I’ve been role-playing all my life and I’ve run a lot of well-received campaigns. My players asked me what made my games work and this book is the result. This isn’t a rulebook for any gaming system, but it’s a how-to for my style of creating memorable NPCs, planning games, and engaging with your players. - Foreword, by Erica Lindquist - On Storytelling - Before the Game - Building Your Story - Running Your Game - Players & Player Characters - Problems - Rules & Mechanics - Setting & NPCs
Improve your RPG campaign with this comprehensive and interactive guide to making the most out of your gaming experience. Whatever RPG game you play, from D&D to Call of Cthulu to licensed games like Star Wars, every detail is important. From setting the scene to choosing the right music or even adjusting the lighting to create the right atmosphere, every choice helps maximize your gaming experience. The Ultimate RPG Gameplay Guide provides practical advice for everything from pre-game preparations and in-game improvisation to working out a plan of attack with your teammates to learning how to lean into the setting of your game. Including instructions, prompts, and activities, it offers everything you need for successful, fun role-playing with your friends every time you play. Create hours of narrative and make the most out of your storytelling skills by setting the perfect scene for your adventure. Whether you need advice on your character or working better with your gaming group, James D’Amato includes everything you’ll need to take your game to the next level.
Ramp up your role-playing game (RPG) and make your character your own with this fun, interactive workbook—an essential addition to any player’s gaming kit. You’ve chosen your class, bought your weapons, and rolled for your stats, and you’re now the proud owner of your own RPG (role-playing game) avatar. But before you begin your adventure, there’s so much more you can do with your character to make him or her your own! Just how evil is she? What does his dating profile look like? Where did she get that scar? What does he want for his birthday? With fill-in-the blank narratives, prompts, and fun activities to help you customize your character at the start of the game, or build out your backstory as you play, The Ultimate RPG Character Backstory Book will help you fully imagine your character and bring them to life for the ultimate gaming experience!
- My Guide to RPG Storytelling - I've been role-playing all my life and I've run a lot of well-received campaigns. My players asked me what made my games work and this book is the result. This isn't a rulebook for any gaming system, but it's a how-to for my style of creating memorable NPCs, planning games, and engaging with your players. - Foreword, by Erica Lindquist - On Storytelling - Before the Game - Building Your Story - Running Your Game - Players & Player Characters - Problems - Rules & Mechanics - Setting & NPCs - My Storytelling Guide Companion - My players asked me how I ran my games and what made them work, so I wrote a book. Then they asked for specific examples and ideas, so I wrote another one. This companion to My Guide to RPG Storytelling goes deeper into creating in-game crises, with lists of example scenarios and twists. The second half covers using voices, mannerisms, and archetypes to create NPCs, including some of the most memorable NPCs from my own games and what made them work. - From Dream to Dice - I've written two other books (so far) on my tricks and tools for running table-top role-playing games. But now it's time to put those tools to the test – making an actual RPG campaign. Right here, right now, on the page. So let's do this! I'll start with the seed of a story idea, go through world-building and character creation, then expanding that basic plot out into scenes, combats and crises. This is an up-close, behind the scenes look at how I make a game. Then I'll run the campaign for my group. The second half of this book details what went right, what went wrong, how I kept the game moving and my friends entertained. From the dream that inspired me to the dice hitting the table, this is how I run an RPG.
For centuries, supernatural powers have reigned, warring among themselves, culling the human herds and lashing out from the shadows. The creatures of the night have held court since before the dawn of history. Nothing lasts forever. From the throng of humanity, individuals emerge who know the truth. They know monsters exist. Enough is enough! The forces of darkness must pay their due. The time of retribution is at hand. Hunter is devoted to the stories of individual people who are chosen to witness monsters and come to grips with their existence. But what do monsters think of these upstart mortals? How do you scare your players as much as their characters? This book helps you get the most out of your Hunter chronicle.
My players asked me how I ran my games and what made them work, so I wrote a book. Then they asked for specific examples and ideas, so I wrote another one. This companion to My Guide to RPG Storytelling goes deeper into creating in-game crises, with lists of example scenarios and twists. The second half covers using voices, mannerisms, and archetypes to create NPCs, including some of the most memorable NPCs from my own games and what made them work.
Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design
My Little Pony: Tails of Equestria is a storytelling pen and paper game for 2 to 6 players. Players create and role-play as pony heroes who explore and seek adventure in the various lands of Equestria. Guided by a Game Master (GM), players adventure together and use the magic of friendship to overcome obstacles as they learn more about each other and the world around them.
The terrifyingly surreal universe of horror master H. P. Lovecraft bleeds into the logical world of Sherlock Holmes, Sir Arthur Conan Doyle’s champion of rational deduction, in these stories by twenty top horror, mystery, fantasy, and science fiction writers. Arthur Conan Doyle’s Sherlock Holmes is among the most famous literary figures of all time. For more than a hundred years, his adventures have stood as imperishable monuments to the ability of human reason to penetrate every mystery, solve every puzzle, and punish every crime. For nearly as long, the macabre tales of H. P. Lovecraft have haunted readers with their nightmarish glimpses into realms of cosmic chaos and undying evil. But what would happen if Conan Doyle’s peerless detective and his allies were to find themselves faced with mysteries whose solutions lay not only beyond the grasp of logic, but of sanity itself? In this collection of all-new, all-original tales, twenty of today’s most cutting-edge writers provide their answers to that burning question. “A Study in Emerald” by Neil Gaiman: A gruesome murder exposes a plot against the Crown, a seditious conspiracy so cunningly wrought that only one man in all London could have planned it—and only one man can hope to stop it. “A Case of Royal Blood” by Steven-Elliot Altman: Sherlock Holmes and H. G. Wells join forces to protect a princess stalked by a ghost—or perhaps something far worse than a ghost. “Art in the Blood” by Brian Stableford: One man’s horrific affliction leads Sherlock Holmes to an ancient curse that threatens to awaken the crawling chaos slumbering in the blood of all humankind. “The Curious Case of Miss Violet Stone” by Poppy Z. Brite and David Ferguson: A girl who has not eaten in more than three years teaches Holmes and Watson that sometimes the impossible cannot be eliminated. “The Horror of the Many Faces” by Tim Lebbon: Dr. Watson witnesses a maniacal murder in London—and recognizes the villain as none other than his friend, Mr. Sherlock Holmes. With thirteen other dark tales of madness, horror, and deduction, a new and terrible game is afoot: “Tiger! Tiger!” by Elizabeth Bear “The Case of the Wavy Black Dagger” by Steve Perry “The Weeping Masks” by James Lowder “The Adventure of the Antiquarian’s Niece” by Barbara Hambly “The Mystery of the Worm” by John Pelan “The Mystery of the Hanged Man’s Puzzle” by Paul Finch “The Adventure of the Arab’s Manuscript” by Michael Reaves “The Drowned Geologist” by Caitlín R. Kiernan “A Case of Insomnia” by John P. Vourlis “The Adventure of the Voorish Sign” by Richard A. Lupoff “The Adventure of Exham Priory” by F. Gwynplaine MacIntyre “Death Did Not Become Him” by David Niall Wilson and Patricia Lee Macomber “Nightmare in Wax” by Simon Clark