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Wilderland awakens With the threat of Smaug removed and the Misty Mountain Orcs driven back into their foul mountain holds the Free Peoples are seizing the opportunity to reclaim the region. Kings extend their realms boundaries merchants open up trade routes to long-sundered markets and previously strained relations blossom into true alliances. At the forefront of this resurgence are adventurers. Whether they are rediscovering isolated communities battling the remnants of the Shadow or exploring the land and opening it up for others to follow groups of Heroes are proving instrumental in the taming of the Wild.
Mathematics of Tabletop Games provides a bridge between mathematics and hobby tabletop gaming. Instead of focusing on games mathematicians play, such as nim and chomp, this book starts with the tabletop games played by avid gamers and hopes to address the question: which field of mathematics concerns itself with this situation? Readers interested in either mathematics or tabletop games will find this book an engaging way to begin exploring the other topic or the connection between the topics. Features Presents an entry-level exposition of interesting mathematical concepts that are not commonly taught outside of upper-level mathematics courses Acts as a resource for mathematics instructors who wish to provide new examples of standard mathematical concepts Features material that may help game designers and developers make design decisions about game mechanisms Provides working Python code that can be used to solve common questions about games Covers a broad range of mathematical topics that could be used as survey material for undergraduates curious about mathematics.
Despite the advent and explosion of videogames, boardgames--from fast-paced party games to intensely strategic titles--have in recent years become more numerous and more diverse in terms of genre, ethos and content. The growth of gaming events and conventions such as Essen Spiel, Gen Con and the UK Games EXPO, as well as crowdfunding through sites like Kickstarter, has diversified the evolution of game development, which is increasingly driven by fans, and boardgames provide an important glue to geek culture. In academia, boardgames are used in a practical sense to teach elements of design and game mechanics. Game studies is also recognizing the importance of expanding its focus beyond the d...
Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.
Come join the adventure in Symbaroum, the acclaimed Swedish roleplaying game! Explore the vast Forest of Davokar in the hunt for treasure, lost wisdom and eternal fame. Visit the barbarian clans to trade or to plunder their treasuries. Establish a base of power among princes, guilds or rebellious refugees in the capital city of Yndaros. Or survive encounters with Arch Trolls, dark-minded Blight Beasts and undead warlords. But whatever you do, never ignore the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the dark deep of Davokar is about to awaken. Made in Sweden
South Along The Anduin, Beyond The Southernmost Tips Of The Misty Mountains, Lies The Land Of Rohan. It Is Here That The Rohirrim Dwell, Proud Warriors And Riders Who Are Defenders Of The Free Peoples Against The Barbaric Dunlendings And The Savage Orcs That Roam These Lands.This Supplement Details The Culture Of The Rohirrim, Including Their History And Lands, As Well As Providing Rules For Playing A Rider Of Rohan And For Handling Mounted Combat. As Well As The Lands Of Rohan, This Supplement Also Details The Forest Of Fangorn, Including The Ents And Huorns That Dwell There, And The Tower Of Isengard And The Machinations Of The White Wizard, Saruman. It Is An Indispensable Resource For Loremasters Looking To Take Their Game Into A Whole New Region.
"Fantasy roleplaying in the world of The Hobbit and The Lord of the rings based on the novels of J.R.R. Tolkien"--Cover.
Hosted online, the Tolkien Society 2020 seminar sought to explore how J.R.R. Tolkien's legacy partly relies on the continued adaption of his works, characters, and languages. It offered insights into a range of artistic adaptions and evaluated how the tangible result expands the Tolkien fanbase and readership while cultivating a love and appreciation of Tolkien through the adaptor's creative vision. It further examined the ways in which Tolkien's creations have been interwoven into the very fabric of our primary world. His words no longer simply exist on the page, they are transformed in our minds and are cast out into the stars. They inspire new universes and invite fresh interpretations from across the globe. Published under the auspices of the Society's Peter Roe Memorial Fund, this proceedings features a collection of six papers delivered at the Tolkien Society 2020 Online seminar.
Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.