By Robin D. Laws
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JANUARY 2Nd 2018
January 2nd We love you, Archivist! JANUARY 2nd 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc. -
Archons (Commanders) [NOTICE: They Are NOT Anlien Parasites], and Then, in a Mirror Image of the Great Emanations of the Pleroma, Hundreds of Lesser Angels
A R C H O N S HIDDEN RULERS THROUGH THE AGES A R C H O N S HIDDEN RULERS THROUGH THE AGES WATCH THIS IMPORTANT VIDEO UFOs, Aliens, and the Question of Contact MUST-SEE THE OCCULT REASON FOR PSYCHOPATHY Organic Portals: Aliens and Psychopaths KNOWLEDGE THROUGH GNOSIS Boris Mouravieff - GNOSIS IN THE BEGINNING ...1 The Gnostic core belief was a strong dualism: that the world of matter was deadening and inferior to a remote nonphysical home, to which an interior divine spark in most humans aspired to return after death. This led them to an absorption with the Jewish creation myths in Genesis, which they obsessively reinterpreted to formulate allegorical explanations of how humans ended up trapped in the world of matter. The basic Gnostic story, which varied in details from teacher to teacher, was this: In the beginning there was an unknowable, immaterial, and invisible God, sometimes called the Father of All and sometimes by other names. “He” was neither male nor female, and was composed of an implicitly finite amount of a living nonphysical substance. Surrounding this God was a great empty region called the Pleroma (the fullness). Beyond the Pleroma lay empty space. The God acted to fill the Pleroma through a series of emanations, a squeezing off of small portions of his/its nonphysical energetic divine material. In most accounts there are thirty emanations in fifteen complementary pairs, each getting slightly less of the divine material and therefore being slightly weaker. The emanations are called Aeons (eternities) and are mostly named personifications in Greek of abstract ideas. -
D&D Player's Basic Rules V0.2
Player’s Basic Rules Version 0.2 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Based on the original D&D game created by E. Gary Gygax and Dave Arneson, with Brian Blume, Rob Design Team: Christopher Perkins, James Wyatt, Rodney Kuntz, James Ward, and Don Kaye Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Drawing from further development by Bruce R. Cordell J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith Producer: Greg Bilsland Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob Kolkowsky, Melissa Rapier, Shauna Narciso Heinsoo Graphic Designers: Bree Heiss, Emi Tanji Interior Illustrator: Jaime Jones Playtesting provided by over 175,000 fans of D&D. Thank you! Additional Contributors: Kim Mohan, Matt Sernett, Chris Dupuis, Tom LaPille, Richard Baker, Chris Tulach, Miranda Additional consultation provided by Horner, Jennifer Clarke Wilkes, Steve Winter, Nina Hess Jeff Grubb, Kenneth Hite, Kevin Kulp, Robin Laws, S. John Ross, the RPGPundit, Vincent Venturella, and Zak S. Project Management: Neil Shinkle, Kim Graham, John Hay Production Services: Cynda Callaway, Brian Dumas, Jefferson Dunlap, Anita Williams Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim Lundstrom Release: August 12, 2014 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, 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. -
The Esotericism of the Chess Samael Aun Weor 1 the ESOTERICISM
The Esotericism Of The Chess Samael Aun Weor THE ESOTERICISM OF THE CHESS The chess game comes from the ancient Atlantis, it is a game that was known and practised by the people of the continent that today is submerged in the ocean that has its name. The chess symbolizes or allegorizes the Game of the Life, or better to say, the Chessboard of the Life. Esoterically speaking at the light of the Gnosis, we are simple chips, governed by invisible or occult forces that we do not know. Some of those mechanic forces are evolutives and involutives. We do not have to forget the revolutionary forces that work from the superior dimensions of the space, the Intelligent Principles that are occult beyond the phenomena, creating and creating again. The ineffable beings, the Lord of the Flame, the Master of the Conscious Circle of the Solar Humanity, sometimes govern the white chips and other times the black ones; that is to say, they direct the flow of the innumerable centuries. Some of those beings, called Devas, govern for example, the Elemental Departments of Nature, meanwhile others work in many other activities. In all of this there levels and levels, grades and grades. And every group or family according with their particular ray, act over the Chessboard, that as we said, symbolizes the Universal Life. It is obvious that if the humanity would have the Consciousness awakened, it would be able to determine the circumstances over the chessboard, because logically it would not be governed by the mechanical laws as the Law of Cause and Effect, the Law of Return, the Law of Recurrence, etc. -
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Finding Aid to the Sid Sackson Collection, 1867-2003
Brian Sutton-Smith Library and Archives of Play Sid Sackson Collection Finding Aid to the Sid Sackson Collection, 1867-2003 Summary Information Title: Sid Sackson collection Creator: Sid Sackson (primary) ID: 2016.sackson Date: 1867-2003 (inclusive); 1960-1995 (bulk) Extent: 36 linear feet Language: The materials in this collection are primarily in English. There are some instances of additional languages, including German, French, Dutch, Italian, and Spanish; these are denoted in the Contents List section of this finding aid. Abstract: The Sid Sackson collection is a compilation of diaries, correspondence, notes, game descriptions, and publications created or used by Sid Sackson during his lengthy career in the toy and game industry. The bulk of the materials are from between 1960 and 1995. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open to research use by staff of The Strong and by users of its library and archives. Intellectual property rights to the donated materials are held by the Sackson heirs or assignees. Anyone who would like to develop and publish a game using the ideas found in the papers should contact Ms. Dale Friedman (624 Birch Avenue, River Vale, New Jersey, 07675) for permission. Custodial History: The Strong received the Sid Sackson collection in three separate donations: the first (Object ID 106.604) from Dale Friedman, Sid Sackson’s daughter, in May 2006; the second (Object ID 106.1637) from the Association of Game and Puzzle Collectors (AGPC) in August 2006; and the third (Object ID 115.2647) from Phil and Dale Friedman in October 2015. -
Kiiii-YAAAH! the JOURNAL of the SHADOWFIST SECRET WAR SOCIETY
Designers’ Notes from the New Set! MAY 2001 Kiiii-YAAAH! THE JOURNAL OF THE SHADOWFIST SECRET WAR SOCIETY NETHERWORLD 2: Back Through the Portals! THIS ISSUE: The Unspoken Name . .2 A Letter from Z-Man’s President Critical Shift . .3 Designer’s Notes on Card Evolution in NW2 Netherworld Return . .4 Accumulated Rulings from Playtest on Netherworld 2 Marked For Death . .6 Der Grüne Punkt, This Month’s Killer Deck Operation Killdeer . .7 Top 10 Strategy Mistakes in Shadowfist, Part 1 Registry of the Damned . .8 Complete Shadowfist Card Checklist Training Sequence . .10 How SWS Ranking Works Competitive Intelligence . .10 SWS Feedback Survey Scrounging . .12 Special Deals for SWS Members Using Power For Promos Like this newsletter? Join the Secret War Society at http://www.shadowfist.com/html/community_swsociety.htm and receive your own personal copy of each Kiii-YAAAH! (published 3-4 times yearly) along with special promos and other way cool stuff. THE UNSPOKEN NAME Notes from the Desk of the Lodge Chairperson Golden Comeback, Chapter One Z-Man Games will be at / have repres- entation at the following conventions (those marked with a “Z” will be attended by Zev personally): MAY 18-20 ELCOME TO THE FIRST ISSUE But I still played. I go to a lot of Motor City Comic Con Novi, MI W of Kiiiii-Yaaah!, the Secret War conventions. My friends do too. We did www.motorcitycon.com Z Society newsletter! I really want to volunteer work for other companies, thank all the people who helped bring but after hours we always whipped out MAY 25-28 Shadowfist back. -
Odyssey Convention 2011 April 88----10,10, 2011, Madison, Wisconsin Guests of Honorhonor:::: J
Odyssey Convention 2011 April 88----10,10, 2011, Madison, Wisconsin Guests of HonorHonor:::: J. V. Jones Sarah Monette Robin D. Laws Author: AuthorAuthor:: GGGameGame designer &&& AAAuthorAuthor Sword of Shadows series Doctrine of Labyrinths series Robin's Laws of Good Gamemastering ODYSSEY CONVENTION 2011 PROGRAM & SCHEDULE ELCOME to Odyssey Con 2011! Inside this full-sized program book, you will find the program and W gaming schedule grid, as well as descriptions for the programs, and even a (very) basic hotel map. Biographies for the panelists, gamemasters and Guests of Honor (GoH) can be found in here, too. Have fun, but please keep the con safe and pleasant (see the policies and terms)! -The Con Com CONTENTS The View from the Co-Chairs......................................................................................................................2 Janet Lewis and Brian Curley People We Have Lost...................................................................................................................................2 RIP Pat Pagel and Dave Arneson The Con Com...............................................................................................................................................3 Cowthulhu Needs You!................................................................................................................................3 Please consider volunteering for Oddcon Guests of Honor ...........................................................................................................................................4 -
1444247008590.Pdf
NIGHT’S BLACK AGENTS A Vampire Spy Thriller Game by Kenneth Hite Based on the GUMSHOE System by Robin D. Laws REDACTED EDITION Includes material from: Ashen Stars, Esoterrorists, Esoterror Fact Book, and Mutant City Blues by Robin Laws, Trail of Cthulhu and Bookhounds of London by Kenneth Hite, and The Zalozhniy Quartet by Gareth Hanrahan Cover Art: George Cotronis Interior Layout: Simon Rogers Cover Layout: Beth Lewis Alpha Playtesters: Shari Felty, Trey Felty, Zachary Johnson, Joshua Knorr, Craig Neumeier Beta Playtesters: Chad Bowser, Andi Newton, Shane Jackson, Ami Jackson, Chris Norman, Dan Johnson, Ken Trench, Jordan Trench, Sarah Trench, Craig Trench, Emma Sharp, Ashleigh Christie, William Lee, Joe, Charles, Ben, Ian Kirby, Peter Coutts, Robert Brumbelow, "Doctor Morbius", Stephanie Tyll, Brian Paul, Danielle Rosvally, Gavin Fishman, Sean Colleran, Daniel Bayn, Jeremy Keller, Mark Dipasquale, Colleen Riley, Ville Halonen, Mika-Petri Lauronen, Risto Penttinen, Outi Sippo, Mauricio Pinheiro, Mauro Lúcio Campos Amado, "Bruno Soares, Davi and Leonardo Bopp Dieterich, Eduardo Caetano, Livia Von Sucro, Júlio Cesar, Kairam Hamdan, Stuart N. Bonham, Robin Bonham, Mike Cubbins, Alun Roberts, Rich Canino, Honey Holverson, Diane Lee, Mitchell Chauncy, Clay Jackson, Damon Dorsey, Mark Kiel, Shawn Blisset, Jim Becker, Clifford A. Anderson, Derek Swoyer, Matthew J. Miller, Meri Aust, Mike Thompson, Allan P. Samuelson, Umeå Role-Playing Association, Francis Li, Carolina McGrenery, Tom McGrenery, Edward Alexander, Tim Pounds-Cornish, Mike Drew, Patrick Lewinson, Gunnar Ekmark, Anders Thelin, Javier Dorta, Néstor Ramos, Miriam Alonso, Cripzy Romero, Jorge Andrés Martínez, Pablo Valcárcel, Nast Marrero, Ana Estruch, Alejandro Reyes, Adal Alemán, Nathaniel Dozier, Sean Robinson, Ada Robinson, Eric Pizur, Craig Sisco, David Thrush, Loretta Thrush, Jerry Grayson, Renee Grayson, Matthew Tarplee, Jessica Booth, Jon Prosser, Dana Schiffer, Joshua Woodard, Luis M. -
Pathfinder Gamemaster's Screen
ACTIONS Standard Actions Move Actions Full Round Actions Activate magic item (not scroll) Climb ¼ speed Cast spell, full Aid another () Crawl 5’ Charge Attack, melee Door, open/close Coup de grace Attack, natural Draw weapon Disable device, simple Attack, ranged Handle animal check Escape net, entangle, etc. Attack, unarmed Load hand/light crossbow/sling Extinguish flames Bull rush Load advanced firearm Gauntlet, lock/unlock Cast spell, standard Move normal speed Light torch Cast spell, touch Object, move heavy Load heavy/repeating crossbow Channel energy Perception check Move 5’ while hampered Concentrate, maintain spell Pick up item Potion/oil, administer Disarm Retrieve stored item Run (x3/x4 speed) Dismiss spell Ride, control/spur mount Splash weapon, prepare Dirty trick Ride, mount/dismount Swim ½ speed Drag Ride, stop cover Throw 2-handed melee weapon Draw hidden weapon Scent, determining direction Withdraw Feint (Bluff check) Sheathe weapon Grapple, escape Shield, ready/drop Free Actions Grapple, maintain Spell, direct/redirect Attack with touch spell Grapple, start Stand up from prone Attack with ranged touch spell Heal, first aid Stealth check after ranged attack Cast quickened spell (swift) Heal, treat wounds/poison Swim ¼ speed Concentrate, stop Intimidate, demoralize Draw ammunition Light torch (tindertwig) Drop an item Oil, apply to self Drop prone Overrun Grapple, release opponent Potion, drink Prepare spell components Ready action () Ride, fast mount/dismount, guide Reposition Speak short phrase Scroll, cast from Spell-like ability No Action Stabilize ally 5-foot step Start/Finish full-round action Attack of opportunity Sarenrae Steal Catch falling ally/self Sunder Delay Supernatural ability Fight defensively Throw melee weapon Fly check Total defense Identify spell being cast Trip Action draws an Attack of Opportunity unless character has a special feat or circumstance. -
The Classified Encyclopedia of Chess Variants
THE CLASSIFIED ENCYCLOPEDIA OF CHESS VARIANTS I once read a story about the discovery of a strange tribe somewhere in the Amazon basin. An eminent anthropologist recalls that there was some evidence that a space ship from Mars had landed in the area a millenium or two earlier. ‘Good heavens,’ exclaims the narrator, are you suggesting that this tribe are the descendants of Martians?’ ‘Certainly not,’ snaps the learned man, ‘they are the original Earth-people — it is we who are the Martians.’ Reflect that chess is but an imperfect variant of a game that was itself a variant of a germinal game whose origins lie somewhere in the darkness of time. The Classified Encyclopedia of Chess Variants D. B. Pritchard The second edition of The Encyclopedia of Chess Variants completed and edited by John Beasley Copyright © the estate of David Pritchard 2007 Published by John Beasley 7 St James Road Harpenden Herts AL5 4NX GB - England ISBN 978-0-9555168-0-1 Typeset by John Beasley Originally printed in Great Britain by Biddles Ltd, King’s Lynn Contents Introduction to the second edition 13 Author’s acknowledgements 16 Editor’s acknowledgements 17 Warning regarding proprietary games 18 Part 1 Games using an ordinary board and men 19 1 Two or more moves at a time 21 1.1 Two moves at a turn, intermediate check observed 21 1.2 Two moves at a turn, intermediate check ignored 24 1.3 Two moves against one 25 1.4 Three to ten moves at a turn 26 1.5 One more move each time 28 1.6 Every man can move 32 1.7 Other kinds of multiple movement 32 2 Games with concealed -
The Narrative on the Borderlands
The Narrative on the Borderlands: Contextualizing Dungeons & Dragons’ Aesthetics for Academic Study Scott M. Bruner English 798: Special Study Dr. Jessica Pressman 22 December 2016 Bruner 1 “RPGs are a form of literature. The only form of literature, as Robin Laws says, [wherein] the artist and the audience are the same person. You aren’t watching or reading the hero’s adventures, you are the hero. You get the all the stuff Aristotle was talking about in Poetics because you aren’t feeling what the character is feeling on the stage, you are feeling what the hero feels because you are the hero. Books can’t do that, movies can’t do that, theater can’t do that. Only RPGs can do that. And that’s what makes RPGs different from all other kinds of games and literature.” – John Wick, RPG Designer (7th Sea, Legend of the Five Rings) “Send anyone claiming that their RPG activity is an art form my way, and I'll gladly stick a pin in their head and deflate it just to have the satisfaction of the popping sound that makes. One might play a game artfully, but that makes neither the game nor its play art.” – Gary Gygax, (RPG Deity, Co- creator of Dungeons & Dragons) Bruner 2 1: In Search of the Unknown Thesis and Argument In 1974, Gary Gygax, and his fledgling company, TSR Inc., released the world’s “first” role-playing game, Dungeons & Dragons. (D&D). The game was created by wargamers Gygax and Dave Arneson, translocating the popular wargames of the 1960s and 1970s from their realistic battlegrounds (which recreated historical battlegrounds such as Civil War Gettysburg or Napoleon’s European campaigns) into a world of medieval fantasy, while simultaneously evolving the large, abstracted battles of classic wargames which modeled thousands of imaginary combats into more intimate combats featuring individual heroes against weird and phantasmagorical monsters of legend.