Planescape Crpg Last Rites Tablet of Contents Product Review Pack 7/12/07 8:25:39 Pm Version 1.5
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Faction War Is Revealed and the Role of All Participants Is Laid Bare
Being a Chronicle of Dark and Bloody Days in the City of Doors, a Cautionary Tale of Treachery, Mystery, and Revelation, and the Wondrous and Terrible Consequences Thereof. CREDI+S Designers: Monte Cook and Ray Vallese ♦ Editor: Michele Carter Brand Manager: Thomas M. Reid Conceptual Artist: Dana Knutson ♦ Interior Artists: Adam Rex and Hannibal King Cartography: Diesel and Rob Lazzaretti Art Director: Dawn Murin ♦ Graphic Design: Matt Adelsperger, Dee Barnett, and Dawn Murin Electronic Prepress Coordination: Jefferson M. Shelley ♦ Typography: Angelika Lokotz Dedicated to the PLANESCAPE~Mailing List. U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC Et LATINAMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. P.B. 34 P.O. Box 707 2300 Tumhout Renton, WA 98057-0707 Belgium +1-800-324-6496 +32-14-44-30-44 Visit our website at www.tsr.com 2629XXX1501 ADVANCEDDUNGEONS Et DRAGONS, ADEtD, DUNGEON MASTER, MONSTROUS COMPENDIUM, PLANESCAPE, the Lady of Pain logo, and the TSR logo are registered trademarks owned by TSR, Inc. MONSTROUSMANUAL is a trademark owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. c I 998 TSR, Inc. All rights reserved. Made in the U.S.A. TSR Inc. is a subsidiary of Wizards of the Coast, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the hobby, toy, and comic trade by in the United States and Canada by regional distributors. Distributed worldwide by WizardsSample of the Coast, Inc., and regional distributors. -
Welcome to the Great Ring
Planescape Campaign Setting Chapter 1: Introduction Introduction Project Managers Ken Marable Gabriel Sorrel Editors Gabriel Sorrel Sarah Hood Writers Gabriel Sorrel Sarah Hood Layout Sarah Hood 1 There hardly seem any words capable of expressing the years of hard work and devotion that brings this book to you today, so I will simply begin with “Welcome to the planes”. Let this book be your doorway and guide to the multiverse, a place of untold mysteries, wonders the likes of which are only spoken of in legend, and adventurers that take you from the lowest depths of Hell to the highest reaches of Heaven. Here in you will leave behind the confines and trappings of a single world in order to embrace the potential of infinity and the ability to travel Introduction wherever you please. All roads lie open to planewalkers brave enough to explore the multiverse, and soon you will be facing wonders no ordinary adventure could encompass. Consider this a step forward in your gaming development as well, for here we look beyond tales of simple dungeon crawling to the concepts and forces that move worlds, make gods, and give each of us something to live for. The struggles that define existence and bring opposing worlds together will be laid out before you so that you may choose how to shape conflicts that touch millions of lives. Even when the line between good and evil, lawful and chaotic, is as clear as the boundaries between neighboring planes, nothing is black and white, with dark tyrants and benevolent kings joining forces to stop the spread of anarchy, or noble and peasant sitting together in the same hall to discuss shared philosophy. -
Planescape Part One: Sigil by Cutter
Planescape Part One: Sigil By Cutter Welcome to Sigil, the City of Doors! The centre of the Planes and the local multiverse too. Sitting on the inside of a giant torus that itself floats above an infinitely tall mountain at the centre of the very plane of neutrality itself – the Concordant Domains of the Outlands. Here neutrality is enforced. Gods are barred from the city, and the Lady of Pain takes very aggressive steps to make sure nobody drags Sigil into the troubles outside. It is even a haven from the Blood War. Unfortunately, this means many, many criminals and troublemakers from outside land come here as a last resort. ‘Course, not everyone’s here of their own free choice. Sigil’s ridded in doors to other planes, and sometimes a local from outside falls in. What got them in Sigil rarely is what gets them out of Sigil, and they’re stuck here until they find a door back home. These planar doors all throughout Sigil would make it the most valuable place in the multiverse to hold. Master Sigil, you can master the Planes. But the Lady won’t let that happen. Piss her off and the best thing you can hope for is being locked in an extradimensional maze unable to die of age, hunger, or thirst. The unlucky ones get flayed alive in an instant. But on the bright side, you’ll see all kinds of things in Sigil. A devil and a demon (don’t call ‘em that, trust me) having friendly drinks in a bar. -
Orc Hosts, Armies and Legions: a Demographic Study
Volume 16 Number 4 Article 2 Summer 7-15-1990 Orc Hosts, Armies and Legions: A Demographic Study Tom Loback Follow this and additional works at: https://dc.swosu.edu/mythlore Part of the Children's and Young Adult Literature Commons Recommended Citation Loback, Tom (1990) "Orc Hosts, Armies and Legions: A Demographic Study," Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature: Vol. 16 : No. 4 , Article 2. Available at: https://dc.swosu.edu/mythlore/vol16/iss4/2 This Article is brought to you for free and open access by the Mythopoeic Society at SWOSU Digital Commons. It has been accepted for inclusion in Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature by an authorized editor of SWOSU Digital Commons. An ADA compliant document is available upon request. For more information, please contact [email protected]. To join the Mythopoeic Society go to: http://www.mythsoc.org/join.htm Mythcon 51: A VIRTUAL “HALFLING” MYTHCON July 31 - August 1, 2021 (Saturday and Sunday) http://www.mythsoc.org/mythcon/mythcon-51.htm Mythcon 52: The Mythic, the Fantastic, and the Alien Albuquerque, New Mexico; July 29 - August 1, 2022 http://www.mythsoc.org/mythcon/mythcon-52.htm Abstract Calculates the likely population of Orcs in Middle-earth at various times based on Tolkien’s use of the military terms host, army, and legion. Uses The Silmarillion and several volumes of The History of Middle- earth to “show a developing concept of Orc military organization and, by inference, an idea of Orc demographics.” Additional Keywords Tolkien, J.R.R.—Characters—Orcs—Demographics; Tolkien, J.R.R.—Characters—Orcs—History; Tolkien, J.R.R.—Characters—Orcs—Military organization This article is available in Mythlore: A Journal of J.R.R. -
PSCS Chapter 8
Planescape Campaign Setting DM’s Dark Chapter 9: DM’s Dark Project Managers Sarah Hood Editors Gabriel Sorrel Sarah Hood Andy Click Writers Janus Aran Dhampire Orroloth Rip Van Wormer Chef‘s Slaad Nerdicus Bret Smith Charlie Hoover Galen Musbach W. Alexander Michael Mudsif Simson Leigh Smeazel Mitra Salehi Sarah Hood Layout Sarah Hood 1 Well, by now a canny cutter like yourself is itching to gather your favorite victi—ahem—players, and start running a game. Of course, if you‘re completely green to the task you could always use a little bit of advice on where to start. And if you‘re old-hat, a little bit of a refresh DM’s Dark couldn‘t hurt, now could it? This chapter of the PSCS aims to help any new GMs out there who don‘t have anyone locally they can turn to for advice on some of the common or stereotypical problems with a planar game. We‘ve tried to cover the major ‗issues‘ that creep up for bashers lost in a sea of clueless, and of course if you have a question that isn‘t answered here, please feel free to drop by Planewalker.com and we‘ll be glad to give some extra advice. Preparing the Game Starting advice for a Planescape campaign is the same as it is for any other game really: Define what sort of a campaign you‘re looking to run. A planar campaign can have as wide or as narrow a scope as you like, and any sort of tone that you care to adopt. -
AD&D Designer Q&A!
AD&D Designer Q&A! http://www.dragonlanceforums.com/forums/printthread.php?t=19663&pp... AD&D Designer Q&A! Printable View Dragonhelm 11-15-2009 07:18 PM AD&D Designer Q&A! Hey, folks, I have a special treat for you guys. AD&D Dragonlance game designers Colin McComb and Tim Beach have agreed to join us for a Q&A session! Colin was a designer for the Tales of the Lance boxed set, as well as Knight's Sword, Taladas: the Minotaurs, and Unsung Heroes. You can see his various RPG credits here . Tim was designer for Flint's Axe, has additional design credits for Taladas: the Minotaurs, and was a designer for Unsung Heroes. You can see Tim's various RPG credits here . Gentlemen, welcome to DragonlanceForums.com! I'm going to start out with a few questions, and everyone else should feel free to ask their questions as well. Colin and Tim will be able to answer as time permits. I ask that everyone please be respectful of our guests and their time. 1. First of all, how did you two get involved in Dragonlance? 2. Colin, tell us about the Tales of the Lance boxed set. What brought it about? Was it challenging writing a new sourcebook for Dragonlance? 3. What were the design goals of Tales of the Lance? 4. Colin, tell us about writing Knight's Sword. 5. Tim, tell us about writing Flint's Axe. How closely did it tie into Flint, the King? Did you and Colin coordinate on this project? 6. -
Hawke: a Modern Retelling of Wuthering Heights Novel Draft and Theoretical Analysis Kristen Csuti Submitted in Partial Fulfillme
Hawke: A Modern Retelling of Wuthering Heights Novel Draft and Theoretical Analysis Kristen Csuti Submitted in Partial Fulfillment of the Requirements for Graduation from the Malone University Honors Program Adviser: Diane Chambers, Ph.D. 21 April 2016 Csuti 1 Table of Contents: 1. Hawke: A Modern Retelling of Wuthering Heights........................................................2 2. “Unquiet Sleepers: A Young Novelist’s Thoughts on Adaptation”............................192 Csuti 2 Prologue Catherine Harlowe checked to make sure her husband was asleep before quietly getting dressed. She opened the bathroom door just far enough that she could slip inside, any farther and it would squeak. She applied a fresh coat of make-up and forced herself to breathe evenly. He won’t wake up. He hasn’t yet. At the top of the stairs, she paused. “Mommy?” Her three-year-old daughter was standing in the doorway to her room. “Go back to sleep, sweetie,” Catherine said. “I had a bad dream. The bad faeries chased me.” “The bad faeries won’t get you. You’re too good.” “Can I sleep with you and daddy?” Catherine thought quickly. If she woke Max up, he would realize she was gone. Emily always slept in the car. And she probably wouldn’t remember this anyway. “I’m going out. Do you want to come, sweetheart?” Emily nodded and ran to grab her teddy bear. “Let’s be really, really quiet,” Catherine said, “like good faeries.” Emily nodded gravely and rose up on her tiptoes, and the two made their way out to the car. Emily was asleep before they left the neighborhood. -
Art of War for D&D Players
THE ART OF WAR FOR D&D PLAYERS BY M.T. BLACK 1 THE ART OF WAR FOR D&D PLAYERS D和D球員的兵法 Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is ©2019 and published under the Community Content Agreement for Dungeon Masters Guild. Credits Lead Designer: M.T Black Additional Design: Shane “Mundangerous” Vaiskauskas Editing: Noah Lloyd Art Director and Graphic Designer: Rich Lescouflair Interior Art: Provided by Wizards of the Coast and 123rf.com Special Thanks: Hiten Dave & Jeremy Forbing Sources: This book is the fruit of thousands of hours at the gaming table playing various editions of D&D, alongside many hours more spent studying forum posts, articles, and published books. 4 Table of Contents Introduction 6 1. Making Plans 7 2. Campaigning 12 3. Strategic Combat 16 4. Tactical Roles 20 5. Use of Energy 25 6. Weak Points and Strong 27 7. Combat Maneuvers 30 8. Various Tactics 36 9. Movement and Development 42 10. Cover and Terrain 46 11. Situations and Combinations 48 12. At tacking wit h Magic 59 13. Gat hering Information 66 Glossary 68 Table of Contents 5 Introduction The Art of War is an ancient and revered Chinese text that describes military tactics and strategy. -
RPG Review, Issue 43, June 2019
RPG REVIEW Issue #43, June 2019 ISSN 2206-4907 (Online) Planes and Time Glorantha Cosmology ... Flashback RPG Designer©s Notes ... GURPS Time Travel and Krononauts ... Dr Who Adventures ¼ Call of Cthulu-Nephilim .. Planescape Torment ¼ ªUsº Movie Review 1 RPG REVIEW ISSUE 43 June 2019 Table of Contents ADMINISTRIVIA.........................................................................................................................................................2 EDITORIAL AND COOPERATIVE NEWS................................................................................................................2 CONQUEST 2019 REVIEW.........................................................................................................................................4 TIME TRAVEL WITH GURPS....................................................................................................................................6 FLASHBACK RPG DESIGNER'S NOTES.................................................................................................................8 GURPS KRONONAUTS WORLDBOOK PART II...................................................................................................11 THE COSMOLOGY OF GLORANTHA....................................................................................................................19 COSMOLOGY OF THE GREEN ISLES: D&D5e.....................................................................................................23 TWO TIME TRAVEL RETRO REVIEWS.................................................................................................................33 -
Apresentação Dos Conceitos Narrativos
NARRATIVAS COMO CONTAR HISTÓRIAS 1. Histórias Tradicionais 2. Narrativas Transmídias 3. Narrativas Interativas EXEMPLO DE NARRATIVAS Exemplos: • A descrição de um processo químico; . Uma dissertação argumentativa; . Um relato jornalístico; . Uma análise histórica; . Um roteiro MODOS NARRATIVOS . Épico - narrado por meio da sequência de eventos (episódios) .Lírico - narrado por meio da linguagem verbal em harmonia com a música ou a musicalidade das palavras .Dramático - narrado por meio da representação/interpretação HISTÓRIAS TRADICIONAIS ... uma sequência enumerada de acontecimentos é uma "história" no sentido que as pessoas conhecem ... NARRATIVA DRAMATÚRGICA .Toda narrativa que envolva personagens e enredo; .Personagem: agente consciente que toma decisões e que reage ao mundo a sua volta; .Enredo: sequência temporal de eventos, com começo, meio e fim, que é influenciada pela agência dos personagens; • Em inglês: storytelling • Tão antiga quanto a própria humanidade ELEMENTOS DE UMA HISTÓRIA • Personagem • Trama/enredo • Estrutura • Tema • Ambientação/contexto • Estilo • Elementos de uma história: • ...etc. POÉTICA DE ARISTÓTELES Arte poética é expressão que remete, em primeiro lugar, para Aristóteles (384-322 a. C.) e para o seu conhecimento tratado sobre a poesia. A tendência para a imitação é instintiva no homem, desde a infância. Neste ponto distinguem-se os humanos de todos os outros seres vivos: por sua aptidão muito desenvolvida para a imitação. Os primeiros estudos sobre estruturas narrativas remontam ao grego Aristóteles, que em sua obra Poética descreveu as características do bom drama (segundo ele e o pensamento grego da época; clássico). A parte mais importante é a da organização dos fatos, pois a tragédia é imitação, não de homens, mas de ações, da vida, da felicidade e da infelicidade, sendo o fim que se pretende alcançar o resultado de uma certa maneira de agir, e não de uma forma de ser. -
UNIVERZITA KARLOVA V PRAZE Diplomová Práce 2013 Petra Št
UNIVERZITA KARLOVA V PRAZE FAKULTA SOCIÁLNÍCH V ĚD Institut komunika čních studií a žurnalistiky Diplomová práce 2013 Petra Št ěpánová UNIVERZITA KARLOVA V PRAZE FAKULTA SOCIÁLNÍCH V ĚD Institut komunika čních studií a žurnalistiky Katedra mediálních studií Petra Št ěpánová Virtuální smrt v po číta čových hrách Diplomová práce Praha 2013 Autor práce: Bc. Petra Št ěpánová Vedoucí práce: Mgr. Jaroslav Švelch Rok obhajoby: 2013 Bibliografický záznam Št ěpánová, Petra. Virtuální smrt v po číta čových hrách. Praha, 2013. 98 s. Diplomová práce (Mgr.) Univerzita Karlova, Fakulta sociálních v ěd, Institut komunika čních studií a žurnalistiky. Katedra mediálních studií. Vedoucí diplomové práce Mgr. Jaroslav Švelch. Abstrakt Tato diplomová práce se zabývá problematikou virtuální smrti v po číta čových hrách. Práce se tedy v teoretické části nutn ě nejprve musí v ěnovat definici avataru (hrá čova zastoupení v herním sv ětě) a jaký vztah si k němu hrá č m ůže vytvá řet. Též jsou pojmenovány hlavní vlastnosti avataru. Teoretickým jádrem práce je pokus o uchopení virtuální smrti, jež se ve hrách objevuje v nejr ůzn ějších podobách, a proto zde lze jen obtížn ě kategorizovat. Virtuální smrt je srovnávána se smrtí skute čnou, je odhalována jako zástupné vyjád ření hrá čova selhání. Nedílnou sou částí pojetí virtuální smrti je pak i znovuoživení avataru nebo zp ůsoby, jak se virtuální smrti vyhnout. Ve výzkumné části práce následuje interpretace po číta čové hry Planescape: Torment , která se zabývá životem, smrtí a nesmrtelností. Na p říb ěhu nesmrtelného hlavního hrdiny, do jehož osudu se hrá č vžívá, je podrobn ěji popsán vztah hrá če a avataru v praxi. -
PLANESCAPE FACTION AFFILIATIONS Factions of the Planes Race and Class Don’T Make a Whole Person on the Planes
PLANESCAPE FACTION AFFILIATIONS Factions of the Planes Race and class don’t make a whole person on the planes. A body's got to have a philosophy, a vision of the multiverse and what it all means. Sure, a fellow can get along without it, but how's he ever going to make sense of the whole thing and find his own "center of the multiverse"? How's he going to know his friends from his enemies in places where what he stands for can mean everything? A body's got to have a place to stand in order to see the majesty of the whole thing. On the streets of Sigil, and beyond, philosophies are more than just ideas. They’re groups – factions with leaders, goals, powers, and attitudes. Every faction has its own way of seeing the multiverse and has its own powers to match. Some of them get CONTENTS TABLE OF TABLE along, others don't, and some could care less about the rest of the multiverse. Factions don't care what species or career a character has, the only thing that matters is his moral conviction, and even then it sometimes doesn't matter. Factions provide a basher with a way to understand the planes. Factions are actually organizations, with benefits and restrictions. Every faction has a leader, known as the factol, whose position is purely dependent upon dedication to the philosophy. Some factions are more organized than others, and at least one – the Indeps – isn't really a faction at all. Those who change from one faction to another are generally hated by old companions and mistrusted by new ones.