Alliance Game Distributors 4 Winds Fantasy Gaming
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Spawn Monsters
TM TM WELCOME TO INNSMOUTH COMPONENTS A rotting fishing village on the coast of Massachusetts, Your copy of Innsmouth Horror should include the Innsmouth is being devoured from within by a cancer. following components: The Marsh family, greatly respected in the town by most, • This Rulebook have long brought prosperity to the little village, but only • 1 Expansion Game Board they know at what cost. For just off the shore, beneath the • 16 Investigator Sheets waves, lies a secret so terrible that the Marshes would • 16 Investigator Markers destroy anyone and anything to protect it. The investigators • 16 Plastic Investigator Stands must venture into this xenophobic backwater, fearing for • 96 Investigator Cards their very lives, in order to stop the plans of the Ancient » 96 Personal Stories One. The investigators will find no allies in Innsmouth, • 8 Ancient One Sheets and few safe havens. But if they are to stop the advance of • 176 Ancient One Cards the terrible Deep Ones, they have no other choice. » 36 Arkham Location Cards The Innsmouth Horror expansion to Arkham Horror » 42 Innsmouth Location Cards adds the neighboring town of Innsmouth. It includes new » 36 Mythos Cards investigators, new Ancient Ones, new monsters, and new » 16 Gate Cards cards that may be used with the base Arkham Horror » 24 Ancient One Plot Cards game. It also features new game elements including a » 10 Innsmouth Look Cards new board, new heralds, personal story cards for each » 12 Small Dust Cards investigator, and the Deep Ones Rising track. • 2 Herald Sheets • 32 Monster Markers • 6 Uprising Tokens Using This Book • 8 Ghatanothoa’s Visage Tokens • 1 Zhar Token The first part of this rulebook contains rules for playing • 2 Aquatic Markers Arkham Horror with the Innsmouth Horror expansion. -
Human, Arkaiun
™ Sample file 620_17929_Ch1.indd 1 8/2/04 1:46:47 PM DESIGNER: Thomas M. Reid DEVELOPER: Michael Donais EDITORS: Chris Sims, Chris Thomasson, Penny Williams MANAGING EDITOR: Kim Mohan DESIGN MANAGER: Christopher Perkins DEVELOPMENT MANAGER: Andrew J. Finch DIRECTOR OF RPG R&D: Bill Slavicsek PRODUCTION MANAGERS: Joshua C.J. Fischer, Randall Crews ART DIRECTOR: Robert Raper COVER ARTIST: Sam Wood INTERIOR ARTISTS: Wayne England, Sam Wood, Richard Sardinha, Carl Frank, Chris Hawkes, Jason Engle, Christopher Rush, Ralph Horsley, Vince Locke, Mike Dubisch GRAPHIC DESIGNERS: Kate Irwin, Dee Barnett CARTOGRAPHER: Todd Gamble GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz IMAGE TECHNICIAN: Jason Wiley SPECIAL THANKS: Richard Baker, Eric L. Boyd, George Krashos, Thomas M. Costa Sources include the FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo, Counselors & Kings Trilogy by Elaine Cunningham, Defenders of the Faith by Rich Redman and James Wyatt, Demihuman Deities by Eric L. Boyd, Dragon Magazine, Dwarves Deep by Ed Greenwood, Faiths & Avatars by Julia Martin with Eric L. Boyd, Faiths and Pantheons by Eric L. Boyd and Erik Mona, Magic of Faerûn by Sean K Reynolds, Duane Maxwell, and Angel McCoy, Masters of the Wild by David Eckelberry and Mike Selinker, Monster Compendium: Monsters of Faerûn by James Wyatt and Rob Heinsoo, Monster Manual II by Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter, Old Empires by Scott Bennie, Pages From the Mages by Ed Greenwood and Tim Beach, Pirates of the Fallen Stars by Curtis M. Scott, Player’s Guide to Faerûn by Richard Baker, Travis Stout, and James Wyatt, Powers & Pantheons by Eric L. -
Flat Plastic Miniatures
GAMES ALLIANCE GAME DISTRIBUTORS ARC DREAM PUBLISHING GAMES GAME TRADE MAGAZINE #220 GTM contains articles on gameplay, previews and reviews, game related fiction, and self contained games and game modules, along with solicitation information on upcoming game and hobby supply releases. GTM 220 ....................................$3.99 DELTA GREEN: HANDLERS GUIDE DELTA GREEN: In Delta Green: The Roleplaying Game, the THE LAST EQUATION players are those agents. They fight to keep A killing spree is horrifying enough. When terrors from beyond space and time from all eight members of the Ridgeway family ART FROM PREVIOUS ISSUE infecting the world and claiming human are gunned down by a math student who lives and sanity. The Handler is the game then kills himself, Delta Green sees hints moderator who creates and interprets that make it more terrifying still. Your their world, presents the mysteries that Agents have to stop the madness before ACTION PHASE GAMES they investigate, and describes the awful it spreads. The Last Equation is a full-color aftermath of their sacrifices. The Handler’s scenario of personal apocalypse and Guide is a full-color, hardback, game lethal mystery. It is playable with Delta moderators rulebook for Delta Green: The Green: Need to Know or Delta Green: Roleplaying Game. Scheduled to ship in Agents Handbook, available from Arc May 2018. Dream Publishing. Scheduled to ship in APU 8113 ..................................$59.99 May 2018. APU 8117 ..................................$14.99 SHOGUNATE In Shogunate, each player is loyal to two clans. Your goal is to use your actions to manipulate the DELTA GREEN: THE ROLE-PLAYING line of succession such that the leaders of your GAME (SLIPCASE) clans earn the most honor! Scheduled to ship in This Is the Apocalypse. -
Arkham Horror: the Black Goat of the Woods Expansion Rulebook
THE BLACK GOA T OF T M T HE WOODS An excerpt from the Arkham Advertiser: Police are searching for a young girl, name withheld, after tragedy struck her family this week. The girl, 14, was last seen entering the woods in Southside. “One of the Cult Encounter Green Corruption Red Corruption Thousand” Cult Cards Cards Cards This latest disappearance is the third to plague Arkham in as many months. In Membership Cards each case, the victim was last seen in a relatively wild or undeveloped part of Arkham, such as the woods or the river islands. No bodies have been found. The Cult Encounter deck consists of special encounters that investiga- tors can draw if they have a “One of the Thousand” Cult Membership and Friends and family have not given up hope of reunion with their loved ones, are in an appropriate location for nefarious cult activity. although Sheriff Engle cautions against heedless optimism. “We have reason to believe at this time that the missing persons cases are linked. Until our investi- New Ancient One Cards gations have concluded, we strongly encourage all citizens to remain indoors after dark and to avoid the woods at all times of day.” The new Arkham Location, Mythos, and Gate cards are similar to those found in ARKHAM HORROR and can simply be shuffled into their respective decks. In THE BLACK GOA T OF T HE WOODS expansion, a malevolent cult has risen in Arkham. The practices of this depraved band include blood sacrifice and con- The Difficulty cards provide new options for players to make any game of sorting with the direst of beings in rituals held by firelight. -
October 26-28, 2012 Marriott Ann Arbor Ypsilanti at Eagle Crest Info Info 2012 U•CON GAMING CONVENTION
October 26-28, 2012 Marriott Ann Arbor Ypsilanti at Eagle Crest Info Info 2012 U•CON GAMING CONVENTION Map Location Marriott Ann Arbor Ypsilanti Eagle Crest, 1275 S Huron Street, Ypsilanti, MI 48197. Phone: Special (734) 487-0600. Registration is located in the lobby of Eagle Crest (not the hotel lobby). Open Gaming is on the second floor. Schedule Board/Card Friday, October 26 8 pm ...................Exhibitor Hall Closes 12 pm ................... Registration Opens 11 pm ................... Registration Closes 12 pm ............................ Events Begin Sunday, October 28 5 pm ...................Exhibitor Hall Opens 8:30 am ................ Registration Opens 8 pm ...................Exhibitor Hall Closes 9 am .............................. Events Begin CCGs 11 pm ................... Registration Closes 10 am .................Exhibitor Hall Opens Saturday, October 27 3 pm ...................Exhibitor Hall Closes Minis 8 am ..................... Registration Opens 5 pm ..................... Registration Closes 9 am .............................. Events Begin 7 pm ................................. Events End 10 am .................Exhibitor Hall Opens Roleplaying Prices On-Site Weekend Badge ............... $25 Seminars ......................................free On-Site 1-Day Badge (Fri, Sun) ...... $10 U-Con 6-sided dice (set of 4) ........... $1 On-Site 1-Day Badge (Sat) ............ $15 U-Con Logo bags ......................... $15 Event Tickets ................ priced by event Kid U-Con Badge (Ages 5-10): ...... $10 Living Campaign Living Generic Tickets ......................... $1.50 Shirt (M, L, XL) ............................. $22 Play Games All Weekend Ribbons ...$15 Shirt (2X, 3X, 4X) ......................... $25 Some events have higher entry fees. These events typically run for more than a standard time block or include the cost of event materials like sealed decks that participants get to keep. Please note that a badge is required to play in events. -
14. Riddle Machines: the History and Nature of Interactive Fiction
Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. Works in this form are often less visually rewarding, and the rewards they do offer are only attained with time and effort. But text-based interactive fiction has provided some of the most the intricate and compelling literary simulations yet developed. Understanding how interactive fiction works, and how it has developed over the past three decades, is an essential part of the puzzle of literary computing. Characteristics of interactive fiction Formally, a work of interactive fiction (often called a "game," even if it does not exhibit the typical qualities of a game) is an interactive computer program. -
POEMS WRITTEN FOR, TO, OR CONCERNING TERESA GUICCIOLI Edited by Peter Cochran
1 POEMS WRITTEN FOR, TO, OR CONCERNING TERESA GUICCIOLI edited by Peter Cochran [The poems here complement those in Poems about Italy .] Stanzas to the Po Stornelli To Teresa Guiccioli Francesca of Rimini “Could love for ever …” The Prophecy of Dante The date of birth of Teresa Gamba Ghiselli was unknown until quite recently: she was born in 1798. 1 Educated at Santa Chiara, a school run on principles advanced for the time, she was married to Alessandro Guiccioli – thirty-seven years her senior – on March 7th 1818. She had her first affair, with Cristoforo Ferri, in mid-1818, having met Byron briefly on March 10th of that year, at a Venetian conversazione held by the Countess Albrizzi. They met properly on the night of April 2nd / 3rd 1819 at the Countess Benzoni’s (just after Byron had dispatched Don Juan II to England), and fell in love. It was the last of Byron’s affairs, and lasted in theory until his death in 1824. It was a complete infatuation on both their parts – on being told in 1819 that Teresa was near to death, Byron contemplated suicide. Alessandro Guiccioli – with whom Byron shared an interest in the theatre – tolerated their liaison, and Byron even lived in his palazzo at Ravenna. Byron was friends with Teresa’s father, Ruggiero Gamba, and her brother Pietro, both of whom shared his liberal politics, dangerous in an Italy run by Rome and by the Austrians and Bourbons. The governments persecuted him by forcing the Gambas to move from state to state. I am grateful to Michael Fincham and Valeria Vallucci for their help in making these editions. -
Search-Based Drama Management in the Interactive Fiction Anchorhead∗
Search-Based Drama Management in the Interactive Fiction Anchorhead∗ Mark J. Nelson and Michael Mateas College of Computing Georgia Institute of Technology Atlanta, Georgia, USA fmnelson, [email protected] Abstract towards a story that maximizes the evaluation function, tak- ing into account any effect on evaluation the DM actions Drama managers guide a user through a story experience by themselves may have. DM actions might include things such modifying the experience in reaction to the user’s actions. as causing a non-player character to bring up a particular Search-based drama management (SBDM) casts the drama- management problem as a search problem: Given a set of conversation topic, causing certain parts of the world to be- plot points, a set of actions the drama manager can take, and come inaccessible, or leaving items where they’re likely to an evaluation of story quality, search can be used to optimize be found by the player. Search over possible choices of DM the user’s experience. SBDM was first investigated by Peter actions and the possible resultant sequences of plot points Weyhrauch in 1997, but little explored since. We return to (subject to a model of what the user is likely to do) is run at SBDM to investigate algorithmic and authorship issues, in- each step to choose the DM action that maximizes expected cluding the extension of SBDM to different kinds of stories, plot quality. This all takes place in an abstract model, con- especially stories with subplots and multiple endings, and is- nected to the real game by passing messages back and forth, sues of scalability. -
No Limit 0 150 None None No Limit 0 150 PG-13 None
Min Age Max Age Game/Event Type (board, Max Number required to Experience Needed to Game Name/Title Brief Description Rule System Name of GM/Presenter Day Start time End Time required to Rating Room Table # card, rpg, panel, etc) of participants play (0 min - play play 99 Max) Panel/Seminar 1000 We Are All Oithlings A discussion of all things Low Life None Andy Hopp Friday 1:00 PM 2:00 PM no limit 0 150 none none Fitness Room 1 An open discussion of these two comic titans and where they stand Panel/Seminar 1001 Marvel vs. DC None Kylan Toles & Ken Rose Thursday 11:00 AM 12:00 PM Fitness Room 1 in comics, movies, and television no limit 0 150 PG-13 none An open discussion regarding the treatment, portrayal, and Dawn Toles, Heather Panel/Seminar 1002 Women and Geekdom marketing to women and how everyone can do their part to bring none Thursday 12:00 PM 1:00 PM Fitness Room 1 Hopp, Jessica Cook no limit 0 150 PG-13 none forth equality in our culture. With Episode VII arriving soon, this is a roundtable for all fans of Ken Rose, Kylan Toles, Panel/Seminar 1003 Let's Talk About Star Wars None Friday 12:00 PM 1:00 PM Fitness Room 1 Star Wars to discuss everything in the universe. Greg Dunn no limit 0 150 None none Transformers, GI Joe, TMNT - so many cartoons from the 80s have Ken Rose, Kylan Toles, Panel/Seminar 1004 80s Small Screen to Big Screen been turned into live action films. -
Sample File Sample File Crusades of Valour When Gods Collide
Sample file Sample file Crusades of Valour When Gods Collide Paul Cockburn Contents Credits 2 Introduction Editor Matthew Sprange 5 Crusades - An Overview 9 Heroes of the Crusades Cover Art 13 The Knight Chris Quilliams 21 Feats and Magic 26 Crusader Orders Interior Illustrations Aaron Siddal, Andrew Jordan, Danilo Moretti, Eric 47 The Carroccio Lofgren, Marcio Fiorito, Philip Renne, Ralph Horsley, 48 Running a Crusade Campaign Reynaldo Batista, Renato Guedes, Rick Hershey, Rick 60 Player Characters and Crusades Otey, Nathan Webb, Stephen Cook, Stephen Shepherd 69 The Cinematic Battle System 78 Gods & Followers Sample fileProduction Manager Alexander Fennell 92 Designer’s Notes 93 Rules Summary Proof-Reading 95 Index Ian Barstow 96 Licences Open Game Content & Copyright Information Crusades of Valour is ©2002 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. Crusades of Valour is presented under the Open Game and D20 Licences. See pages 96 for the text of these licences. All game mechanics and statistics derivative of Open Game Content and the System Refernce Docu- ment are to be considered Open Gaming Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have any questions on the Open Game Content of this product please contact Mongoose Pub- lishing. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System Licence version 3.0. -
Aeternum: the Journal of Contemporary Gothic Studies Volume 6, Issue 2 © December 2019
Aeternum: The Journal of Contemporary Gothic Studies Volume 6, Issue 2 © December 2019 Aeternum: The Journal of Contemporary Gothic Studies Volume 6, Issue 2 Editorial ii-iv Gothic Games GWYNETH PEATY Articles 1-15 Bending Memory: Gothicising nostalgia in Bendy and the Ink Machine KATHARINE HAWKINS 16-30 Homecomings: The haunted house in two interactive horror narratives ERIKA KVISTAD 31-48 Playing with Call of Cthulhu: The Official Video Game: A transmedial Gothic experience HILARY WHEATON 49-60 Beyond the Walls of Bloodborne: Gothic tropes and Lovecraftian games VITOR CASTELOES GAMA and MARCELO VELLOSO GARCIA Book Reviews 61-63 Twenty-First-Century Gothic: An Edinburgh Companion. Maisha Wester and Xavier Aldana Reyes. (2019) 64-65 New Music for Old Rituals. Tracy Fahey. (2018) i Aeternum: The Journal of Contemporary Gothic Studies Volume 6, Issue 2 © December 2019 EDITORIAL GWYNETH PEATY Curtin University Gothic Games Video games have called upon the Gothic since the earliest years of digital gaming. This is most obvious in games that remediate classic literature. From the text-based adventure Dracula (CRL 1986) and the dubious side-scrolling action of Dr. Jekyll and Mr. Hyde (Bandai 1988), to more recent examples such as Brink of Consciousness: Dorian Gray Syndrome (MagicIndie 2012) and The Wanderer: Frankenstein's Creature (La Belle Games 2019), video game creators have consistently adopted and adapted Gothic characters, tropes, and narratives. In some cases the works of a specific author have been used as the foundation of a game space, as in The Dark Eye (Inscape 1995), a point-and-click game based on the writings of Edgar Allan Poe. -
IF Theory Reader
IF Theory Reader edited by Kevin Jackson-Mead J. Robinson Wheeler > Transcript On Press Boston, MA All authors of articles in this book retain their own copyrights. Neither the editors nor the publisher make any copyright claims. Version 1, March 2011. Version 2, April 2011. Please send corrections to [email protected]. Contents Preface Crimes Against Mimesis 1 Roger S. G. Sorolla Theory Toward a Theory of Interactive Fiction 25 Nick Montfort Characterizing, If Not Defining, Interactive Fiction 59 Andrew Plotkin not that you may remember time: Interactive Fiction, Stream-of-Consciousness Writing, and Free Will 67 Mark Silcox 2 Brief Dada Angels 89 Ryan Stevens, writing as Rybread Celsius Object Relations 91 Graham Nelson IF as Argument 101 Duncan Stevens The Success of Genre in Interactive Fiction 111 Neil Yorke-Smith Parser at the Threshold: Lovecraftian Horror in Interactive Fiction 129 Michael Gentry Distinguishing Between Game Design and Analysis: One View 135 Gareth Rees Natural Language, Semantic Analysis, and Interactive Fiction 141 Graham Nelson Afterword: Five Years Later 189 Graham Nelson Craft Challenges of a Broad Geography 203 Emily Short Thinking Into the Box: On the Use and Deployment of Puzzles 229 Jon Ingold PC Personality and Motivations 249 Duncan Stevens Landscape and Character in IF 261 Paul O’Brian Hint Development for IF 279 Lucian Smith Descriptions Constructed 291 Stephen Granade Mapping the Tale: Scene Description in IF 299 J. Robinson Wheeler Repetition of Text in Interactive Fiction 317 Jason Dyer NPC Dialogue Writing 325 Robb Sherwin NPC Conversation Systems 331 Emily Short History 10 Years of IF: 1994–2004 359 Duncan Stevens The Evolution of Short Works: From Sprawling Cave Crawls to Tiny Experiments 369 Stephen Granade History of Italian IF 379 Francesco Cordella Racontons une histoire ensemble: History and Characteristics of French IF 389 Hugo Labrande Preface This is a book for which people in the interactive fiction community have been waiting for quite some time.