GURPS Supers

GURPS Supers PDF Author: Loyd Blankenship
Publisher:
ISBN: 9781556341946
Category : Games & Activities
Languages : en
Pages : 132

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GURPS For Dummies

GURPS For Dummies PDF Author: Adam Griffith
Publisher: John Wiley & Sons
ISBN: 0471783293
Category : Games & Activities
Languages : en
Pages : 438

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Book Description
Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet…searching for hidden treasure or for secrets to eliminate disease… fighting crime or combating armies of evil robots…casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.

Monsters, Aliens, and Holes in the Ground, Deluxe Edition

Monsters, Aliens, and Holes in the Ground, Deluxe Edition PDF Author: Stu Horvath
Publisher: MIT Press
ISBN: 026204823X
Category : Games & Activities
Languages : en
Pages : 457

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Book Description
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play. The deluxe edition will include a foil-stamped cover and slipcase with a cloth binding, a ribbon, gilded edges, and an 8.5x11-inch card stock poster of the regular edition.

Monsters, Aliens, and Holes in the Ground

Monsters, Aliens, and Holes in the Ground PDF Author: Stu Horvath
Publisher: MIT Press
ISBN: 0262048221
Category : Games & Activities
Languages : en
Pages : 457

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Book Description
A richly illustrated, encyclopedic deep dive into the history of roleplaying games. When Gary Gygax and Dave Arneson released Dungeons & Dragons in 1974, they created the first roleplaying game of all time. Little did they know that their humble box set of three small digest-sized booklets would spawn an entire industry practically overnight. In Monsters, Aliens, and Holes in the Ground, Stu Horvath explores how the hobby of roleplaying games, commonly known as RPGs, blossomed out of an unlikely pop culture phenomenon and became a dominant gaming form by the 2010s. Going far beyond D&D, this heavily illustrated tome covers more than three hundred different RPGs that have been published in the last five decades. Monsters, Aliens, and Holes in the Ground features (among other things) bunnies, ghostbusters, soap operas, criminal bears, space monsters, political intrigue, vampires, romance, and, of course, some dungeons and dragons. In a decade-by-decade breakdown, Horvath chronicles how RPGs have evolved in the time between their inception and the present day, offering a deep and gratifying glimpse into a hobby that has changed the way we think about games and play.

War Games

War Games PDF Author: Philip Hammond
Publisher: Bloomsbury Publishing USA
ISBN: 1501351176
Category : Social Science
Languages : en
Pages : 288

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Book Description
Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

Gurps: Supers

Gurps: Supers PDF Author: William H. Stoddard
Publisher:
ISBN: 9781556347719
Category : Fantasy games
Languages : en
Pages : 0

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Book Description
This volume is a comprehensive playbook to the supers genre and to capturing it in your campaign. It is focused on drama and characterization.

GURPS Supers Adventures

GURPS Supers Adventures PDF Author: Steve Jackson, Games Staff
Publisher: Steve Jackson Games
ISBN: 9781556342295
Category :
Languages : en
Pages : 128

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Book Description


Third Person

Third Person PDF Author: Pat Harrigan
Publisher: MIT Press
ISBN: 0262533790
Category : Games & Activities
Languages : en
Pages : 493

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Book Description
Narrative strategies for vast fictional worlds across a variety of media, from World of Warcraft to The Wire. The ever-expanding capacities of computing offer new narrative possibilities for virtual worlds. Yet vast narratives—featuring an ongoing and intricately developed storyline, many characters, and multiple settings—did not originate with, and are not limited to, Massively Multiplayer Online Games. Thomas Mann's Joseph and His Brothers, J. R. R. Tolkien's Lord of the Rings, Marvel's Spiderman, and the complex stories of such television shows as Dr. Who, The Sopranos, and Lost all present vast fictional worlds. Third Person explores strategies of vast narrative across a variety of media, including video games, television, literature, comic books, tabletop games, and digital art. The contributors—media and television scholars, novelists, comic creators, game designers, and others—investigate such issues as continuity, canonicity, interactivity, fan fiction, technological innovation, and cross-media phenomena. Chapters examine a range of topics, including storytelling in a multiplayer environment; narrative techniques for a 3,000,000-page novel; continuity (or the impossibility of it) in Doctor Who; managing multiple intertwined narratives in superhero comics; the spatial experience of the Final Fantasy role-playing games; World of Warcraft adventure texts created by designers and fans; and the serial storytelling of The Wire. Taken together, the multidisciplinary conversations in Third Person, along with Harrigan and Wardrip-Fruin's earlier collections First Person and Second Person, offer essential insights into how fictions are constructed and maintained in very different forms of media at the beginning of the twenty-first century.

The Umbrella Academy Library Edition Volume 3: Hotel Oblivion

The Umbrella Academy Library Edition Volume 3: Hotel Oblivion PDF Author: Gerard Way
Publisher: Dark Horse Comics
ISBN: 1506716466
Category : Comics & Graphic Novels
Languages : en
Pages : 244

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Book Description
The New York Times bestselling comics series that was the inspiration for The Umbrella Academy on Netflix, now on Season 3! With a new Netflix show and a third comics series, the dysfunctional family of superheroes returned with a vengeance in 2019. Now that acclaimed series, Hotel Oblivion, gets an oversized hardcover treatment, with the complete 7-issue story, plus a greatly expanded sketchbook section. Faced with an increasing number of lunatics with superpowers eager to fight his wunderkind brood, Sir Reginald Hargreeves developed the ultimate solution . . . But their past is coming back to haunt them. Collects The Umbrella Academy: Hotel Oblivion issues #1–#7.

The Umbrella Academy Volume 3: Hotel Oblivion Deluxe Edition

The Umbrella Academy Volume 3: Hotel Oblivion Deluxe Edition PDF Author: Gerard Way
Publisher: Dark Horse Comics
ISBN: 1506716458
Category : Comics & Graphic Novels
Languages : en
Pages : 252

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Book Description
The New York Times bestselling comics series that was the inspiration for The Umbrella Academy on Netflix, now on Season 3! With a new Netflix show and a third comics series, the dysfunctional family of superheroes returned with a vengeance in 2019. Now that acclaimed series, Hotel Oblivion, gets the deluxe treatment, in a slip-cased hardcover, with the complete 7-issue story, plus a greatly expanded sketchbook section. This deluxe edition also features a portfolio inside the slip-case, with a psychedelic print by Gabriel Ba, exclusive to this edition. Faced with an increasing number of lunatics with superpowers eager to fight his wunderkind brood, Sir Reginald Hargreeves developed the ultimate solution . . . But their past is coming back to haunt them. Collects The Umbrella Academy: Hotel Oblivion issues #1-#7.