Everything I Need to Know I Learned from Dungeons & Dragons

Everything I Need to Know I Learned from Dungeons & Dragons
Author: Shelly Mazzanoble
Publisher: Wizards of the Coast
Total Pages: 221
Release: 2011-09-06
Genre: Fiction
ISBN: 0786959363

With tongue-in-cheek humor, the creator of the award-winning Confessions of a Part-Time Sorceress takes on the self-help section, proving that the benefits of the Dungeons & Dragons® game goes far beyond simple entertainment.

Of Dice and Men

Of Dice and Men
Author: David M. Ewalt
Publisher: Simon and Schuster
Total Pages: 289
Release: 2013-08-20
Genre: Games & Activities
ISBN: 1451640501

A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry.

The Role-Playing Society

The Role-Playing Society
Author: Andrew Byers
Publisher: McFarland
Total Pages: 321
Release: 2016-03-01
Genre: Games & Activities
ISBN: 1476623481

Since the release of Dungeons & Dragons in 1974, role-playing games (RPGs) have spawned a vibrant industry and subculture whose characteristics and player experiences have been well explored. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military. This collection of new essays illustrates the broad appeal and impact of RPGs. Topics range from a critical reexamination of the Satanic Panic of the 1980s, to the growing significance of RPGs in education, to the potential for "serious" RPGs to provoke awareness and social change. The contributors discuss the myriad subtle (and not-so-subtle) ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.

Fandom, Now in Color

Fandom, Now in Color
Author: Rukmini Pande
Publisher: University of Iowa Press
Total Pages: 264
Release: 2020-12-15
Genre: Social Science
ISBN: 1609387287

Fandom, Now in Color gathers together seemingly contradictory narratives that intersect at the (in)visibility of race/ism in fandom and fan studies. This collection engages the problem by undertaking the different tactics of decolonization—diversifying methodologies, destabilizing canons of “must-read” scholarship by engaging with multiple disciplines, making whiteness visible but not the default against which all other kinds of racialization must compete, and decentering white fans even in those fandoms where they are the assumed majority. These new narratives concern themselves with a broad swath of media, from cosplay and comics to tabletop roleplay and video games, and fandoms from Jane the Virgin to Japan’s K-pop scene. Fandom, Now in Color asserts that no one answer or approach can sufficiently come to grips with the shifting categories of race, racism, and racial identity. Contributors: McKenna Boeckner, Angie Fazekas, Monica Flegel, Elizabeth Hornsby, Katherine Anderson Howell, Carina Lapointe, Miranda Ruth Larsen, Judith Leggatt, Jenni Lehtinen, joan miller, Swati Moitra, Samira Nadkarni, Indira Neill Hoch, Sam Pack, Rukmini Pande, Deepa Sivarajan, Al Valentín

What You Need to Know About Spiritual Warfare in 12 Lessons

What You Need to Know About Spiritual Warfare in 12 Lessons
Author: Max Anders
Publisher: Thomas Nelson Inc
Total Pages: 194
Release: 1997-03-18
Genre: Religion
ISBN: 0785211497

What does the Christian faith say about spiritual forces? Spiritual Warfare outlines what the Bible says about good angels, bad angels, Satan, and the nature and activity of each. This non-sensational overview shows how believers can resist evil and stand firm in their faith.

Dungeons & Dragons For Dummies

Dungeons & Dragons For Dummies
Author: Bill Slavicsek
Publisher: John Wiley & Sons
Total Pages: 434
Release: 2005-04-08
Genre: Games & Activities
ISBN: 0764599240

Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.

Dungeons & Dragons Dungeon Master's Guide

Dungeons & Dragons Dungeon Master's Guide
Author: Monte Cook
Publisher:
Total Pages: 346
Release: 2003
Genre: Dungeons and Dragons (Game)
ISBN:

Weave exciting tales of heroism filled with magic and monsters. Within these pages, you’ll discover the tools and options you need to create detailed worlds and dynamic adventures for your players to experience in the Dungeons & Dragons roleplaying game. The revised Dungeon Master's Guide is an essential rulebook for Dungeon Masters of the D&D game. The Dungeon Master's Guide has been reorganized to be more user friendly. It features information on running a D&D game, adjudicating play, writing adventures, nonplayer characters (including nonplayer character classes), running a campaign, characters, magic items (including intelligent and cursed items, and artifacts), and a dictionary of special abilities and conditions. Changes have been made to the item creation rules and pricing, and prestige classes new to the Dungeon Master's Guide are included (over 10 prestige classes). The revision includes expanded advice on how to run a campaign and instructs players on how to take full advantage of the tie-in D&D miniatures line.

The Elfish Gene

The Elfish Gene
Author: Mark Barrowcliffe
Publisher: Soho Press
Total Pages: 266
Release: 2008
Genre: Biography & Autobiography
ISBN: 1569475229

A laugh-out-loud funny memoir about a Dungeons and Dragons addicted youth.

Lessons Without Limit

Lessons Without Limit
Author: John Howard Falk
Publisher: Rowman Altamira
Total Pages: 212
Release: 2002
Genre: Business & Economics
ISBN: 9780759101609

Not just another book about school reform, 'Lessons Without Limit' is a guide to transforming the entire experience of learning across a lifetime.

Encyclopedia of Heroism Studies

Encyclopedia of Heroism Studies
Author:
Publisher: Springer Nature
Total Pages: 2291
Release: 2024-10-12
Genre: Business & Economics
ISBN: 3031481291

This reference work is an important resource in the growing field of heroism studies. It presents concepts, research, and events key to understanding heroism, heroic leadership, heroism development, heroism science, and their relevant applications to businesses, organizations, clinical psychology, human wellness, human growth potential, public health, social justice, social activism, and the humanities. The encyclopedia emphasizes five key realms of theory and application: Business and organization, focusing on management effectiveness, emotional intelligence, empowerment, ethics, transformational leadership, product branding, motivation, employee wellness, entrepreneurship, and whistleblowers; clinical-health psychology and public health, focusing on stress and trauma, maltreatment, emotional distress, bullying, psychopathy, depression, anxiety, family disfunction, chronic illness, and healthcare workers’ wellbeing; human growth and positive psychology, discussing altruism, authenticity, character strengths, compassion, elevation, emotional agility, eudaimonia, morality, empathy, flourishing, flow, self-efficacy, joy, kindness, prospection, moral development, courage, and resilience; social justice and activism, highlighting anti-racism, anti-bullying, civil disobedience, civil rights heroes, climate change, environmental heroes, enslavement heroes, human rights heroism, humanitarian heroes, inclusivity, LGBTQ+ heroism, #metoo movement heroism, racism, sustainability, and women’s suffrage heroes; and humanities, relating to the mythic hero’s journey, bliss, boon, crossing the threshold, epic heroes, fairy tales, fiction, language and rhetoric, narratives, mythology, hero monomyth, humanities and heroism, religious heroes, and tragic heroes.