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GURPS Ultra-Lite Folds and and Much More
TM ULTRA-LITE About GURPS Steve Jackson Games is committed to full support of slit on the dotted line in the middle of the sheet, below pages GURPS players. Our address is SJ Games, P.O. Box INSTRUCTIONS 6 and Back and above 3 and 2; if you cut to either edge of 18957, Austin, TX 78760. Please include a self- After you print this PDF, lightly fold the second page on the paper, you went too far! addressed, stamped envelope (SASE) any time you the faint lines. (Make all folds in both directions to loosen Fold the paper in half lengthwise, text-side-out, and – write us! We can also be reached by e-mail: the creases.) With the page folded in half in either direction, holding the Front and page 1 in one hand and pages 5 and [email protected]. Resources include: the joining edges should match; if they don’t, trim the overly 4 in the other – bring your hands together, so that the pages long edge(s). Then unfold the page and lay it flat. on the top layer (6 and Back) pop up and the pages on the New supplements and adventures. GURPS continues Look at the sheet landscape style, so the Ultra-Lite cover bottom layer (2 and 3) pop down. Looked at from a certain to grow – see what’s new at www.sjgames.com/gurps. is in the upper-right corner (see picture). Make a horizontal view, it should resemble a plus (+) sign. e23. Our e-publishing division offers GURPS adven- Fold page 6 toward page 5, then fold page 1 toward page tures, play aids, and support in PDF form . -
Principia Discordia.Pdf
RAW Intro | Omar Intro | Title Page | Index | Version Notes | INTRODUCTION You hold in your hands one of the Great Books of our century fnord. Some Great Books are recognized at once with a fusillade of critical huzzahs and gonfolons, like Joyce’s Ulysses. Others appear almost furtively and are only discovered 50 years later, like Moby Dick or Mendel’s great essay on genetics. The Principia Discordia entered our space-time continuum almost as unobtrusively as a cat-burglar creeping over a windowsill. In 1968, virtually nobody had heard of this wonderful book. In 1970, hundreds of people from coast to coast were talking about it and asking the identity of the mysterious author, Malaclypse the Younger. Rumors swept across the continent, from New York to Los Angeles, from Seattle to St. Joe. Malaclypse was actually Alan Watts, one heard. No, said another legend – the Principia was actually the work of the Sufi Order. A third, very intriguing myth held that Malaclypse was a pen-name for Richard M. Nixon, who had allegedly composed the Principia during a few moments of lucidity. I enjoyed each of these yarns and did my part to help spread them. I was also careful never to contradict the occasional rumors that I had actually written the whole thing myself during an acid trip. The legendry, the mystery, the cult grew very slowly. By the mid- 1970’s, thousands of people, some as far off as Hong Kong and Australia, were talking about the Principia, and since the original was out of print by then, xerox copies were beginning to circulate here and there. -
Theescapist 065.Pdf
The game was not terribly complex: The were quite familiar, encompassing ideas point of the game is, as CEO, to keep of companies that were no more, such as your fledgling dot-com in business. The “Butler-Hosted search engine,” or “Dot- Allen, I’m in the same boat as you on gameplay emerges through a careful Com Card Game” – whatever that is. this collectible card game thing – I don’t balance of personnel cards and skill And it was these cards that made the To The Editor: If Christian game get it. For those of you wondering, go cards, the personnel cards each carrying game really quite fun in a quirky sort of producers want to be taken seriously by have a read through Allen Varney’s an individual’s burn rate and his skill way, inspiring comments such as, “Wow, the mainstream market (in particularly article in this week’s issue of The level, and the skill cards representing an that really was a bad idea,” and “Yes! I the overseas European and Japanese Escapist, and you’ll see what I mean. action and the personnel skill required to remember the sock puppet!” market) they’re going to have to stop Perhaps this makes me a dimwit, as perform that action. designing their games as blatant well; certainly I’ll admit to some level of But I guess it’s easy to laugh in propaganda and misinformation. dimness on the topic, as many of these During the first couple of dot-com eras hindsight, knowing that these ideas were card games are a smashing success. -
Magic: the Gathering Comprehensive Rules
Magic: The Gathering Comprehensive Rules These rules are effective as of April 22, 2021. Introduction This document is the ultimate authority for Magic: The Gathering® competitive game play. It consists of a series of numbered rules followed by a glossary. Many of the numbered rules are divided into subrules, and each separate rule and subrule of the game has its own number. (Note that subrules skip the letters “l” and “o” due to potential confusion with the numbers “1” and “0”; subrule 704.5k is followed by 704.5m, then 704.5n, then 704.5p, for example.) Changes may have been made to this document since its publication. You can download the most recent version from the Magic rules website at Magic.Wizards.com/Rules. If you have questions, you can get the answers from us at Support.Wizards.com. Contents 1. Game Concepts 100. General 101. The Magic Golden Rules 102. Players 103. Starting the Game 104. Ending the Game 105. Colors 106. Mana 107. Numbers and Symbols 108. Cards 109. Objects 110. Permanents 111. Tokens 112. Spells 113. Abilities 114. Emblems 115. Targets 116. Special Actions 117. Timing and Priority 118. Costs 119. Life 120. Damage 121. Drawing a Card 122. Counters 2. Parts of a Card 200. General 201. Name 202. Mana Cost and Color 203. Illustration 204. Color Indicator 205. Type Line 206. Expansion Symbol 207. Text Box 208. Power/Toughness 209. Loyalty 210. Hand Modifier 211. Life Modifier 212. Information Below the Text Box 3. Card Types 300. General 301. Artifacts 302. Creatures 303. Enchantments 304. -
Munchkin Cthulhu Guest Artist Edition Rules
® exaMPle oF CoMBat, running away suPer-sized MUNCHKIN with nuMBers and everything If nobody will help you . or if somebody tries to help, and CURSES Studies have shown that 8.4 out of 9.7 Munchkin players your fellow party members interfere so the two of you still cannot If drawn face-up during the Kick Open The Door phase, Curse just can’t get enough of the game. Here are some ideas to take Margot is a 4th-Level Cultist with the Frothing win . you must Run Away. You don’t get any levels or Treasure. cards apply to the person who drew them. your Munchkin games to new heights – or lows: enhancer (which gives her a +3 to her combat strength). You don’t even get to Loot the Room. And you don’t always Combining different Munchkin sets. You can mix two (or There is one other Cultist, Gene, so she has another +2. escape unharmed . If acquired some other way, such as by Looting The Room, She kicks open the door and finds the Grape Old Ones, a Curse cards go into your hand and may be played on any player at more) base sets and expansions together for a genre-crossing Level 12 monster with -2 against females. Margot’s at a 9 Roll the die. You escape on a 5 or more. Some abilities and any time. ANY time, do you hear me? Reducing someone’s abilities mega-Munchkin adventure! Space plus Old West? Kung fu and the Grape Old Ones are at a 10, so Margot is losing. -
Gathering of Card Players and Subcultural Expression
THE MAGIC OF COMMUNITY: GATHERING OF CARD PLAYERS AND SUBCULTURAL EXPRESSION Travis J. Limbert A Thesis Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS August 2012 Committee: Dr. Marilyn Motz, Advisor Dr. Esther Clinton © 2012 Travis Limbert All Rights Reserved iii ABSTRACT Marilyn Motz, Advisor When Magic: the Gathering was released in 1993, it was the first trading card game. It paved the way for the trading card game subculture and market that exists today. This thesis explores the implications of this subculture and the ways it can be thought of as an urban leisure subculture. This thesis also discusses Magic’s unique community, which has been instrumental in the game’s success over the last two decades. Magic’s community is created symbiotically, through official support by Wizards of the Coast, and the parent company Hasbro, as well as the usage and interaction by the fans and players. It is this interaction that creates a unique community for Magic, which leads to the game’s global popularity, including its tremendous growth since 2010. This thesis looks at trade publications, articles written about Magic, player responses collected through online surveys, and other works to create an extensive work on Magic and its community. This thesis focuses on how the community is important to the consumption of copyrighted cultural texts and how this creates of meaning in players’ lives. iv To my parents, James and Jona, who always encouraged me. v ACKNOWLEDGMENTS I would like to thank my thesis committee, Dr. -
LOOKING for FANTASY? Fantasy Ð from Ancient Myths to Popular Films, Sto- Ries of Heroes and Magic Have Captured the Human Imagination
LOOKING FOR FANTASY? Fantasy – from ancient myths to popular films, sto- ries of heroes and magic have captured the human imagination. Now GURPS offers roleplayers a com- prehensive guide to the entire Fantasy genre. Building on the flexible, streamlined Fourth Edition rules, it helps you develop a campaign to explore the world of your favorite book or film – or create a new one from your own dreams. The main emphasis is on historical fantasy, in settings from the Bronze Age to the Renaissance, but the principles apply to any fantasy setting, from the prehistoric past to the remote future. A complete campaign setting, Roma Arcana, is ready to use in your own campaign. It can stand on its own, or fit into the Infinite Worlds campaign frame- work from GURPS Fourth Edition. Send a band of adventurers on impossible missions in a magical Roman Empire, as they struggle to hold back the darkness from their native city and win honor. You’ll find help in running your campaign in Roma Arcana or any other setting – advice on creating bal- anced parties, devising scenarios to challenge them, and using the game systems to achieve dramatic effects. Take the most flexible, most consistent game rules system available, and use it to run the campaign of your dreams. This PDF is the latest edition of GURPS Fantasy. All known errata at the time of the creation of this edition have been incorporated into this document. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD. of Steve Jackson Games Incorporated. Pyramid, GURPS Fantasy, and the PRINT. -
The Magazine of Adventure Gamin... $3.00
• 76 The Magazine of Adventure Gamin... er$3.00 76 Space Gamer Number Sept/Oct 1985 SPECIAL SECTION Editor-In-Chief: Warren Spector Assistant Editor: Allen Varney Mastering the Games Contributing Editors: William A. Barton Specific roleplaying systems call for specific advice to the referee. Matthew J. Costello Three offbeat games represent special gamemastering challenges, Jerry Epperson which are dealt with in articles by expert GMs. Bob McLain The Morrow Project • Jonathan Walton 14 Rick Swan Chill • Troy Denning 17 Tips on Horror Games • W. Peter Miller 19 Publisher: Steve Jackson Paranoia • Ken Rolston 20 Production Manager: Marie Mahoney Production Staff: C. Mara Lee Kyle Miller ARTICLES DC Heroes Design Notes • Greg Gorden 5 Business Manager: Mark Chandler Small Arms: The Future and Roleplaying Advertising Manager: Caroline Chase Near -future weapon developments for SFRPGs 10 Circulation Manager: Creede Lambard Unauthorized Paranoia Repair Kit • Allen Varney Traitorous Commie mutant propaganda . 22 Man to Man Design Notes • Steve Jackson ART IN THIS ISSUE 24 Cover: Kyle Miller. The development of the GURPS combat system Line Art: Kyle Miller. Ham Design Notes • N. Robin Crossby The development of the popular FRPG world 27 Game Art: Mayfair/DC Comics Inc.: 7. Pacesetter Ltd.: 18. West End Games: 20. Steve Jackson Games: 25. REVIEWS DC Heroes • Allen Varney 7 Most game names are trademarks of the Stellar Conquest • Tony Watson companies publishing those games. In par- With an appreciation by Greg Costikyan 28 ticular: Dungeons & Dragons, -
Illuminati Rulebook
® THE GAME OF CONSPIRACY Game Design by STEVE JACKSON Basic Rules..........................2 With development by J. DAVID GEORGE Object of the Game ....................... 2 Cover DAVID MARTIN Beginning the Game...................... 2 Card illustrators JOHN GRIGNI, Sequence of Play ........................... 2 SHEA RYAN, DAN SMITH, and The Groups.................................... 3 Alignment .................................. 3 CLIFFORD VANMETER Power ......................................... 3 With additional coloring by Resistance .................................. 4 BYRON TAYLOR Income........................................ 4 Art Director ALAIN H. DAWSON Special Abilities ......................... 4 Production by ALEX FERNANDEZ Actions........................................... 4 Attacks........................................... 4 Print Buyer PHILIP REED Attack to Control ....................... 4 Prepress Checker MONICA STEPHENS Attack to Neutralize................... 6 Illuminati Attack to Destroy....................... 6 and the all-seeing pyramid are registered Interference.................................... 7 trademarks, and the names of all other products published by Calling Off an Attack .................... 7 Steve Jackson Games are trademarks or registered trademarks, Transferring Money....................... 7 of Steve Jackson Games Incorporated, or used under license. Illuminati Moving a Group ............................ 7 is copyright © 1982-2013 by Steve Jackson Free Actions.................................. -
Science Fiction Review 37
SCIENCE FICTION REVIEW $2.00 WINTER 1980 NUMBER 37 SCIENCE FICTION REVIEW (ISSN: 0036-8377) Formerly THE ALIEN CRITZ® P.O. BOX 11408 NOVEMBER 1980 — VOL.9, NO .4 PORTLAND, OR 97211 WHOLE NUMBER 37 PHONE: (503) 282-0381 RICHARD E. GEIS, editor & publisher PAULETTE MINARE', ASSOCIATE EDITOR PUBLISHED QUARTERLY FEB., MAY, AUG., NOV. SINGLE COPY — $2.00 COVER BY STEPHEN FABIAN SHORT FICTION REVIEWS "PET" ANALOG—PATRICIA MATHEWS.40 ASIMOV'S-ROBERT SABELLA.42 F8SF-RUSSELL ENGEBRETSON.43 ALIEN THOUGHTS DESTINIES-PATRICIA MATHEWS.44 GALAXY-JAFtS J.J, WILSON.44 REVIEWS- BY THE EDITOR.A OTT4I-MARGANA B. ROLAIN.45 PLAYBOY-H.H. EDWARD FORGIE.47 BATTLE BEYOND THE STARS. THE MAN WITH THE COSMIC ORIGINAL ANTHOLOGIES —DAVID A. , _ TTE HUNTER..... TRUESDALE...47 ESCAPE FROM ALCATRAZ. TRIGGERFINGER—an interview with JUST YOU AND Ft, KID. ROBERT ANTON WILSON SMALL PRESS NOTES THE ELECTRIC HORSEMAN. CONDUCTED BY NEAL WILGUS.. .6 BY THE EDITOR.49 THE CHILDREN. THE ORPHAN. ZOMBIE. AND THEN I SAW.... LETTERS.51 THE HILLS HAVE EYES. BY THE EDITOR.10 FROM BUZZ DIXON THE OCTOGON. TOM STAICAR THE BIG BRAWL. MARK J. MCGARRY INTERFACES. "WE'RE COMING THROUGH THE WINDOW" ORSON SCOTT CARD THE EDGE OF RUNNING WATER. ELTON T. ELLIOTT SF WRITER S WORKSHOP I. LETTER, INTRODUCTION AND STORY NEVILLE J. ANGOVE BY BARRY N. MALZBERG.12 AN HOUR WITH HARLAN ELLISON.... JOHN SHIRLEY AN HOUR WITH ISAAC ASIMOV. ROBERT BLOCH CITY.. GENE WOLFE TIC DEAD ZONE. THE VIVISECTOR CHARLES R. SAUNDERS BY DARRELL SCHWEITZER.15 FRANK FRAZETTA, BOOK FOUR.24 ALEXIS GILLILAND Tl-E LAST IMMORTAL.24 ROBERT A.W, LOWNDES DARK IS THE SUN.24 LARRY NIVEN TFC MAN IN THE DARKSUIT.24 INSIDE THE WHALE RONALD R. -
Pocket Edition $2.95 Online Resources the Ogre Website at Ogre.Sjgames.Com Includes: • News and Forums
® pocket Edition $2.95 Online Resources The Ogre website at ogre.sjgames.com includes: • News and forums. • Free downloadable play aids, including an app for mobile devices. • An Ogre wiki with scenarios, fiction, and the future history of the world of Ogre. • A bibliography and ludography of Ogre releases. To find other Ogre players, sign up with the Gamer and Store Finder at gamerfinder.sjgames.com Ogre Miniatures Metal miniatures of some Ogre units, scaled to fit on the 6th Edition maps, are available online at www.warehouse23.com. Thanks to those who backed the Ogre project on Kickstarter, this line will continue, and out-of-print sets will reappear in either metal or resin. ® Tactical Ground Combat in the 21st Century Game Design by Steve Jackson Illustrated by Winchell Chung Map by Steve Jackson Production by Benjamin Williams Print Buying by Phil Reed ® Acknowledgements The designer would like to acknowledge the following sources of inspiration and/or information: Keith Laumer’s “Bolo” series, Colin Kapp’s “Gottlos,” Robert Heinlein’s Starship Troopers, Joe Haldeman’s The Forever War, and Tanks, by Armin Halle and Carlo Demand. Thanks also go to those who playtested and commented on the game, including Howard Thompson, Elton Fewell, Ben Ostrander, Robert Taylor, Mark Huffman, Frank Blazek, Stewart Norris, Nick Schuessler, Susan Tunnell, and many others. Thanks must now be added to the many gamers whose appreciation and constructive criticism of the first edition of Ogre made later editions possible – and much better. They included Keith Gross, Robert Schultz, Kenneth Schultz, A. Mark Ratner, J. -
Mediatization of a Card Game: Magic: the Gathering, Esports, and Streaming Abstract
This is the accepted manuscript of the article, which has been published in Media, Culture and Society. 2019. https://doi.org/10.1177/0163443719876536 Jan Švelch Mediatization of a Card Game: Magic: The Gathering, Esports, and Streaming Abstract Magic: The Gathering is a household name among analog games. Its publisher, Wizards of the Coast, has experimented with digital adaptations since the late 1990s, however it was only in 2018--2019 when the company announced a more radical push for the video game market, including a strategy for streaming and esports. By analyzing streaming content, paratextual elements, and online discussions leading up to the first major digital tournament, I explore the attempted and heavily promoted transition of Magic: The Gathering from a primarily analog card game towards a transmedia esports property. Beside conflicting reactions from players and fans to particular aspects of this transformation, this change brings along deepened mediatization of the game as a way to improve the spectator experience by following the media logics of streaming and esports. Professional players in the newly formed esports league along with other sponsored content creators were recruited to serve as advocates for this transition. Keywords mediatization, streaming, esports, sportification, professional player, monetization, video game, card game Introduction Magic: The Gathering (Garfield, 1993) has established the genre of trading card games (Brougère, 2004; Martin, 2004) and inspired modern in-app monetization practices such as loot boxes (Nielsen and Grabarczyk, 2018). Despite its sustained economic success over more than 25 years, the game received less mainstream exposure than, for example, Dungeons & Dragons (Gygax and Arneson, 1974), which has recently captured broad attention due to references in hit television shows and popular streaming series such as Critical Role (Trammell, 2019).