A Fanzine Supporting Early Post-Apocalyptic, Science-Fantasy Rpgs—
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Sample File 100 Years Have Passed Since Mankind Revolted and Slew the Sorcerer Kings
Sample file 100 years have passed since mankind revolted and slew the Sorcerer Kings. Now, the survivors of five ancient empires begin to rebuild, placing new lives and hopes on the ashes of old. However, even as life continues an ancient and forgotten evil stirs awaiting its moment to strike against mankind. Explore a war-torn land where the struggle for survival continues as new kingdoms arise to impose their will upon the masses. Vicious warlords fight to control territories carved out of the Fallen Empires. Imposing magicians emerge claiming the legacy of the Sorcerer Kings. High Priests of long forgotten gods and goddesses amass wealth in the name of divine right while warrior-monks, devoted to a banished god, patrol the lands bringing justice to people abandoned by their rulers. Tales of the Fallen Empire is a classic Swords and Sorcery setting compatible with the Dungeon Crawl Classics Role Playing Game. Within these pages is a detailed post-apocalyptic fantasySample setting file taking you through an ancient realm that is fighting for its survival and its humanity. Seek your fortune or meet your fate in the burning deserts of the once lush and vibrant land of Vuul, or travel to the humid jungles of Najambi to face the tribes of the Man-Apes and their brutal sacrificial rituals. Within this campaign setting you will find: D 6 new classes: Barbarian, Witch, Draki, Sentinel, Man-Ape, & Marauder D Revised Wizard Class (The Sorcerer) D New Spells D New Creatures D Seafaring and Ritual Magic Rules D A detailed setting inspired by the works of Fritz Lieber, Robert E. -
Dragon Magazine #158
S PECIAL ATTRACTIONS Issue #158 Vol. XV, No. 1 9 Weve waited for you: DRAGONS! June 1990 A collection of lore about our most favorite monster. The Mightiest of Dragons George Ziets Publisher 10 In the D&D® game, no one fools with the dragon rulers and lives for James M. Ward long. Editor A Spell of Conversation Ed Friedlander Roger E. Moore 18 If youd rather talk with a dragon than fight it, use this spell. The Dragons Bestiary The readers Fiction editor Barbara G. Young 20 The gorynych (very gory) and the (uncommon) common dragonet. Thats Not in the Monstrous Compendium! Aaron McGruder Assistant editor 24 Remember those neutral dragons with gemstone names? Theyre 2nd Dale A. Donovan Edition now! Art director Larry W. Smith O THER FEATURES Production staff The Game Wizards James M. Ward Gaye OKeefe Angelika Lokotz 8 Should we ban the demon? The readers respondand how! Subscriptions Also Known As... the Orc Ethan Ham Janet L. Winters 30 Renaming a monster has more of an effect than you think. U.S. advertising The Rules of the Game Thomas M. Kane Sheila Gailloreto Tammy Volp 36 If you really want more gamers, then create them! The Voyage of the Princess Ark Bruce A. Heard U.K. correspondent 41 Sometimes its better not to know what you are eating. and U.K. advertising Sue Lilley A Role-players Best Friend Michael J. DAlfonsi 45 Give your computer the job of assistant Dungeon Master. The Role of Computers Hartley, Patricia and Kirk Lesser 47 The world of warfare, from the past to the future. -
Download the .Pdf File to Keep
THE POINT THE QUARTERLY JOURNAL OF THE ASSOCIATION OF PROFESSIONAL PIERCERS BOARD OF DIRECTORS Brian Skellie—President Cody Vaughn—Vice-President Bethra Szumski—Secretary Paul King—Treasurer Christopher Glunt—Medical Liaison Ash Misako—Outreach Coordinator Miro Hernandez—Public Relations Director Steve Joyner—Legislation Liaison Jef Saunders—Membership Liaison ADMINISTRATOR Caitlin McDiarmid EDITORIAL STAFF Managing Editor of Design & Layout—Jim Ward Managing Editor of Content & Archives—Kendra Jane Berndt Managing Editor of Content & Statistics—Marina Pecorino Contributing Editor—Elayne Angel ADVERTISING [email protected] Front Cover: Back issues of The Point with a photo of the original APP founders. Their identities appear on page 20. ASSOCIATION OF PROFESSIONAL PIERCERS 1.888.888.1APP • safepiercing.org • [email protected] Donations to The Point are always appreciated. The Association of Professional Piercers is a California-based, interna- tional non-profit organization dedicated to the dissemination of vital health and safety information about body piercing to piercers, health care professionals, legislators, and the general public. Material submitted for publication is subject to editing. Submissions should be sent via email to [email protected]. The Point is not responsible for claims made by our advertisers. However, we reserve the right to reject advertising that is unsuitable for our publication. THE POINT ISSUE 70 3 FROM THE EDITORS INSIDE THIS ISSUE JIM WARD KENDRA BERNDT PRESIDENT’S CORNER–6 MARINA PECORINO The Point Editors IN THE UK, WHEN IS PIERCING MUTILATION?–9 Thank You Kim Zapata! THE APP BODY PIERCING ARCHIVE–17 n behalf of the Board, the readership, and the new editorial team we would like to sincerely thank Kimberly Zapata. -
Dragon Magazine
— The Magazine of Fantasy, Swords & Sorcery, and Science Fiction Game Playing— A non-wargaming friend of mine recently asked me why I did this; why did I put all my effort into this line of work? What did I perceive my endeavors to be? Part of this curiosity stems from the fact that this person has no inkling of what games are all about, in our context of gaming. He still clings to the shibboleth that wargamers are classic cases of arrested de- velopment, never having gotten out of the sandbox and toy soldiers syndrome of childhood. He couldn’t perceive the function of a magazine about game-playing. This is what I told him: Magazines exist to disseminate information. The future of magazine publishing, the newly revived LIFE and LOOK notwithstand- VOL. III, No. 11 May, 1979 ing, seems to be in specialization. Magazines dealing with camping, quilting, motorcycles, cars, dollhouse miniatures, music, teen interests, DESIGN/DESIGNERS FORUM modeling, model building, horses, dogs, fishing, hunting, guns, hairstyl- A Part of Gamma World Revisited —Jim Ward ................ 5 ing and beauty hints already exist; why not wargaming? Judging and You—Jim Ward ............................... 7 I put out TD as a forum for the exchange of gaming ideas, Sorceror’s Scroll—The Proper Place of Character philosophies, variants and debate. TD is a far cry from Soldier of For- Social Class in D&D -- Gary Gygax ........ .12 tune, that bizarre publication for mercenaries, gun freaks and other vio- 20th Century Primitive—Gary Jacquet ...................... 24 lence mongers. In fact, the greater part of wargamers are quite pacifistic Gamma World Artifact Use Chart —Gary Jacquet ............ -
Download Rise of the Dungeon Master; Gary Gygax and The
(# Download Rise of the Dungeon Master: Gary Gygax and the Creation of D&D download books as pdf files ID:jeezra Description: Rise of the Dungeon Master tells, in graphic form, the story of Gary Gygax, co-creator of Dungeons & Dragons, one of the most influential games ever made. Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story.Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game, determining the rules and inventing the signature 20-sided dice. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. -
First Presbyterian Church of Myrtle Beach
First Presbyterian Church of Myrtle Beach Table of Contents Page Letter from Senior Minister, John C. Brearley 1 Births, Deaths, & New Members 2 Budget & Stewardship 3 Benevolence 7 Abundant Life 8 Adult Discipleship 10 Adult Spiritual Enrichment 11 Children’s Ministries 12 Children & Youth Music Ministry 14 Church Growth / Fellowship Ministry 15 Congregational Care 16 Growing Tree 17 Mission Ministry 19 Men’s Ministry 20 Presbyterian Women 21 Property Ministry Team 22 Special Arts & Music Ministry 23 Stephen Ministry 24 Worship & Music Ministry Team 25 Youth Ministry 26 FPC Staff 28 Annual Report: Letter from John C. Brearley 2016 2016 ANNUAL REPORT Letter From John C. Brearley I was trying to remember a quotation that might well summarize this past year. One variation, attributed to Andrew Carnegie, says that “anything in life worth having is worth working for.” Of course, he was right. Few things in the life of any person or organization have much meaning unless they require some effort to attain. Today I am grateful for the strong work of many faithful people who made 2016 a special year in the life of our church. You will discover in the detailed reports that follow many highlights, but let me mention two that might be easily missed. The first is in the area of membership. In 2016 more than one hundred adults united with our fellowship. That is a significant number for a church our size, no doubt. But most of us can personally do more in this area. Let me invite you to invite your family and friends, your colleagues and neighbors, to join us in 2017. -
Dragon Magazine #171
SPECIAL ATTRACTIONS Issue #171 AD&D Trading Cards Richard Brown Vol. XVI, No. 2 Insert July 1991 A preview of brand-new product, coming to a store near you! Publisher REGULAR FEATURES James M. Ward Guest Editorial Michael A. Stackpole Editor 6 Role-playing and reality: The dividing line is thicker than some people Roger E. Moore think. Whos Who Among Dragons Bruce A. Heard Fiction editor 9 Dragons, too, rule kingdoms in the D&D® Known World. Barbara G. Young Hunting Tanks is Fun and Easy! Thomas M. Kane 13 Dragons, Hellfires, and the LAW: Antitank weapons in the TOP Assistant editor Dale A. Donovan SECRET/S.I. game. The Making of a Monster Matthew Iden Art director 16 If ya wanna play an orc, ya gotta think like an orc. Larry W. Smith Care For a Drink? David W. Montgomery and Jim Milner 20 It can break a siege, end a drought, slay your enemies, and water Production staff your garden. What is it? Gaye OKeefe Angelika Lokotz Tracey Zamagne The MARVEL®-Phile Steven E. Schend 31 Chris Powell needed an edge against crime. He got itand how! Subscriptions The Role of Books John C. Bunnell Janet L. Winters 34 The woman who outsmarted Sherlock Holmes takes on her own murder-mystery adventure. U.S. advertising Roseann Schnering The Voyage of the Princess Ark Bruce A. Heard 39 They dont call it the Savage Coast for nothing. U.K. correspondent The Nature of the Beast Zoe Bell Hurst and U.K. advertising 48 A dozen people have a dozen ways to paint a griffon. -
Tabletop Role-Playing Games and the Experience of Imagined
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Texas A&M Repository THE GREATEST UNREALITY: TABLETOP ROLE-PLAYING GAMES AND THE EXPERIENCE OF IMAGINED WORLDS A Dissertation by NICHOLAS J. MIZER Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY Chair of Committee, Tom Green Committee Members, Harris Berger Vaughn Bryant Travis Dubry Head of Department, Cynthia Werner December 2015 Major Subject: Anthropology Copyright 2015 Nicholas J. Mizer ABSTRACT Drawing on four years of participant observation, interviews, and game recordings, this dissertation explores the collaborative experience of imagined worlds in tabletop role- playing games such as Dungeons & Dragons. Research on tabletop games has at times been myopic in terms of time depth and geographic scope, and has often obscured the ethnographic realities of gaming communities. This research expands the ethnographic record on tabletop role-playing games and uses a phenomenological approach to carefully examine how gamers at five sites across the United States structure their experience of imagined worlds in the context of a productive tension between enchantment and rationalization. After discussing the history of Dungeons & Dragons in terms of enchantment and rationalization, the dissertation presents three case studies, each exploring a different facet of experience in imagined worlds. At a convention in Lake Geneva, Wisconsin, gamers commemorate the life of Dungeons & Dragons co-creator Gary Gygax, but also their own childhoods and a sense of a lost, imagined pre-modern world. -
Dragon Magazine
— The Magazine of Fantasy, Swords & Sorcery, and Science Fiction Game Playing — ORIGINS '78 — Biggest Con To Date Origins '78 is finally history, and those that were there will long re- member it, for many different reasons. I’ve waited a few days to allow the jumble of images, incidents and events to sort themselves out in my mind, as well as to be able to look back with a little more detachment. It’s a flaw in human nature that the things that aggravate us often leave a more intense short-term impression than all the pleasant things connected with an event or a memory. It is one of the human mind’s greatest powers that allow us to forget those same things with the pas- sage of time, leaving only the pleasant associations. Origins '78 had its share of both high and low points. The following is an attempt to recall both. FEATURES Origins '78 was BIG! When we left on Sunday night, the atten- Traveller. surviving is the name of the game. 3 dance was being estimated at anywhere from 3500 to over 4200, The Childhood & Youth of the Gray Mouser —fiction feature. 28 depending upon whom you queried. I’d estimate, and it is only an esti- mate, as I was heavily involved in tourneys and events all weekend, that VARIANTS around 35-3600 people attended. That is by far the biggest con to date. Insanity -A method for madness .......................... 9 It was far more attendees than anyone had rationally predicted, and New Spells in D&D — Pandora’s Box?. -
The Domain and City of Greyhawk
THE GREYHAWK CAMPAIGN The GREYHAWK® campaign was surprises held by a certain "dungeon" in the Barrier Peaks, about which we the first setting designed for the will say no more here. ADVANCED DUNGEONS & Materials were scarce for a few years before the GREYHAWK Adventures DRAGONS® game, and is also the hardbound saw print in 1988, marking the start of the "second wave" of the second-oldest fantasy roleplaying campaign's life. The world was converted to the AD&D 2nd Edition game campaign. It is familiar to many rules in the wide-roving adventure WG8 Fate of lstus, and the City of thousands of gainers the world over, Greyhawk was detailed in its own boxed expansion in 1989. Carl Sargent, though the campaign world has Rik Rose, Doug Niles, Jim Ward, Dan Salas, Nigel Findley, Anne and undergone considerable change over Richard Brown, Dale "slade" Henson, and more joined the crowd of the years. It began with E. Gary Greyhawk designers and authors. Most notable in this period were the Gygax, who created and developed WGA1-3 "Falcon" adventure trilogy, set in the City of Greyhawk, and the the world as a home campaign. The notorious WGA4 Vecna Lives!, which contained probably the most shocking world took shape with the publication beginning and end of any AD&D adventure published. The campaign years of the WORLD OF GREYHAWK for these adventures were around 582 CY or shortly before. folio in 1980, which was greatly The "third wave" of publications for the official GREYHAWK campaign expanded and improved in 1983 as began in 1991 with the publication of David Cook's GREYHAWK Wars the WORLD OF GREYHAWK boxed boxed game, which detailed the cataclysmic political changes brought about set. -
Giantlands: Introducing Ernie Gygax
GiantLands: Introducing Ernie Gygax Andrew: Welcome to The GiantLands Podcast. I'm your host, Andrew Spohn. And with us today is the one and only Ernest Gygax Jr. How are you doing today, Ernie? Ernie: I'm doing great! It's a wonderful day to talk games. Andrew: Absolutely. Isn't it always? It's cool that. We're able to connect over something like GiantLands. Like it's such a cool new project, but it has roots that are so, so old and so rich connected with the kind of origins of the modern role playing game, which is so cool. And something that your family obviously was a big part of. I know you've got like a lot of stuff on your resume, but I was kind of curious to know, um, what all kind of stuff you're up to these days. Ernie: At 60 years of age, I'm mostly trying to just lay back and enjoy the time I do have. So I, I spend a lot of time I'm with my pets. I have a lovely fiance and then I try to game as often as I can. And occasionally crank out something that's so much fun that I really want to share it. Andrew: That is so cool. And I also love the idea of, instead of treating it like a job where you're like, "I have to crank out the numbers and hit the quotas," it's like, "no, this is fueled by passion. And if I didn't love this, I wouldn't be doing it, and I would just be keeping these stories internal, you know, my little friend group or whatever." So that's, that's so cool. -
Dungeons & Dragons®
01_292907 ffirs.qxp 6/9/08 2:49 PM Page iii Dungeons & Dragons® 4th Edition FOR DUMmIES‰ by Bill Slavicsek and Richard Baker Foreword by Mike Mearls Lead Game Developer for the DUNGEONS & DRAGONS game 01_292907 ffirs.qxp 6/9/08 2:49 PM Page iv Dungeons & Dragons® 4th Edition For Dummies® Published by Wiley Publishing, Inc. 111 River Street Hoboken, NJ 07030-5774 www.wiley.com Copyright © 2008 by Wiley Publishing, Inc., Indianapolis, Indiana Published by Wiley Publishing, Inc., Indianapolis, Indiana Published simultaneously in Canada No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without either the prior written permis- sion of the Publisher, or authorization through payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to the Legal Department, Wiley Publishing, Inc., 10475 Crosspoint Blvd., Indianapolis, IN 46256, (317) 572-3447, fax (317) 572-4355, or online at http://www. wiley.com/go/permissions. Trademarks: Wiley, the Wiley Publishing logo, For Dummies, the Dummies Man logo, A Reference for the Rest of Us!, The Dummies Way, Dummies Daily, The Fun and Easy Way, Dummies.com, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and/or its affiliates in the United States and other countries, and may not be used without written permission.