Tales of Adventure #2

Tales of Adventure #2
Author: Michael Kingswood
Publisher: SSN Storytelling
Total Pages: 274
Release: 2015-10-17
Genre: Fiction
ISBN:

A sword-for-hire quests to defeat an evil Necromancer. A young girl discovers that music has a magic of its own. An FBI interrogator discovers a chilling conspiracy. A shipwreck unleashes a supernatural monster onto the inhabitants of a tropical island. A washed-up electrician battles a monster from beyond our universe. Tales of Adventure #2 is a collection of five science fiction and fantasy novelettes and novellas: The Necromancer’s Lair, A Note Of Magic, Facilitated Interrogation, The Beast And The God-Woman, and What Lurks Between.

Tales of Magick

Tales of Magick
Author: Phil Brucato
Publisher: White Wolf Games Studio
Total Pages: 0
Release: 1998-12
Genre:
ISBN: 9781565044043

"Kick Ass! And Live to Tell About It! Some people think the Awakened sit around dreaming about Ascension. Wrong. Dead wrong. When reality itself is on the brink of destruction, you don't contemplate your navel. You fight -- and sometimes die -- for the sake of the future. Tales of Magick takes Mage from the realm of abstraction and kicks it screaming into high gear. If you ever wondered how to run an epic, exciting modern sorcery chronicle, Dark Adventure is for you. Indeed, Tales of Magick is an ongoing series of books dedicated to playing Mage in a variety of genres and settings. Now your Mage game can go anywhere, anywhen".

The Big Book of Adventure Stories

The Big Book of Adventure Stories
Author: Otto Penzler
Publisher: Vintage
Total Pages: 898
Release: 2011-05-31
Genre: Fiction
ISBN: 030747450X

A hair-raising collection of adventure stories that's so big and enthralling if you open it you may never be seen again: enter at your own risk. Everyone loves adventure, and Otto Penzler has collected the best adventure stories of all time into one mammoth volume. With stories by Jack London, O. Henry, H. Rider Haggard, Alastair MacLean, Talbot Mundy, Cornell Woolrich, and many others, this wide-reaching and fascinating volume contains some of the best characters from the most thrilling adventure tales, including The Cisco Kid; Sheena, Queen of the Jungle; Bulldog Drummond; Tarzan; The Scarlet Pimpernel; Conan the Barbarian; Hopalong Cassidy; King Kong; Zorro; and The Spider. Divided into sections that embody the greatest themes of the genre—Sword & Sorcery, Megalomania Rules, Man vs. Nature, Island Paradise, Sand and Sun, Something Feels Funny, Go West Young Man, Future Shock, I Spy, Yellow Peril, In Darkest Africa—it is destined to be the greatest collection of adventure stories ever compiled. Featuring: Lawless open seas Ferocious army ants Deadeyed gunmen Exotic desert islands Feverish jungle adventures Including: The story that introduced The Cisco Kid The complete novel of Tarzan the Terrible

Tome of Adventure Design PoD Softcover

Tome of Adventure Design PoD Softcover
Author: Frog God Games
Publisher:
Total Pages: 318
Release: 2020-07-17
Genre:
ISBN: 9781943067367

A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.