Fate

Fate

Author: Leonard Balsera

Publisher:

Published: 2013-07-03

Total Pages: 308

ISBN-13: 9781613170298

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Grab your plasma rifles, spell components, and jetpacks! Name your game; Fate Core is the foundation that can make it happen. Fate Core is a flexible system that can support whatever worlds you dream up. Have you always wanted to play a post-apocalyptic spaghetti western with tentacle monsters? Swords and sorcery in space? Wish there was a game based on your favorite series of books, film, or television, but it never happened? Fate Core is your answer. Fate Core is a tabletop roleplaying game about proactive, capable people who lead dramatic lives. The type of drama they experience is up to you. But wherever they go, you can expect a fun storytelling experience full of twists...of fate. GAME INFORMATION Number of players: 3-6 Age of players: 12+ Length: 2-8 hours Type of Game: Roleplaying Game Languages Available: English Suggested Retail: $25.00 Game Designers: Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson


Fate Accelerated Edition

Fate Accelerated Edition

Author: Clark Valentine

Publisher:

Published: 2013-07-03

Total Pages: 48

ISBN-13: 9781613170472

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Let's face it: most roleplaying games aren't grab-and-go. Giant books and prep work out the ying-yang can be fun if you've got the time, but what if you don't? What if you're looking for a last minute game? What if you're new to the RPG world and want a no hassle way to try one out? What if you're introducing your kids to RPGs and want something easily accessible for them that won't bore you to tears? We've got a solution: Fate Accelerated Edition. Fate Accelerated, or FAE, is a condensed version of the popular Fate Core system that brings all the flexibility and power of Fate in an easily digestible--and quickly read--package. With FAE, you and your friends can step into the world of your favorite books, movies, and TV or you can create a world of your own. And set up is simple--you can be playing in minutes. Whether you're new to RPGs or an expert gamer, FAE brings something special to the table. Fate Accelerated Edition. Your story--full speed ahead.


The Crown's Fate

The Crown's Fate

Author: Evelyn Skye

Publisher: HarperCollins

Published: 2017-05-16

Total Pages: 289

ISBN-13: 0062422634

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The gorgeous and darkly compelling sequel to The Crown’s Game—perfect for fans of Red Queen and Shadow and Bone.A New York Times bestseller! Magic is growing, shadows are rising, and the throne is at stake… Russia is on the brink of great change. Pasha’s coronation approaches, and Vika is now the Imperial Enchanter, but the role she once coveted may be more difficult—and dangerous—than she ever expected. Pasha is grappling with his own problems—his legitimacy is in doubt, the girl he loves loathes him, and he believes his best friend is dead. When a challenger to the throne emerges—and with the magic in Russia growing rapidly—Pasha must do whatever it takes to keep his position and protect his kingdom. For Nikolai, the ending of the Crown’s Game stung deeply. Although he just managed to escape death, Nikolai remains alone, a shadow hidden in a not-quite-real world of his own creation. But when he’s given a second chance at life—tied to a dark price—Nikolai must decide just how far he’s willing to go to return to the world. With revolution on the rise, dangerous new magic rearing up, and a tsardom up for the taking, Vika, Nikolai, and Pasha must fight—or face the destruction of not only their world but also themselves.


Fate

Fate

Author: Robert Donoghue

Publisher:

Published: 2013

Total Pages: 183

ISBN-13: 9781613170502

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The Crown's Game

The Crown's Game

Author: Evelyn Skye

Publisher: HarperCollins

Published: 2016-05-17

Total Pages: 273

ISBN-13: 006242260X

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"Gorgeous and richly imagined."—Sara Raasch, New York Times bestselling author of the Snow Like Ashes series "Teeming with hidden magic and fiery romance."—Sabaa Tahir, #1 New York Times bestselling author of An Ember in the Ashes Perfect for fans of Shadow and Bone and Red Queen, The Crown’s Game is a thrilling and atmospheric historical fantasy set in Imperial Russia about two teenagers who must compete for the right to become the Imperial Enchanter—or die in the process—from debut author Evelyn Skye. Vika Andreyeva can summon the snow and turn ash into gold. Nikolai Karimov can see through walls and conjure bridges out of thin air. They are enchanters—the only two in Russia—and with the Ottoman Empire and the Kazakhs threatening, the tsar needs a powerful enchanter by his side. And so he initiates the Crown’s Game, an ancient duel of magical skill—the greatest test an enchanter will ever know. The victor becomes the Imperial Enchanter and the tsar’s most respected adviser. The defeated is sentenced to death. Raised on tiny Ovchinin Island her whole life, Vika is eager for the chance to show off her talent in the grand capital of Saint Petersburg. But can she kill another enchanter—even when his magic calls to her like nothing else ever has? For Nikolai, an orphan, the Crown’s Game is the chance of a lifetime. But his deadly opponent is a force to be reckoned with—beautiful, whip smart, imaginative—and he can’t stop thinking about her. And when Pasha, Nikolai’s best friend and heir to the throne, also starts to fall for the mysterious enchantress, Nikolai must defeat the girl they both love . . . or be killed himself. As long-buried secrets emerge, threatening the future of the empire, it becomes dangerously clear . . . the Crown’s Game is not one to lose.


Japanese Role-Playing Games

Japanese Role-Playing Games

Author: Rachael Hutchinson

Publisher: Rowman & Littlefield

Published: 2022-04-11

Total Pages: 337

ISBN-13: 1793643555

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Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.


Mindjammer

Mindjammer

Author: Sarah Newton

Publisher: Createspace Independent Publishing Platform

Published: 2012-08-09

Total Pages: 0

ISBN-13: 9781478348023

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IT IS THE SECOND AGE OF SPACE... In the seventeenth millennium, the New Commonality of Humankind is expanding, using newly-discovered faster-than-light travel to rediscover lost worlds colonised in the distant past. It's a time of turmoil, of clashing cultures, as civilisations shudder and collapse before the might of a benevolent empire ten millennia old. In the Solenine Cluster, things are going from bad to worse, as hyper-advanced technologies destabilise a world in chaos. Thaddeus Clay and his SCI Force special ops team are on the trail of the Transmigration Heresy. What they find is something beyond even their imagining - something which could tear the whole Commonality apart... "Thrilling adventure and mystery wrapped up with an inventive, mind-bending look at mankind's future." - Howard Andrew Jones, author of The Desert of Souls "Science fiction like this never dies." - Chris Helton, Dorkland "Complex, gripping... the most original sci-fi you're likely to get..." - G*M*S Magazine "a very exciting and intelligently-written novel that should be on the reading list of every SF fan!" - Stargazer's World "William Gibson-like in the intensity of the ideas it introduces... a heady mixture of action, crunchy science fiction elements and that perennial cyberpunk or transhuman question: what does human mean?" - Shores of Night


Doing Things with Games

Doing Things with Games

Author: Lindsay Grace

Publisher: CRC Press

Published: 2019-07-01

Total Pages: 269

ISBN-13: 0429771312

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The book provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. The book serves as a guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design. Key Features Provides contemporary guide on the use of games to create social impact for beginner to intermediate practitioners o Provides design and implementation strategies for social impact games Provides wide ranging case studies in social impact games Provides professional advice from multiple social impact industry practitioners via sidebar interviews, quotes, and postmortems Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims


Games, Sports, and Play

Games, Sports, and Play

Author: Thomas Hurka

Publisher: Oxford University Press

Published: 2019-09-05

Total Pages: 245

ISBN-13: 0192519255

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This volume presents new philosophical essays on a topic that's been neglected in most recent philosophy: games, sports, and play. Some contributions address conceptual questions about what games and sports have in common and that distinguishes them from other activities; here many take their start from Bernard Suits's celebrated analysis of game-playing in his book The Grasshopper and either elaborate it or propose an alternative to it. Other essays discuss normative issues that arise within games and sports, such as about fairness, for example in the treatment of male and female athletes. Yet others consider broader evaluative questions about the value of games and sports, which some see as enabling the display of distinctive excellences. Games, Sports, and Play includes a posthumous essay by Suits defending his claim, in The Grasshopper, that life in utopia would consist primarily in playing games. The volume's chapters approach the topic of games, sports, and play from different angles but always in the belief that there is rich terrain here for philosophical investigation.