The Game Master's Book of Random Encounters

The Game Master's Book of Random Encounters

Author: Jeff Ashworth

Publisher: Media Lab Books

Published: 2020-09-15

Total Pages: 256

ISBN-13: 9781948174374

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For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.


A Secret Atlas

A Secret Atlas

Author: Michael A. Stackpole

Publisher: Spectra

Published: 2006

Total Pages: 642

ISBN-13: 0553586637

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The author of bestselling "Star Wars" novels follows his acclaimed original DragonCrown War Cycle with the first in a dazzling new trilogy. Stackpole's original fantasy novels have won fans and acclaim from coast to coast.


The Image of the City

The Image of the City

Author: Kevin Lynch

Publisher: MIT Press

Published: 1964-06-15

Total Pages: 212

ISBN-13: 9780262620017

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The classic work on the evaluation of city form. What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller? To answer these questions, Mr. Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion—imageability—and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and certainly the city dweller will all want to read this book.


Rules of Play

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2003-09-25

Total Pages: 680

ISBN-13: 9780262240451

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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.


Sophie's World

Sophie's World

Author: Jostein Gaarder

Publisher: Farrar, Straus and Giroux

Published: 2007-03-20

Total Pages: 599

ISBN-13: 1466804270

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A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.


Discworld and the Disciplines

Discworld and the Disciplines

Author: Anne Hiebert Alton

Publisher: McFarland

Published: 2014-04-22

Total Pages: 242

ISBN-13: 1476616019

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This collection of new essays applies a wide range of critical frameworks to the analysis of prolific fantasy author Terry Pratchett's Discworld books. Essays focus on topics such as Pratchett's treatment of noise and silence and their political implications; art as an anodyne for racial conflict; humor and cognitive debugging; visual semiotics; linguistic stylistics and readers' perspectives of word choice; and Derrida and the "monstrous Regiment of Women." The volume also includes an annotated bibliography of critical sources. The essays provide fresh perspectives on Pratchett's work, which has stealthily redefined both fantasy and humor for modern audiences.


Eberron

Eberron

Author: Keith Baker

Publisher:

Published: 2004

Total Pages: 0

ISBN-13: 9780786932740

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Provides guidance and fresh angles to the Dungeons & dragons game Eberron.


Sharp Ends

Sharp Ends

Author: Joe Abercrombie

Publisher: Orbit

Published: 2016-04-26

Total Pages: 327

ISBN-13: 0316390801

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Sharp Ends is the ultimate collection of award winning tales and exclusive new short stories from the master of grimdark fantasy, Joe Abercrombie. Violence explodes, treachery abounds, and the words are as deadly as the weapons in this rogue's gallery of side-shows, back-stories, and sharp endings from the world of the First Law. The Union army may be full of bastards, but there's only one who thinks he can save the day single-handed when the Gurkish come calling: the incomparable Colonel Sand dan Glokta. Curnden Craw and his dozen are out to recover a mysterious item from beyond the Crinna. Only one small problem: no one seems to know what the item is. Shevedieh, the self-styled best thief in Styria, lurches from disaster to catastrophe alongside her best friend and greatest enemy, Javre, Lioness of Hoskopp. And after years of bloodshed, the idealistic chieftain Bethod is desperate to bring peace to the North. There's only one obstacle left -- his own lunatic champion, the most feared man in the North: the Bloody-Nine . . .


MONEY Master the Game

MONEY Master the Game

Author: Anthony Robbins

Publisher: Simon and Schuster

Published: 2016-03-29

Total Pages: 688

ISBN-13: 1476757860

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"Bibliography found online at tonyrobbins.com/masterthegame"--Page [643].


The Ultimate Random Encounters Book

The Ultimate Random Encounters Book

Author: Travis "Wheels" Wheeler

Publisher: Simon and Schuster

Published: 2021-10-05

Total Pages: 176

ISBN-13: 1507216378

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"Playing a role-playing game is a delicate dance. If everything runs smoothly, it feels like you and your friends are able to maneuver effortlessly through dramatic, epic, and uproariously silly scenes where everyone gets a chance to shine. And yet, other times it just doesn't come together. Combat slows to a repetitive grind, the Game Master runs out of good Non-Player Character (NPC) ideas, or after twenty-six rounds maybe even the most beautifully designed encounter just gets a bit stale. Sure, you could prep an absolute powerhouse of an all-killer-no filler role-playing session. Spend time getting fun character voices ready for every NPC. But that sounds like way too much work. This is the book you turn to for help. It's a big book of ideas designed to slot right into your existing campaign, organized into neat little tables. If you salivate at chaos magic effect tables and daydream about wild, unexpected die results, you already know it can also be fun to throw caution to the wind and let randomness determine as much as possible. Even the most organized GMs and the tightest adventure modules benefit from a little spice!"--