Beyond Role and Play
Author | : Markus Montola |
Publisher | : |
Total Pages | : 324 |
Release | : 2004 |
Genre | : Fantasy games |
ISBN | : |
Download Beyond Role And Play full books in PDF, epub, and Kindle. Read online free Beyond Role And Play ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : Markus Montola |
Publisher | : |
Total Pages | : 324 |
Release | : 2004 |
Genre | : Fantasy games |
ISBN | : |
Author | : Patrick Carman |
Publisher | : Scholastic Inc. |
Total Pages | : 168 |
Release | : 2011-07-01 |
Genre | : Juvenile Fiction |
ISBN | : 054530234X |
The second dazzling installment in Patrick Carman's masterful Land of Elyon trilogy!Alexa thought her troubles were over when she defeated the man who had threatened to bring down Bridewell from within. But now that the walls around her land have fallen, a new, unexpected threat has risen from outside. Suddenly, Alexa is involved in a battle much, much larger than her own life . . . a battle in which she is destined to play a key role. In order to help good defeat evil, Alexa and her friends must venture farther than they've ever gone before -- confronting giants, bats, ravenous dogs, and a particularly ghoulish mastermind in order to bring back peace.
Author | : Frank Shewmake |
Publisher | : Precis Intermedia |
Total Pages | : 164 |
Release | : 2021-05-05 |
Genre | : |
ISBN | : 9781938270345 |
Risk everything and confront your destiny. In Worlds Beyond, the future is now. Explore known space as one of four sentient races. Probe the complexities of interstellar politics, alien interaction, and corporate intrigue. Only the smart, the brave, and the lucky dare to live out their dreams. Take the challenge... Worlds Beyond presents a flexible and comprehensive character generation system. Four diverse species and eight different occupations enable players to create an endless variety of adventures. The fast-paced combat system provides for realistic, exciting, and potentially deadly encounters. Journey to the Sleeper Worlds, Earth's first colonies and sometimes enemies. Walk on the home world of the Swarr and witness clan rituals thousands of years old. Venture into the Rift, where the Dolf sell anything from technology to slaves. Follow the Sher'tazi as they make their pilgrimages through life, never knowing where it will lead or end. This roleplaying game contains everything you need to get started quickly, including easy to run combat mechanics; star, world, and civiliation generation; starship construction and combat; information on robots and androids; catalog of worlds in known space; and an introductory adventure.
Author | : John Hagel III |
Publisher | : McGraw Hill Professional |
Total Pages | : 257 |
Release | : 2021-05-25 |
Genre | : Business & Economics |
ISBN | : 1264268416 |
Conquer your fear, achieve your potential, and make a positive difference in the lives of everyone around you Whether you’re running a business, building a career, raising a family, or attending school, uncertainty has been the name of the game for years—and the feeling reached an all-time high when COVID-19 hit. Even the savviest, smartest, toughest people are understandably feeling enormous pressure and often feeling paralyzed by fear. The Journey Beyond Fear provides everything you need to identify your fears, face your fears, move beyond your fears—and cultivate emotions that motivate you to pursue valuable business opportunities, realize your full potential, and create opportunities that benefit all. Business strategy guru John Hagel provides an effective, easy-to-grasp three-step approach: Develop an inspiring long-term view of the opportunities ahead Cultivate your personal passion to motivate you and those around you Harness the potential of platforms to bring people together and scale impact at an accelerating rate Never underestimate the power of fear—and never underestimate your ability to conquer it. With The Journey Beyond Fear, you’ll learn how to move forward in spite of fear, take your career and life to the next level, improve your organization and your broader environment, and achieve more of your true potential.
Author | : Oliver Bown |
Publisher | : MIT Press |
Total Pages | : 417 |
Release | : 2021-02-23 |
Genre | : Computers |
ISBN | : 026204501X |
A multidisciplinary introduction to the field of computational creativity, analyzing the impact of advanced generative technologies on art and music. As algorithms get smarter, what role will computers play in the creation of music, art, and other cultural artifacts? Will they be able to create such things from the ground up, and will such creations be meaningful? In Beyond the Creative Species, Oliver Bown offers a multidisciplinary examination of computational creativity, analyzing the impact of advanced generative technologies on art and music. Drawing on a wide range of disciplines, including artificial intelligence and machine learning, design, social theory, the psychology of creativity, and creative practice research, Bown argues that to understand computational creativity, we must not only consider what computationally creative algorithms actually do, but also examine creative artistic activity itself.
Author | : Dungeons & Dragons |
Publisher | : National Geographic Books |
Total Pages | : 0 |
Release | : 2021-09-21 |
Genre | : Games & Activities |
ISBN | : 0786967277 |
A wickedly whimsical adventure for the world’s greatest roleplaying game. Once every eight years, the fantastic Witchlight Carnival touches down on your world, bringing joy to one settlement after the next. Its owners, Mister Witch and Mister Light, know how to put on a good show. But there’s more to this magical extravaganza than meets the eye! The carnival is a gateway to a fantastic Feywild domain unlike anything found on the Material Plane. Time has not been kind to this realm, however, and dark days lie ahead unless someone can thwart the dastardly schemes of the Hourglass Coven. The Wild Beyond the Witchlight takes adventurers from the Witchlight Carnival to Prismeer, a Feywild domain of delight, and is designed for characters of levels 1–8. This book comes with a poster map that shows the carnival on one side and Prismeer on the other. Explore the Plane of Faerie in the first official D&D adventure set primarily in the Feywild Easily drop The Witchlight Carnival into any campaign—for passage into the Feywild or just a night of carnival games and wild entertainment Introduces two races—play as a fairy or as a harengon, a race of humanoid rabbits Adds two backgrounds—the Feylost who grew up in the Feywild, and a Witchlight Hand who works at the carnival All encounters can be resolved without resorting to combat, rewarding clever ideas and creative roleplay Classic 1980s Dungeons & Dragons characters return, including Warduke, Strongheart, and Kelek
Author | : Gina Ross |
Publisher | : North Atlantic Books |
Total Pages | : 236 |
Release | : 2003 |
Genre | : Family & Relationships |
ISBN | : 9781556434464 |
In Beyond the Trauma Vortex, Gina Ross proposes a collaboration between the media, trauma researchers, and helping officials in order to break the vicious cycle of trauma and violence. The media, Ross suggests, can use their tremendous influence to promote peace rather than violence and to heal wounded psyches, communities, and nations. Delving first into the destructive nature of the "trauma vortex" through a variety of individual and historical examples, Ross then offers her insight into an alternate, restorative "healing vortex." By focusing on the interrelatedness of personal and collective healing, the author makes a compelling case for why--and how--media professionals can play an influential role in effecting widespread healing for their viewers and for themselves.
Author | : Michal Mochocki |
Publisher | : Routledge |
Total Pages | : 292 |
Release | : 2021-03-29 |
Genre | : Art |
ISBN | : 1000367649 |
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.
Author | : Sandra Lynch |
Publisher | : Springer |
Total Pages | : 313 |
Release | : 2017-01-27 |
Genre | : Education |
ISBN | : 9811026432 |
While firmly acknowledging the importance of play in early childhood, this book interrogates the assumption that play is a birthright. It pushes beyond traditional understandings of play to ask questions such as: what is the relationship between play and the arts – theatre, music and philosophy – and between play and wellbeing? How is play relevant to educational practice in the rapidly changing circumstances of today’s world? What do Australian Aboriginal conceptions of play have to offer understandings of play? The book examines how ideas of play evolve as children increasingly interact with popular culture and technology, and how developing notions of play have changed our work spaces, teaching practices, curricula, and learning environments, as well as our understanding of relationships between children and adults. This multidisciplinary volume on the subject of play combines the work of some of the world’s leading researchers in the field of early childhood education with contributions from distinguished and emerging scholars in areas as diverse as education, theatre studies, architecture, literature, philosophy, cultural studies, theology and the creative arts. Reconsidering the common focus on play in early education, to investigate its broader impact, this collection offers a refreshing and valuable addition to studies on play, reconceptualizing it for the 21st century.
Author | : José P. Zagal |
Publisher | : Taylor & Francis |
Total Pages | : 588 |
Release | : 2024-06-27 |
Genre | : Games & Activities |
ISBN | : 1040029760 |
This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies.