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Dungeons & Dragons Art & Arcana

Released on 2018-10-23
Dungeons & Dragons Art & Arcana

Author: Michael Witwer

Publisher: Ten Speed Press

ISBN: 9780399580956

Category: Games & Activities

Page: 448

View: 576

An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.

Dungeons and Dragons Art & Arcana

Released on 2018
Dungeons and Dragons Art & Arcana

Author: Michael Witwer

Publisher:

ISBN: 039928575X

Category: Dungeons and Dragons (Game)

Page: 0

View: 139

Heroes' Feast (Dungeons & Dragons)

Released on 2020-10-27
Heroes' Feast (Dungeons & Dragons)

Author: Kyle Newman

Publisher: Ten Speed Press

ISBN: 9781984858917

Category: Cooking

Page: 240

View: 736

NEW YORK TIMES BESTSELLER • 80 recipes inspired by the magical world of Dungeons & Dragons “Ready a tall tankard of mead and brace yourself for a culinary journey to match any quest!”—Tom Morello, Rage Against the Machine From the D&D experts behind Dungeons & Dragons Art & Arcana comes a cookbook that invites fantasy lovers to celebrate the unique culinary creations and traditions of their favorite fictional cultures. With this book, you can prepare dishes delicate enough to dine like elves and their drow cousins or hearty enough to feast like a dwarven clan or an orcish horde. All eighty dishes—developed by a professional chef—are delicious, easy to prepare, and composed of wholesome ingredients readily found in our world. Heroes’ Feast includes recipes for snacking, such as Elven Bread, Iron Rations, savory Hand Pies, and Orc Bacon, as well as hearty vegetarian, meaty, and fish mains, such as Amphail Braised Beef, Hommlet Golden Brown Roasted Turkey, Drow Mushroom Steaks, and Pan-Fried Knucklehead Trout—all which pair perfectly with a side of Otik’s famous fried spiced potatoes. There are also featured desserts and cocktails—such as Heartlands Rose Apple and Blackberry Pie, Trolltide Candied Apples, Evermead, Potion of Restoration, and Goodberry Blend—and everything in between, to satisfy a craving for any adventure.

Game Wizards

Released on 2021-10-12
Game Wizards

Author: Jon Peterson

Publisher: MIT Press

ISBN: 9780262542951

Category: Games & Activities

Page: 401

View: 109

The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.

Slaying the Dragon

Released on 2022-07-19
Slaying the Dragon

Author: Ben Riggs

Publisher: St. Martin's Press

ISBN: 9781250278050

Category: Games & Activities

Page: 208

View: 937

Role-playing game historian Ben Riggs unveils the secret history of TSR— the company that unleashed imaginations with Dungeons & Dragons, was driven into ruin by disastrous management decisions, and then saved by their bitterest rival. Co-created by wargame enthusiasts Gary Gygax and Dave Arneson, the original Dungeons & Dragons role-playing game released by TSR (Tactical Studies Rules) in 1974 created a radical new medium: the role-playing game. For the next two decades, TSR rocketed to success, producing multiple editions of D&D, numerous settings for the game, magazines, video games, New York Times bestselling novels by Margaret Weis, Tracy Hickman, and R. A. Salvatore, and even a TV show! But by 1997, a series of ruinous choices and failed projects brought TSR to the edge of doom—only to be saved by their fiercest competitor, Wizards of the Coast, the company behind the collectible card game Magic: The Gathering. Unearthed from Ben Riggs’s own adventurous campaign of in-depth research, interviews with major players, and acquisitions of secret documents, Slaying the Dragon reveals the true story of the rise and fall of TSR. Go behind the scenes of their Lake Geneva headquarters where innovative artists and writers redefined the sword and sorcery genre, managers and executives sabotaged their own success by alienating their top talent, ignoring their customer fanbase, accruing a mountain of debt, and agreeing to deals which, by the end, made them into a publishing company unable to publish so much as a postcard. As epic and fantastic as the adventures TSR published, Slaying the Dragon is the legendary tale of the rise and fall of the company that created the role-playing game world.

Dungeons & Dragons The Legend of Drizzt Visual Dictionary

Released on 2023-03-02
Dungeons & Dragons The Legend of Drizzt Visual Dictionary

Author: Michael Witwer

Publisher:

ISBN: 0241409411

Category:

Page: 0

View: 427

A visually stunning exploration of a legendary fantasy world The Forgotten Realms offer D&D players an endless array of secrets to uncover, foes to fight, and treasures to be taken. But there is one name that has always stood out from the rest: Drizzt. Drizzt Do'urden. This legendary drow elf ranger has been adventuring across the Forgotten Realms for decades, whether through New York Times bestselling fantasy novels or award-winning video games. Now Drizzt will take readers on a spectacular journey through his world. This book showcases Drizzt and his travels through the Forgotten Realms in never-before-seen detail, with the glorious artwork produced by Wizards of the Coast put centre stage. From the glaciers of Icewind Dale to the teeming cities of the Sword Coast, and the sinister shadows of the Underdark to the chambers of Mithral Hall, fans can explore the Realms through Drizzt's eyes as never before with this immersive, extraordinary guide to their favourite fantasy setting. © and (tm) 2023 Wizards of the Coast

Questland

Released on 2021
Questland

Author: Carrie Vaughn

Publisher: John Joseph Adams

ISBN: 9780358346289

Category: Fiction

Page: 307

View: 231

It's said that sufficiently advanced technology is indistinguishable from magic, and an eccentric billionaire has set out to prove it by building an island retreat that brings the fantastic to life. In an action-packed novel for fans of Ready Player One, Carrie Vaughn asks what happens when a bunch of tech geeks and fantasy nerds don't realize the game they are now playing is for real?

Games and Learning Alliance

Released on 2020-12-02
Games and Learning Alliance

Author: Iza Marfisi-Schottman

Publisher: Springer Nature

ISBN: 9783030634643

Category: Computers

Page: 454

View: 779

This book constitutes the refereed proceedings of the 9th International Conference on Games and Learning Alliance, GALA 2020, held in Laval, France, in December 2020. The 35 full papers and 10 short papers were carefully reviewed and selected from 77 submissions. The papers cover a broad spectrum of topics: Serious Game Design; Serious Game Analytics; Virtual and Mixed Reality Applications; Gamification Theory; Gamification Applications; Serious Games for Instruction; and Serious Game Applications and Studies.

Vivian Van Tassel and the Secret of Midnight Lake

Released on 2023-08-29
Vivian Van Tassel and the Secret of Midnight Lake

Author: Michael Witwer

Publisher: Aladdin

ISBN: 1665918195

Category: Juvenile Fiction

Page: 0

View: 805

A debut epic middle grade fantasy from the New York Times bestselling Dungeons & Dragons expert Michael Witwer! Twelve-year-old Vivian Van Tassel is angry: at her dad for uprooting their lives in Chicago to move to the sleepy, creepy town of Midnight Lake; about her mom’s mysterious and sudden death; at the bullies who seem to be drawn to her no matter how much she tries to keep her head down…but mostly at herself for causing bad things to happen wherever she goes. When a class assignment at her new school prompts Vivian to research the history of Midnight Lake, she quickly discovers her new home is even more peculiar than it seems. Not only was the infamous Castles & Creatures roleplaying game invented in Midnight Lake, but there are also some hard to explain coincidences about the town and its history that seem to tie back to the game in a way that’s as puzzling as it is disturbing. When the biggest oddballs at school attempt to befriend Vivian and introduce her to their game of C&C, she’s torn between wanting to follow the path that has always worked for her—keeping everyone at arm's length—and giving these strange kids and their even stranger fantasy game a chance. Maybe that’s what it will take to get to the bottom of the mystery of Midnight Lake…and why Vivian was really brought there in the first place.

ARCANA -OS

Released on 2001
ARCANA -OS

Author: Kevin Brennan

Publisher:

ISBN: 0970104863

Category: Dungeons and Dragons (Game)

Page: 62

View: 228

Fantasirollespil.

Dungeons and Dragons and Philosophy

Released on 2012
Dungeons and Dragons and Philosophy

Author: Jon Cogburn

Publisher: Open Court Publishing

ISBN: 9780812697964

Category: Games & Activities

Page: 330

View: 630

Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view.

Strictly Fantasy

Released on 2021-05-12
Strictly Fantasy

Author: Gerald Nachtwey

Publisher: McFarland

ISBN: 9781476643472

Category: Games & Activities

Page: 199

View: 359

Role-playing games seemed to appear of nowhere in the early 1970s and have been a quiet but steady presence in American culture ever since. This new look at the hobby searches for the historical origins of role-playing games deep in the imaginative worlds of Western culture. It looks at the earliest fantasy stories from the nineteenth and twentieth centuries, at the fans--both readers and writers--who wanted to bring them to life, at the Midwestern landscape and the middle-class households that were the hobby's birthplace, and at the struggle to find meaning and identity amidst cultural conflicts that drove many people into these communities of play. This book also addresses race, religion, gender, fandom, and the place these games have within American capitalism. All the paths of this journey are connected by the very quality that has made fantasy role-playing so powerful: it binds the limitless imagination into a "strict" framework of rules. Far from being an accidental offshoot of marginalized fan communities, role-playing games' ability to hold contradictions in dynamic, creative tension made them a necessary and central product of the twentieth century.

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