatened by a mining crew and in peril from an apocalyptic remnant of the Scourge that threatens to destroy the Liferock, kill the whole community, and erase the entirety of their ancestral memories.
Don’t restrict your creative property to one media channel. Make the essential leap to transmedia! From film to television to games and beyond, Storytelling Across Worlds gives you the tools to weave a narrative universe across multiple platforms and meet the insatiable demand of today’s audience for its favorite creative property. This, the first primer in the field for both producers and writers, teaches you how to: * Employ film, television, games, novels, comics, and the web to build rich and immersive transmedia narratives * Create writing and production bibles for transmedia property * Monetize your stories across separate media channels * Manage transmedia brands, marketing, and rights * Work effectively with writers and producers in different areas of production * Engage audiences with transmedia storytelling Up-to-date examples of current transmedia and cross-media properties accompany each chapter and highlight this hot but sure-to-be enduring topic in modern media.
Explore the dark, mystical, and mysterious work of Peter Bergting, collected for the first time in a gorgeous hardcover volume with an introduction by award-winning horror writer and longtime collaborator Christopher Golden! Bergting’s repertoire of fantasy, horror, and sci-fi illustrations include comics, magazines, novels, and games, and he’s worked in collaboration with creative giants like Mike Mignola. Award-winning comics artist and illustrator Peter Bergting showcases a body of work nearly 30 years in the making!
From video games to board games, CCGs to RPGs, find out how your favourite Dune game came to be. Through painstaking research and exclusive interviews with designers and creatives, this book tells you the untold stories behind the Dune games you love. You’ll get the the behind-the-scenes story of how the designers took Frank Herbert’s novel and created your favourite Dune games. • Future Pastimes’ Dune boardgame • Cryo Interactive’s Dune • Westwood Studios’ Dune II, Dune 2000, and Emperor: Battle for Dune • Last Unicorn Games’ Eye of the Storm CCG and Chronicles of the Imperium RPG • Widescreen Games’ Frank Herbert’s Dune • Cryo Networks’ Dune Generations • Soft Brigade’s Ornithopter Assault If you’re a fan of Dune, games, or Dune games, this book is for you. Get your copy today.