The Tabletop Revolution

The Tabletop Revolution
Author: Marco Arnaudo
Publsiher: McFarland
Total Pages: 256
Release: 2023-12-29
Genre: Games & Activities
ISBN: 9781476682037

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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.

The Tabletop Revolution

The Tabletop Revolution
Author: Marco Arnaudo
Publsiher: McFarland
Total Pages: 256
Release: 2023-12-15
Genre: Games & Activities
ISBN: 9781476651934

Download The Tabletop Revolution Book in PDF, Epub and Kindle

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.

Starfinder RPG Tech Revolution

Starfinder RPG  Tech Revolution
Author: Paizo Publishing
Publsiher: Unknown
Total Pages: 160
Release: 2021-09-07
Genre: Games & Activities
ISBN: 1640783520

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Command the galaxy's cutting-edge technologies so sophisticated that they rival magic itself! Outfit yourself with the latest and greatest new weapons, armor, and other gear, from high-power explosives to alien relics that surpass conventional science. Or incorporate technologies directly into yourself, whether you're installing advanced cybernetic augmentations or playing Starfinder's newest class: the nanocyte, whose body hosts an army of robotic nanites that obey her commands! Outrace the speediest threats by customizing your own space-age vehicles, and overcome even the toughest foes by piloting powerful battle robots using the all-new mech combat system! Seize the future with additional options for every class and articles exploring every aspect of science-fantasy tech from advertising and music to virtual intelligences and security systems. Join in the Starfinder Tech Revolution!

Revolution s Shore

Revolution s Shore
Author: Kate Elliott
Publsiher: Open Road Media
Total Pages: 483
Release: 2013-07-30
Genre: Fiction
ISBN: 9781480435285

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In this “delightful SF adventure,” plucky interstellar adventurer Lily Ransome faces off against a despotic empire (Locus). Lilyaka Hae Ransome grew up on the colonized planet of Unruli. Strong-willed and with a warrior’s spirit, she broke free of her preordained life as part of a privileged mining family, choosing instead to venture into space in search of her missing martial arts instructor and mentor, Heredes. The journey took her into the maw of an explosive revolution where she became involved in an intergalactic rebellion and found love in an unexpected place—as well as true strength within herself. Now, as a tyrannical empire flexes its muscle in the universe, Lily and the charismatic, not-quite-human Hawk must band together with a motley crew of unforgettable characters, engaging in a conflict in which honor, love, and freedom are all at stake. Revolution’s Shore is the second book of the Highroad trilogy, which begins with A Passage of Stars and concludes with The Price of Ransom.

Hey Listen

Hey  Listen
Author: Andrew S. Latham
Publsiher: McFarland
Total Pages: 200
Release: 2024-01-18
Genre: Games & Activities
ISBN: 9781476651798

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How does analyzing video games as hypertexts expand the landscape of research for video game rhetoricians and games studies scholars? This is the first book to focus on how hypertext rhetoric impacts the five canons of rhetoric, and to apply that hypertext rhetoric to the study of video games. It also explores how ludonarrative agency is seized by players seeking to express themselves in ways that game makers did not necessarily intend when making the games that players around the world enjoy. This book takes inspiration from The Legend of Zelda, a series which players all over the world have spent decades deconstructing through online playthroughs, speedruns, and glitch hunts. Through these playthroughs, players demonstrate their ability to craft their own agency, independent of the objectives built by the makers of these games, creating new rhetorical situations worthy of analysis and consideration.

After the Revolution

After the Revolution
Author: Robert Evans
Publsiher: AK Press
Total Pages: 348
Release: 2022-05-10
Genre: Fiction
ISBN: 9781849354639

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What will the fracturing of the United States look like? After the Revolution is an edge-of-your-seat answer to that question. In the year 2070, twenty years after a civil war and societal collapse of the "old" United States, extremist militias battle in the crumbling Republic of Texas. As the violence spreads like wildfire and threatens the Free City of Austin, three unlikely allies will have to work together in an act of resistance to stop the advance of the forces of the white Christian ethnostate known as the "Heavenly Kingdom." Out three protagonists include Manny, a fixer that shuttles journalists in and out of war zones and provides footage for outside news agencies. Sasha is a teenage woman that joins the Heavenly Kingdom before she discovers the ugly truths behind their movement. Finally, we have Roland: A US Army vet kitted out with cyberware (including blood that heals major trauma wounds and a brain that can handle enough LSD to kill an elephant), tormented by broken memories, and 12,000 career kills under his belt. In the not-so-distant world Evans conjures we find advanced technology, a gender expansive culture, and a roving Burning Man-like city fueled by hedonistic excess. This powerful debut novel from Robert Evans is based on his investigative reporting from international conflict zones and on increasingly polarized domestic struggles. It is a vision of our very possible future.

Gaming the Past

Gaming the Past
Author: Jeremiah McCall
Publsiher: Routledge
Total Pages: 198
Release: 2013-06-17
Genre: Education
ISBN: 9781136832093

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Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Spire

Spire
Author: Grant Howitt,Christopher Taylor
Publsiher: Unknown
Total Pages: 135
Release: 2018
Genre: Games
ISBN: 0996376569

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