The Game Master's Book of Random Encounters

The Game Master's Book of Random Encounters
Author: Jeff Ashworth
Publisher: Media Lab Books
Total Pages: 256
Release: 2020-09-15
Genre: Games & Activities
ISBN: 9781948174374

For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.

Comics and Stuff

Comics and Stuff
Author: Henry Jenkins
Publisher: NYU Press
Total Pages: 425
Release: 2020-04-14
Genre: Social Science
ISBN: 1479815179

Considers how comics display our everyday stuff—junk drawers, bookshelves, attics—as a way into understanding how we represent ourselves now For most of their history, comics were widely understood as disposable—you read them and discarded them, and the pulp paper they were printed on decomposed over time. Today, comic books have been rebranded as graphic novels—clothbound high-gloss volumes that can be purchased in bookstores, checked out of libraries, and displayed proudly on bookshelves. They are reviewed by serious critics and studied in university classrooms. A medium once considered trash has been transformed into a respectable, if not elite, genre. While the American comics of the past were about hyperbolic battles between good and evil, most of today’s graphic novels focus on everyday personal experiences. Contemporary culture is awash with stuff. They give vivid expression to a culture preoccupied with the processes of circulation and appraisal, accumulation and possession. By design, comics encourage the reader to scan the landscape, to pay attention to the physical objects that fill our lives and constitute our familiar surroundings. Because comics take place in a completely fabricated world, everything is there intentionally. Comics are stuff; comics tell stories about stuff; and they display stuff. When we use the phrase “and stuff” in everyday speech, we often mean something vague, something like “etcetera.” In this book, stuff refers not only to physical objects, but also to the emotions, sentimental attachments, and nostalgic longings that we express—or hold at bay—through our relationships with stuff. In Comics and Stuff, his first solo authored book in over a decade, pioneering media scholar Henry Jenkins moves through anthropology, material culture, literary criticism, and art history to resituate comics in the cultural landscape. Through over one hundred full-color illustrations, using close readings of contemporary graphic novels, Jenkins explores how comics depict stuff and exposes the central role that stuff plays in how we curate our identities, sustain memory, and make meaning. Comics and Stuff presents an innovative new way of thinking about comics and graphic novels that will change how we think about our stuff and ourselves.

Encounters

Encounters
Author: Erving Goffman
Publisher: Ravenio Books
Total Pages: 170
Release:
Genre: Social Science
ISBN:

The study of every unit of social organization must eventually lead to an analysis of the interaction of its elements. The analytical distinction between units of organization and processes of interaction is, therefore, not destined to divide up our work for us. A division of labor seems more likely to come from distinguishing among types of units, among types of elements, or among types of processes. Sociologists have traditionally studied face-to-face interaction as part of the area of “collective behavior”; the units of social organization involved are those that can form by virtue of a breakdown in ordinary social intercourse: crowds, mobs, panics, riots. The other aspect of the problem of face-to-face interaction—the units of organization in which orderly and uneventful face-to-face interaction occurs—has been neglected until recently, although there is some early work on classroom interaction, topics of conversation, committee meetings, and public assemblies. Instead of dividing face-to-face interaction into the eventful and the routine, I propose a different division—into unfocused interaction and focused interaction. Unfocused interaction consists of those interpersonal communications that result solely by virtue of persons being in one another’s presence, as when two strangers across the room from each other check up on each other’s clothing, posture, and general manner, while each modifies his own demeanor because he himself is under observation. Focused interaction occurs when people effectively agree to sustain for a time a single focus of cognitive and visual attention, as in a conversation, a board game, or a joint task sustained by a close face-to-face circle of contributors. Those sustaining together a single focus of attention will, of course, engage one another in unfocused interaction, too. They will not do so in their capacity as participants in the focused activity, however, and persons present who are not in the focused activity will equally participate in this unfocused interaction. The two papers in this volume are concerned with focused interaction only. I call the natural unit of social organization in which focused interaction occurs a focused gathering, or an encounter, or a situated activity system. I assume that instances of this natural unit have enough in common to make it worthwhile to study them as a type. Three different terms are used out of desperation rather than by design; as will be suggested, each of the three in its own way is unsatisfactory, and each is satisfactory in a way that the others are not. The two essays deal from different points of view with this single unit of social organization. The first paper, “Fun in Games,” approaches focused gatherings from an examination of the kind of games that are played around a table. The second paper, “Role Distance,” approaches focused gatherings through a review and criticism of social-role analysis. The study of focused gatherings has been greatly stimulated recently by the study of group psychotherapy and especially by “small-group analysis.” I feel, however, that full use of this work is impeded by a current tendency to identify focused gatherings too easily with social groups. A small but interesting area of study is thus obscured by the biggest title, “social group,” that can be found for it.

Brief Encounters with the Enemy

Brief Encounters with the Enemy
Author: Saïd Sayrafiezadeh
Publisher: Bantam
Total Pages: 241
Release: 2013
Genre: Fiction
ISBN: 0812993586

"An unnamed American city feeling the effects of a war waged far away and suffering from bad weather is the backdrop for this startling work of fiction. The protagonists are aimless young men going from one blue collar job to the next, or in a few cases, aspiring to middle management. Their everyday struggles--with women, with the morning commute, with a series of cruel bosses--are somehow transformed into storytelling that is both universally resonant and wonderfully uncanny. That is the unsettling, funny, and ultimately heartfelt originality of Saïd Sayrafiezadeh's short fiction, to be at home in a world not quite our own but with many, many lessons to offer us"--

Stuff Matters

Stuff Matters
Author: Mark Miodownik
Publisher: Houghton Mifflin Harcourt
Total Pages: 277
Release: 2014
Genre: History
ISBN: 0544236041

An eye-opening adventure deep inside the everyday materials that surround us, from concrete and steel to denim and chocolate, packed with surprising stories and fascinating science.

Meaningful Stuff

Meaningful Stuff
Author: Jonathan Chapman
Publisher: MIT Press
Total Pages: 235
Release: 2021-08-03
Genre: Design
ISBN: 0262363798

An argument for a design philosophy of better, not more. Never have we wanted, owned, and wasted so much stuff. Our consumptive path through modern life leaves a wake of social and ecological destruction--sneakers worn only once, bicycles barely even ridden, and forgotten smartphones languishing in drawers. By what perverse alchemy do our newest, coolest things so readily transform into meaningless junk? In Meaningful Stuff, Jonathan Chapman investigates why we throw away things that still work, and shows how we can design products, services, and systems that last. Obsolescence is an economically driven design decision--a plan to hasten a product's functional or psychological undesirability. Many electronic devices, for example, are intentionally impossible to dismantle for repair or recycling, their brief use-career proceeding inexorably to a landfill. A sustainable design specialist who serves as a consultant to global businesses and governmental organizations, Chapman calls for the decoupling of economic activity from mindless material consumption and shows how to do it. Chapman shares his vision for an "experience heavy, material light" design sensibility. This vital and timely new design philosophy reveals how meaning emerges from designed encounters between people and things, explores ways to increase the quality and longevity of our relationships with objects and the systems behind them, and ultimately demonstrates why design can--and must--lead the transition to a sustainable future.

Strange Beasts of China

Strange Beasts of China
Author: Yan Ge
Publisher: Melville House
Total Pages: 256
Release: 2021-07-13
Genre: Fiction
ISBN: 1612199100

A New York Times Editors' Choice and Notable Book of 2021 "Best Science Fiction, Fantasy and Horror of 2021"—The Washington Post From one of the most exciting voices in contemporary Chinese literature, an uncanny and playful novel that blurs the line between human and beast… In the fictional Chinese city of Yong’an, an amateur cryptozoologist is commissioned to uncover the stories of its fabled beasts. These creatures live alongside humans in near-inconspicuousness—save their greenish skin, serrated earlobes, and strange birthmarks. Aided by her elusive former professor and his enigmatic assistant, our narrator sets off to document each beast, and is slowly drawn deeper into a mystery that threatens her very sense of self. Part detective story, part metaphysical enquiry, Strange Beasts of China engages existential questions of identity, humanity, love and morality with whimsy and stylistic verve.

The Death of Things

The Death of Things
Author: Sarah Wasserman
Publisher: U of Minnesota Press
Total Pages: 312
Release: 2020-10-20
Genre: Literary Criticism
ISBN: 1452964157

A comprehensive study of ephemera in twentieth-century literature—and its relevance to the twenty-first century “Nothing ever really disappears from the internet” has become a common warning of the digital age. But the twentieth century was filled with ephemera—items that were designed to disappear forever—and these objects played crucial roles in some of that century’s greatest works of literature. In The Death of Things, author Sarah Wasserman delivers the first comprehensive study addressing the role ephemera played in twentieth-century fiction and its relevance to contemporary digital culture. Representing the experience of perpetual change and loss, ephemera was central to great works by major novelists like Don DeLillo, Ralph Ellison, and Marilynne Robinson. Following the lives and deaths of objects, Wasserman imagines new uses of urban space, new forms of visibility for marginalized groups, and new conceptions of the marginal itself. She also inquires into present-day conundrums: our fascination with the durable, our concerns with the digital, and our curiosity about what new fictional narratives have to say about deletion and preservation. The Death of Things offers readers fascinating, original angles on how objects shape our world. Creating an alternate literary history of the twentieth century, Wasserman delivers an insightful and idiosyncratic journey through objects that were once vital but are now forgotten.

Alien Encounters in Angel Grove

Alien Encounters in Angel Grove
Author: Gabriel P. Cooper
Publisher: Penguin Young Readers Licenses
Total Pages: 0
Release: 2018
Genre: Extraterrestrial beings on television
ISBN: 9781524788612

Celebrate the Power Rangers' 25th anniversary with this eyewitness account of Angel Grove's earliest invaders from the first four years of the television show. Here, for the first time in print, is an unabridged look at the nature and scale of these encounters. Scientific data, eyewitness testimony, and historical records combine to provide an account of the original aliens, monsters, and mutants in Angel Grove, and the heroic Power Rangers who keep the city safe.