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Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie. -
Rules for Medieval Miniatures Gary Gygax & Jeff Perren
rules for medieval miniatures by Gary Gygax & Jeff Perren 2nd Edition <!CbainmaiI rules for medieval miniatures 2nd Edition by GaryGygax & Jeff Perren ILLUSTRATED BY DON LOWRY With thanks toall the Fantasy and Medieval enthusiasts who offered so many helpful suggestitDns--especially Len Lakofka, Ken Bourne, Stu Trembly and Ernie the Barbarian. 1st Edition., Copyright 1971, Donald S. Lowry 2nd Edition, Copyright 1972, Donald S. Lowry PRINTED IN U.S.A. TABLE OF CONTENTS Page WARGAMING WITH MINIATURES 1 RULES FOR MEDIEVAL MINIATURES 4 Turn Sequence .................. ,....................... 5 Terrain Effects Upon Movement ".......................... 6 Terrain Selection ............ "........................... 6 Movement............................................... 7 Formation and Facing ..........................•......•.. 7 Fatigue .•...........•......•.......•.................... 8 Missile Fire (excluding Gunpowder and Catapults) ........... 8 Catapult Fire ........•.................•................. 9 Gunpowder Weapons ...................................... 10 Melees .....•...........................•............... 12 Melee Optionals ............. "........................... 14 Morale ........ -.......................................... 15 Historical Characteristics <Optional) ...........•.......•.... 16 Weather ........................ -......................... 19 Sieges .•.••.•.............. , . 19 - Man-to-man Combat ......... "............................ 22 Jousting .•.................. "........................... 23 Suggested -
Allan Calhamer
Notes from the Editor Welcome to the latest issue of Diplomacy World, #128. conventions can’t find somebody to take ten minutes and I hope everybody had a safe and happy New Year. May design a one-page flyer for submission. Articles are 2015 be filled with good things for you. good too; you can talk about what you learned from last year, what you hope to change or improve, special In a clumsy segue, I’ll ask that you take a peek at the plans, why people who haven’t considered attending Diplomacy World Staff table on the next page. There should rethink their plans…humor is a great selling tool are a few positions that need to be filled in 2015, too. So many events just skip the whole process, and it hopefully sooner rather than later. If you’re interested, makes no sense to me. If you run an event you should drop me a line. Remember, DW Staff are expected to also try to get at least one participant to write up an basically do two things: contribute one article every issue article on what kind of experience they had (after the in their region of editorship (or three out of four issues at fact). least), and to encourage others to write articles. Sometimes the word encourage gets replaced by bug, Folks….this is FREE PUBLICITY to expand knowledge badger, harass, beg, trick, or force…whatever it takes! of, and participation in, your event! Each issue of So consider taking charge and filling one of the Diplomacy World is downloaded THOUSANDS of times vacancies. -
Moves Issue34.Pdf
2 MOVES nr. 34, published August/September 1977 Opening Moves "It seems we've stood and talked like thb before . " Variation versus Innovation One of the most powerful words in advertis- Circulation: 9100 ing is "new" - probably because in Western culture that which is new is almost always Editor/Executive Art Director Redmond A. Simonsen considered automatically better than that Managing Editor Robert J. Ryer which is old or familiar. The impact of the Art Director Manfred F. Milkuhn concept of newness, however, is subject to Contributing Editors modification by context; i.e., the quality of Richard Berg, James F. Dunnigan, Frederick Georgian, newness must be perceived as an improve- Phil Kosnett, Steve List, Mark Saha, Jerrold Thomas ment upon a familiar benefit rather than as a threatening global change wrenching the MOVES Magazine is copyright O 1977, Simulations Publications, Inc. Printed in U.S.A. All rights reserved. All user into unfamiliar pathways, creating that editorial and general mail should beaddressed to SimulationsPublications lnc.,44East 23rd Street, N.Y., N.Y. 10010. of tension (created by too-rapid in- MOVES is published bimonthly. One year subscriptions (six issues) are available for $8.00 (U.S.). Back issues or singlecopiesofthecurrentissueareavailableat$2.50percopy.Pleaseremitbycheckormoneyorder(U.S.fundsonly) trOduction of unknowns) "future- Printing and Binding by American Press, Inc., Gordonsville, Va. shock." ARTICLE SUBMISSIONS: Readers are invited to submit articles for possible publication in MOVES Magazine. wargamers hunger for new games, but Manuscripts must be typewritten, double-spaced, on 8%x 11 white bond, with generous margins. Pleaseinclude your we full name on each MS page, and your name and address on the cover page. -
Othering” Strategies
BUILDING A WORLD OF WARCRAFT: CYBER-COLONIALISM THROUGH “OTHERING” STRATEGIES by LEVI PRESSNELL BETH S. BENNETT, COMMITTEE CHAIR JASON EDWARD BLACK MATTHEW PAYNE A THESIS Submitted in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Communication Studies in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2013 Copyright Levi Pressnell 2013 ALL RIGHTS RESERVED ABSTRACT This thesis provides a rhetorical analysis of the popular video game World of Warcraft (WoW) and related material. The subscriber base of this game makes it a particularly prominent example of discourse with potentially great influence. Where previous studies have focused less on WoW’s narrative in favor of a psychological or sociological approach, this study attempts to examine the rhetorical implications of the game’s storyline. The study situates WoW within a suitable critical space and shows how strategies used to emphasize racial differences result in a new theoretical framework described by the term “cyber-colonialism.” The study highlights three strategies through which WoW emphasizes the differences between racial groups and thereby creates its cyber-colonial portrayals: constructing opposing binaries, the role of geography and climate, and the use of color as a marker of deviance. These strategies all have an established history within ancient, medieval, and modern literature and likely influence the way in which participants view WoW’s cultures. The remainder of the rhetorical analysis highlights three arguments WoW itself teaches about particular rhetorical strategies. In particular, this study shows how WoW embraces cross- cultural cooperation, rejects scapegoating as an appropriate rhetorical tool, and encourages the involvement of native cultures in solving problems. -
Class Wargames Class Class Wargames Ludic Ludic Subversion Against Spectacular Capitalism
class wargames Class Wargames ludic Ludic subversion against spectacular capitalism subversion Why should radicals be interested in playing wargames? Surely the Left can have no interest in such militarist fantasies? Yet, Guy Debord – the leader of the Situationist International – placed such importance on his class invention of The Game of War that he described it as the most significant of against his accomplishments. wargames Intrigued by this claim, a multinational group of artists, activists and spectacular academics formed Class Wargames to investigate the political and strategic lessons that could be learnt from playing his ludic experiment. While the ideas of the Situationists continue to be highly influential in the development of subversive art and politics, relatively little attention has been paid to their strategic orientation. Determined to correct this deficiency, Class Wargames is committed to exploring how Debord used the capitalism metaphor of the Napoleonic battlefield to propagate a Situationist analysis of modern society. Inspired by his example, its members have also hacked other military simulations: H.G. Wells’ Little Wars; Chris Peers’ Reds versus Reds and Richard Borg’s Commands & Colors. Playing wargames is not a diversion from politics: it is the training ground of tomorrow’s cybernetic communist insurgents. Fusing together historical research on avant-garde artists, political revolutionaries and military theorists with narratives of five years of public performances, Class Wargames provides a strategic and tactical manual for overthrowing the economic, political and ideological hierarchies of early- 21st century neoliberal capitalism. The knowledge required to create a truly human civilisation is there to be discovered on the game board! richard ludic subversion against barbrook spectacular capitalism Minor Compositions An imprint of Autonomedia Front cover painting: Kimathi Donkor, Toussaint L’Ouverture at Bedourete (2004). -
Fine Games 2020 Annual Clearance
12/5/2020 11:10:05AM Fine Games' 2020 Annual Clearance Catalog Page 1 of 52 Great Games at Really GREAT Prices ! www.FineGames.com/eoy_clear.htm Fine Games, 2078 Madrona St., North Bend, OR 97459-2143 USA email: [email protected] 541-756-4711 10am-9pm PST Fine Games' 2020 Annual Clearance Catalog is Big, Really BIG!. The largest sale we have ever offered. Initially, it includes a wide-ranging assortment of 672 games, magazines & gaming accessories -- nearly a third of the games we stock. Most are new & undamaged games or mags we simply have a few too many of; many are new games that suffered some minor damage at the hands of UPS. Many are too difficult to sell in the limited time before we begin to retire. Together, these sale items offer a thousand opportunities for great Xmas gifts for yourself or a significant other, some fun reading about game products from your past & others you might not know of. All at especially attractive prices. The Deal is this: We list 672 1056 items here with a special, clearance price good only during this sale, once each year. Choose as many or as few games as you wish. Contact us by phone (at 541-756-4711) or email ([email protected]) to place your order by 11/30/2020, and deliver payment to us promptly thereafter. In as little as 2 days later, your goodies will arrive in your awaiting hands. All bought at especially attractive Clearance Sale prices. Just act fast as these are offered first-come, first served, and are generally available in quantities of one, each (or sometimes 2 or 3). -
Models of War 17701830
History of European Ideas ISSN: 0191-6599 (Print) 1873-541X (Online) Journal homepage: http://www.tandfonline.com/loi/rhei20 Models of war 1770–1830: the birth of wargames and the trade-off between realism and simplicity Paul Schuurman To cite this article: Paul Schuurman (2017): Models of war 1770–1830: the birth of wargames and the trade-off between realism and simplicity, History of European Ideas, DOI: 10.1080/01916599.2017.1366928 To link to this article: http://dx.doi.org/10.1080/01916599.2017.1366928 © 2017 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group Published online: 07 Sep 2017. Submit your article to this journal Article views: 60 View related articles View Crossmark data Full Terms & Conditions of access and use can be found at http://www.tandfonline.com/action/journalInformation?journalCode=rhei20 Download by: [Erasmus University] Date: 29 September 2017, At: 02:24 HISTORY OF EUROPEAN IDEAS, 2017 https://doi.org/10.1080/01916599.2017.1366928 Models of war 1770–1830: the birth of wargames and the trade-off between realism and simplicity Paul Schuurman Faculty of Philosophy, Erasmus University Rotterdam, Rotterdam, Netherlands ABSTRACT KEYWORDS The first sophisticated wargames (military board games) were developed History of ideas 1770–1830; between 1770 and 1830 and are models of military conflict. Designers of wargames; models and these early games experimented fruitfully with different concepts that simulations; Napoleonic wars; were formulated in interaction with the external dynamics of the military philosophy of war systems that they tried to represent and the internal dynamics of the design process itself. -
On a Brisk March Morning, I Visited Noted Game Designer Mark Herman in His Office in Crystal City, a High-Tech Corporate Distric
there on Wednesday nights and listen On a brisk March morning, I while Dunnigan lectured on what games visited noted game designer were all about and how you designed them. Quite frankly, that was really Mark Herman in his office in where I got started. Ultimately, when I got out of college, I was working as a Crystal City, a high-tech tree expert in the summer of 1976 and I called Howie Barasch, who told me the corporate district in Northern receptionist job at SPI had just become available. Which, by the way, was a Virginia. From his llth floor $5200 a year salary. The reason I took the job was because if you sold games office, he commands a view of over the counter, you had to be knowl- edgeable about games. And the way the Potomac River, as well as they (SPI) were organized, the reception- ist in reality was the lowest job on the many of the monuments R&D staff. The agreement was that I could go to R&D meetings on Tuesday, which make up the and I took the job. These were the days Washington, D.C. skyline. We of the monster games, and Highway to the Reich (SPI, 1977) was going belly up. spent the next hour discussing playtesting sessions. 'After we get to It was late, it wasn't happening, and Jay know you, maybe you'll write some Nelson - the other guy who was laugh- Mark's background in game articles for Moves magazine, and that's ing back at the SPI booth at Origins - also how you start the process.' I started had all these S&T games to design on design and his thoughts on the showing up on Friday nights, and the schedule. -
Diplomacy World #121, Spring 2013 Issue
Notes from the Editor Welcome to the latest issue of Diplomacy World, the send one to me. Remember, as I mentioned, we are Spring 2013 issue. This is one of the more melancholy actively looking for the right candidate to fill the vacancy! columns I’ve had to write, but it seems that we’re In this case, active includes being proactive. encountering this issue more frequently as the first generation of Diplomacy players reach advanced age. So what else do we have for you in this issue? Well, let’s see. Jim Burgess has a fun time reviewing the Many of you have probably heard, but just to make it great Lewis Pulsipher’s book Game Design: How to official, Allan Calhamer – the inventor of Diplomacy – Create Video and Tabletop Games, Start to Finish. passed away on February 25th at the age of 81. The timing of the review seems quite appropriate given the passing of Mr. Calhamer. I never met Mr. Calhamer personally. But his creation, simple on the surface but so special in its design, has We also have an article by W.H. Seward, which was touched tens of thousands of lives and continues to do written as a response to a previous article by our S&T so. Through “The Game” and the hobby which grew Editor Joshua Danker-Dake. This sort of back and forth around it, lifelong friendships have been born, marriages is one thing I love, and something I’d love to see more of developed, and hundreds of thousands of pages have in Diplomacy World. -
Mayhem: Warring Nations
MAYHEM: WARRING NATIONS MAN TO MAN COMBAT DURING THE NAPOLEONIC WARS 2 Hour Wargames “What’s with the free games?” We’re giving away six free games to anyone that wants them. All are available for you to download in PDF form. “Okay, but why?” The six games that we’re giving away are all “old school” games from Two Hour Wargames. Each one is a stand-alone game that will give you a glimpse into how the Two Hour Wargames game mechanics work. Especially the unique Reaction System. Each game has been updated and replaced in the lineup by a newer version that can handle more figures and has more detail. But each of these games is good in their own right and will still give you plenty of enjoyment. “What’s the catch?” No catch. We just want to provide gamers with a free sample of what Two Hour Wargames is about and these six games cover a wide variety of periods. “What about figures? Do we have to use yours?” Heck no. In fact, with all rules from Two Hour Wargames you can use any figures that you want. Even those cool ones from that other set of rules that ended up in your closet. Just dig them out and put them to use. “Well what if I like them and want to check out more Two Hour Wargames?” Simple. Just download one or more games and give it a try. Join the THW Yahoo Group by following the link and ask questions. Once you feel comfortable check out the THW site and see if anything is interesting. -
Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education
Cyber Wargaming: Finding, Designing, and Playing Wargames for Cyber Security Education Andreas Haggman Submitted to Royal Holloway, University of London for the award of Doctor of Philosophy in Information Security Supervised by Professor Keith Martin Professor Klaus Dodds February 2019 1 Declaration of authorship I, Andreas Haggman, hereby declare that this thesis and the work presented in it is entirely my own. Where I have consulted the work of others, this is always clearly stated. Signed: Date: 2 Abstract This thesis investigates, and contributes to, the use of wargaming in cyber security education. Wargaming has a rich history of pedagogic use, but little work exists that addresses the critically important subject of cyber security. Cyber security is a global problem that frequently makes news headlines, yet the field is dogged with a reputation as a domain only for technologists, when in fact cyber security requires a whole gamut of approaches to be properly understood. The thesis is broadly divided into three parts. The first part is a comprehensive literature review of wargaming scholarship, analysing the benefits and drawbacks of wargaming, and some of the justifications for why a tabletop boardgame may be more effective than a game enhanced by technology. Following on from this, the thesis provides an outline of current work in cyber wargaming by analysing existing games, evaluating their contributions as educational tools, and identifying successful game mechanics and components. The second part of the thesis outlines the design process of an original wargame created for cyber security education and awareness training. The analysis outlines what the game design intends to achieve in terms of pedagogical outcomes and how the design evolved through the development process.