The essential handbook integrating fear and horror into D&D play, this guide provides everything Dungeon Masters need to run a horror-oriented campaign or integrate elements of creepiness and tension into their existing campaigns.
'Beware the Winner's Curse' shows how hubris and badly aligned financial incentives lead managers to aggressively pursue victories, and end up worse off as a result. It explores recent disasters in business, sports, and entertainment, and offers concrete steps that managers can take to avoid encountering the curse.
IN THE GRAND TRADITION OF EIGHT MEN OUT . . . the untold story of baseball’s ORIGINAL SCANDAL Did the Chicago Cubs throw the World Series in 1918—and get away with it? Who were the players involved—and why did they do it? Were gambling and corruption more widespread across the leagues than previously believed? Were the players and teams “cursed” by their actions? Finally, is it time to rewrite baseball history? With exclusive access to surprising new evidence, Sporting News reporter Sean Deveney details a scandal at the core of baseball’s greatest folklore—in a golden era as exciting and controversial as our sports world today. This inside look at the pivotal year of 1918 proves that baseball has always been a game overrun with colorful characters, intense human drama, and explosive controversy. "The Original Curse is not just about baseball. It is a sweeping portrait of America at war in 1918. . . . In the end, the proper question is not, ‘How could a player from that era fix the World Series?’ It’s, ‘How could he not?’” —Ken Rosenthal, FOX Sports, from the Introduction "Sean Deveney plays connect-the-dots in this intriguing account of a possible conspiracy to throw the 1918 World Series. Thoroughly researched and well written, The Original Curse is a must-read for baseball fans and anyone who loves a good mystery. Is Max Flack the Shoeless Joe of the 1918 Cubs? Deveney lays out the case and let's readers decide if the fix was in." —Paul Sullivan, Cubs beat writer, Chicago Tribune "This book gives the reader a fun and honest look at baseball as it used to be-- the good guys, the gamblers, the cheaters, the drunks, the inept leaders. But, more than that, it puts those characters into the context of Chicago, Boston and America at the time of World War I, and you wind up with a unique way to explain the motivations of those characters." —David Kaplan, host, Chicago Tribune Live and WGN's Sports Central “Deveney’s painstaking study of the 1918 World Series between the Cubs and Red Sox argues that the Black Sox scandal was not an aberration and might have had an antecedent. Deveney’s scholarship does not detract from his ability to spin a good tale: his tendency to imagine players’ conversations will remind readers of Leigh Montville’s The Big Bam: The Life and Times of Babe Ruth.... A welcome companion to Susan Dellinger’s Red Legs and Black Sox: Edd Roush and the Untold Story of the 1919 World Series, Deveney’s book contributes greatly to our understanding of this decisive period in baseball and American morals." —Library Journal
This collection of eleven entertaining, thought-provoking stories about sports and the games people play offers both a male and female perspective on just what's so funny about the ways we compete.
This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.
"From the #1 New York Times bestselling author behind the Starz original series The White Queen comes the story of lady-in-waiting Margaret Pole and her unique view of King Henry VIII's stratospheric rise to power in Tudor England. Regarded as yet another threat to the volatile King Henry VII's claim to the throne, Margaret Pole, cousin to Elizabeth of York (known as the White Princess) and daughter of George, Duke of Clarence, is married off to a steady and kind Lancaster supporter--Sir Richard Pole. For his loyalty, Sir Richard is entrusted with the governorship of Wales, but Margaret's contented daily life is changed forever with the arrival of Arthur, the young Prince of Wales, and his beautiful bride, Katherine of Aragon. Margaret soon becomes a trusted advisor and friend to the honeymooning couple, hiding her own royal connections in service to the Tudors. After the sudden death of Prince Arthur, Katherine leaves for London a widow, and fulfills her deathbed promise to her husband by marrying his brother, Henry VIII. Margaret's world is turned upside down by the surprising summons to court, where she becomes the chief lady-in-waiting to Queen Katherine. But this charmed life of the wealthiest and "holiest" woman in England lasts only until the rise of Anne Boleyn, and the dramatic deterioration of the Tudor court. Margaret has to choose whether her allegiance is to the increasingly tyrannical king, or to her beloved queen; to the religion she loves or the theology which serves the new masters. Caught between the old world and the new, Margaret Pole has to find her own way as she carries the knowledge of an old curse on all the Tudors"--
Most South Carolina football fans have attended a game at Williams-Brice Stadium, seen highlights of a young George Rogers, and can recite memorable quotes from the team’s “Head Ball Coach,” Steve Spurrier. But only real fans know the history of the team’s alternate black uniforms, remember when Cocky first appeared as the team’s mascot, or know all the lyrics to “The Fighting Gamecocks Lead the Way.” 100 Things South Carolina Fans Should Know & Do Before They Die reveals the most critical moments and important facts about past and present players, coaches, and teams that are part of the storied history that is South Carolina football. Scattered throughout the pages, are pep talks, records, and Gamecocks lore to test fans’ knowledge, including the formative years of South Carolina football, from its origins in the 1800s to Paul Dietzel’s tenure in the 1960s and 1970s; George Rogers’ unforgettable 1980 Heisman Trophy season, including South Carolina’s upset of Bo Schembechler’s favored Michigan team in Ann Arbor; South Carolina’s entrance into the SEC in 1992 and Lou Holtz’s memorable tenure as Gamecocks head coach before Spurrier arrived in Columbia; and profiles of memorable Gamecocks figures such as Joe Morrison, Rogers, Dietzel, Jim Carlen, and recent stars Marcus Lattimore and Jadeveon Clowney. Die-hard fans from the days of George Rogers as well as new supporters of head coach Spurrier’s squad will enjoy this guide to everything Gamecocks fans should know, see, and do in their lifetime.