The Fantasy Role-Playing Game

The Fantasy Role-Playing Game
Author: Daniel Mackay
Publisher: McFarland
Total Pages: 216
Release: 2017-08-11
Genre: Games & Activities
ISBN: 0786450479

Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.

Dungeons and Dragons Forgotten Realms Poster Book

Dungeons and Dragons Forgotten Realms Poster Book
Author: Dungeons & Dragons
Publisher: RP Studio
Total Pages: 24
Release: 2022-03
Genre:
ISBN: 9780762479016

Teleport yourself to the Forgotten Realms of Dungeons & Dragons with these licensed art posters! HIGH QUALITY POSTERS: Gorgeous 8x10-inch full-color posters featuring 12 cityscapes from the Forgotten Realms READY TO HANG: Easy removable sheets come ready to hang in your home, office, or anywhere PERFECT GIFT FOR THE D&D FAN: Share and show-off your love for Dungeons & Dragons with these unique posters OFFICIALLY LICENSED: An authentic Dungeons & Dragons product

Prince of Lies

Prince of Lies
Author: James Lowder
Publisher: Wizards of the Coast
Total Pages: 325
Release: 2012-01-17
Genre: Fiction
ISBN: 0786962100

The gods may have been restored to their rightful seats of power—but the end of the Time of Troubles does not mark the end of all strife Although the gods have regained their powers and no longer walk in the mortal world, there is still little peace between them. When their deeply engrained power struggles erupt once more, ex-comrades Mystra—formerly known as Midnight and recently elevated to godhood—and Cyric are bound together in conflict. Cyric, now the god of strife, murder, and the dead, has become even more obsessed with power and revenge. No longer content with just the Tablets of Fate, he wants the Forgotten Realms all to himself—and to rule them in the name of evil. Only Mystra, the new goddess of magic, has the ability to defeat him and restore the balance that has been lost.

Dungeon! Board Game

Dungeon! Board Game
Author: Wizards of the Coast LLC
Publisher: National Geographic Books
Total Pages: 0
Release: 2014-06-24
Genre: Games & Activities
ISBN: 078696555X

First released in 1975 and revised throughout the 1980s and early 1990s, the Dungeon! boardgame lets you explore a multi-level dungeon in search of treasure guarded by terrible monsters. The deeper into the dungeon you go, the deadlier the monsters and the greater the treasure. The player who returns to the beginning chamber with the most treasure wins!

The Ultimate Helm

The Ultimate Helm
Author: Russ T. Howard
Publisher: TSR
Total Pages: 320
Release: 1993-09-01
Genre: Fiction
ISBN: 9781560766513

Amid political intrigue, Teldin Moore battle for control of the great ship Spelljammer in the sequel to The Broken Sphere. Original.

What Is Your Quest?

What Is Your Quest?
Author: Anastasia Salter
Publisher: University of Iowa Press
Total Pages: 217
Release: 2014-11-01
Genre: Games & Activities
ISBN: 1609382757

What Is Your Quest? examines the future of electronic literature in a world where tablets and e-readers are becoming as common as printed books and where fans are blurring the distinction between reader and author. The construction of new ways of storytelling is already underway: it is happening on the edges of the mainstream gaming industry and in the spaces between media, on the foundations set by classic games. Along these margins, convergent storytelling allows for playful reading and reading becomes a strategy of play. One of the earliest models for this new way of telling stories was the adventure game, the kind of game centered on quests in which the characters must overcome obstacles and puzzles. After they fell out of fashion in the 1990s, fans made strenuous efforts to keep them alive and to create new games in the genre. Such activities highlight both the convergence of game and story and the collapsing distinction between reader and author. Continually defying the forces of obsolescence, fans return abandoned games to a playable state and treat stories as ever-evolving narratives. Similarly, players of massive multiplayer games become co-creators of the game experience, building characters and creating social networks that recombine a reading and gaming community. The interactions between storytellers and readers, between programmers and creators, and among fans turned world-builders are essential to the development of innovative ways of telling stories. And at the same time that fan activities foster the convergence of digital gaming and storytelling, new and increasingly accessible tools and models for interactive narrative empower a broadening range of storytellers. It is precisely this interactivity among a range of users surrounding these new platforms that is radically reshaping both e-books and games and those who read and play with them.