Since Mankind First Began Building Societal Relationships, Gathering To
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Thursday Friday
3:00 PM – 4:00 PM Thursday 4:00 PM – 5:00 PM 12:00 PM – 1:00 PM “Hannibal and the Second Punic War” “The History of War Gaming” Speaker: Nikolas Lloyd Location: Conestoga Room Speaker: Paul Westermeyer Location: Conestoga Room Description: The Second Punic War perhaps could have been a victory for Carthage, and today, church services and degree Description: Come learn about the history of war gaming from its certificates would be in Punic and not in Latin. Hannibal is earliest days in the ancient world through computer simulations, considered by many historians to be the greatest ever general, and focusing on the ways commercial wargames and military training his methods are still studied in officer-training schools today, and wargames have inspired each other. modern historians and ancient ones alike marvel at how it was possible for a man with so little backing could keep an army made 1:00 PM – 2:00 PM up of mercenaries from many nations in the field for so long in Rome's back yard. Again and again he defeated the Romans, until “Conquerors Not Liberators: The 4th Canadian Armoured Division in the Romans gave up trying to fight him. But who was he really? How Germany, 1945” much do we really know? Was he the cruel invader, the gallant liberator, or the military obsessive? In the end, why did he lose? Speaker: Stephen Connor, PhD. Location: Conestoga Room Description: In early April 1945, the 4th Canadian Armoured Division 5:00 PM – 6:00 PM pushed into Germany. In the aftermath of the bitter fighting around “Ethical War gaming: A Discussion” Kalkar, Hochwald and Veen, the Canadians understood that a skilled enemy defending nearly impassable terrain promised more of the Moderator: Paul Westermeyer same. -
Dragon Magazine #228
Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. -
Chronomancer
OPTIONAL GAME ACCESSORY Chronomancer Credits Design: Loren Coleman Development and Editing: Matt Forbeck Additional Assistance: Jim Butler, Andria Hayday, Bruce Heard, Steve Miller, Roger Moore, Jon Pickens, Skip Williams, and David Wise Graphic Design: Stephen Daniele and Paul Hanchette Cover Art: Alan Pollack Interior Art: Thomas Baxa, Adrian Bourne, Terry Dykstra, Jim HoUoway, Mark Nelson Typography: Angelika Lokotz Production: Paul Hanchette Sample file ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, BLACKMOOR, DARK SUN, DRAGONLANCE, FORGOTTEN REALMS, GREYHAWK, HOLLOW WORLD, MYSTARA, RAVENLOFT, RED STEEL, and SPELLJAMMER are registered trademarks owned by TSR, Inc. BIRTHRIGHT, COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, PLANESCAPE, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1995 TSR, Inc. All rights reserved. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the materials or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the United States of America. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI43147 Cambridge CB1 3LB USA United Kingdom ISBN 0-7869-0325-2 1st Printing, August 1995 9506XXX1501 le of Contents Introduction 3 Chapter 4: Chronomancy 39 Where This Belongs in Your Campaign . -
Dooming Your Dungeon
DOOM-ing Your Dungeons. Lessons in Dungeon Design from Video Games. Sample file By: Irene D. B. DOOM-ing Your Dungeons. The essay you are about to read is the Credits culmination of almost twenty years of my life experiences. It is not a magnum opus, but my Written & Laid Out by: Irene D. B. first foray into codifying a philosophy that I have been bouncing around in my head for Interior & CoverArt by: Irene D. B. the past two years. That philosophy is that our dungeon design can only be improved by Cartography by: Irene D. B. understanding the language of the similar field of level design for video games. John Romero Quotes provided by: Tiogus of Helldorado The most clear example of the intersection of these two fields can be found by looking no further than the work of Jennell Jaquays. Not only is she considered one of the best dungeon designers, with herDark Tower adventure being nominated for the 1979 H.G. Wells Award for Best Role-playing Adventure, but she also has a very successful career as a video game level designer. This is no accident. I hope that you come away from this essay with a new eye when it comes to designing Sampleyour dungeons file 2 Using This PDF You know what’s wonderful? Technology is wonderful. We’ve gone from painting on walls to using light and subatomic particles to share information. And it is thanks to these innovations in technology that we are able to click on hyperlinks in our PDFs. So, whenever you see textLike This that means you can click on the text and it will take you somewhere. -
An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978. -
Of Dice and Men the Role of Dice in Board and Table Games
Homo Ludens 1/(2) (2010) Homo Ludens Of Dice and Men The role of dice in board and table games Jens Jahnke, Britta Stöckmann Kiel, Germany Uniwersytet im. Adama Mickiewicza w Poznaniu When it comes to games, dice belong to the oldest playthings or gambling instruments men have used to pass their time and/or make some money, and it is striking that still today it is hard to imagine the realm of board and table games1 without them. Dominions fell, Caesars were overthrown, however, the die is still rolling – but is it also still ruling? Trying to answer this question, we approach the topic from two angles, analysing !rst the historical and then the current situation. In the !rst part the authors would like to give a quick retrospection into the history of the die to highlight a few outstanding facts about dice and gambling in their sociocultural context. "e second part then will discuss the cur- rent situation on the German board game market from a more technical and functional point of view: how dice are being integrated into board and table games, and how the out- come is being received. To narrow down the !eld we will concentrate on this speci!c range and leave out dice in casino games as well as in RPGs. "e focus on German board games is due to the fact that they constitute one of the biggest board game markets worldwide and therefore provides a lot of material for the analysis, which at the same time does not exclude games from other countries. -
ASFA Chesley Awards
ANNUAL I o * ASFA Chesley Awards Best Cover Illustration: Hardback Book Best Cover Illustration: Paperback Book Best Cover Illustration: Magazine Best Interior Illustration Best Gaming-Related Illustration Best Product Illustration st Art Director st Three-Dimensional Art st Monochrome Work: Unpublished st Color Work: Unpublished yard for Contribution to ASFA yard for Artistic Achievement ] ANNUAL ASFA CHESLEY AWARDS Best Cover Illustration: Hardback Book David Bowers Kinuko Y. Craft Donato Giancola Todd Lockwood Don Maitz Stephen Youll for Paladin of Souls for Wolfskin for City for Transitions: for The Fairy Rebel for Lord of Snow by Lois McMaster by Juliet Marillier by Clifford D. Simak The Artwork of by Lynne Reid and Shadows Bujold (Tor, June 2003) (SFBC, 2003) Todd Lockwood Banks by Sarah Ash (E os, October 2003) (Collin ft Brown, (Delacort, May 2003) (Bantam Spectra, May 2003) July 2003) Cove Best 2 3 4 Brom James Gurney Mark Harrison Jody Lee fo' The Moons of Mirrodin for Cowboy Feng's for Paper Mage for The Riven Shield by Will McDermott Spacebar and Grille by Leah R. Cutter by Michelle West (WoTC, September 2003) by Steven Brust (ROC, March 2003) (DAW, July 2003) (Tor, March 2003) over illustration: raperoac 6 7 8 Todd Lockwood John Jude Palencar Peter de Seve Jean Pierre Targete for Tangled Webs for Hidden Warrior for Calling on Dragons for Dragon Blood by Elaine Cunningham by Lynn Flewelling by Patricia C. Wrede by Patricia Briggs (WoTC, March 2003) (Bantam Spectra, July 2003) (Magic Carpet Books, 2003) (Ace, January 2003) HARRY POTTER 8 The Amazing Success Story 11 Cove Best Stephen Daniele Bob Eggleton Donato Giancola Stephen Hickman Gahan Wilson for Dungeon #98, for FEtSF, for Dragon #307, for Weird Tales #330 for Realms of Fantasy, May 2003 July 2003 May 2003 August 2003 Best Interior Illustration ' i X g n - Alan M. -
Dragon Magazine #120
Magazine Issue #120 Vol. XI, No. 11 SPECIAL ATTRACTIONS April 1987 9 PLAYERS HANDBOOK II: Publisher The ENRAGED GLACIERS & GHOULS games first volume! Mike Cook Six bizarre articles by Alan Webster, Steven P. King, Rick Reid, Jonathan Edelstein, and Editor James MacDougall. Roger E. Moore 20 The 1987 ORIGINS AWARDS BALL0T: A special but quite serious chance to vote for the best! Just clip (or copy) and mail! Assistant editor Fiction editor Robin Jenkins Patrick L. Price OTHER FEATURES Editorial assistants 24 Scorpion Tales Arlan P. Walker Marilyn Favaro Barbara G. Young A few little facts that may scare characters to death. Eileen Lucas Georgia Moore 28 First Impressions are Deceiving David A. Bellis Art director The charlatan NPC a mountebank, a trickster, and a DMs best friend. Roger Raupp 33 Bazaar of the Bizarre Bill Birdsall Three rings of command for any brave enough to try them. Production Staff 36 The Ecology of the Gas Spore Ed Greenwood Kim Lindau Gloria Habriga It isnt a beholder, but it isnt cuddly, either. Subscriptions Advertising 38 Higher Aspirations Mark L. Palmer Pat Schulz Mary Parkinson More zero-level spells for aspiring druids. 42 Plane Speaking Jeff Grubb Creative editors Tuning in to the Outer Planes of existence. Ed Greenwood Jeff Grubb 46 Dragon Meat Robert Don Hughes Contributing artists What does one do with a dead dragon in the front yard? Linda Medley Timothy Truman 62 Operation: Zenith Merle M. Rasmussen David E. Martin Larry Elmore The undercover war on the High Frontier, for TOP SECRET® game fans. Jim Holloway Marvel Bullpen Brad Foster Bruce Simpson 64 Space-Age Espionage John Dunkelberg, Jr. -
An Ethnography of Contemporary Gaming Subculture Christopher Shane Brace University of Arkansas, Fayetteville
University of Arkansas, Fayetteville ScholarWorks@UARK Theses and Dissertations 8-2012 Of Dice and Men: An Ethnography of Contemporary Gaming Subculture Christopher Shane Brace University of Arkansas, Fayetteville Follow this and additional works at: http://scholarworks.uark.edu/etd Part of the Social and Cultural Anthropology Commons Recommended Citation Brace, Christopher Shane, "Of Dice and Men: An Ethnography of Contemporary Gaming Subculture" (2012). Theses and Dissertations. 488. http://scholarworks.uark.edu/etd/488 This Thesis is brought to you for free and open access by ScholarWorks@UARK. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of ScholarWorks@UARK. For more information, please contact [email protected], [email protected]. OF DICE AND MEN: AN ETHNOGRAPHY OF CONTEMPORARY GAMING SUBCULTURE OF DICE AND MEN: AN ETHNOGRAPHY OF CONTEMPORARY GAMING SUBCULTURE A thesis submitted in partial fulfillment of the requirements for the degree of Master of Art in Sociology By Christopher S. Brace University of Arkansas Masters of Business Administration, 2005 University of Arkansas Bachelor of Arts in Middle East Studies & Anthropology, 2003 August 2012 University of Arkansas ABSTRACT Tabletop roleplaying is a dynamic and flourishing hobby that has become increasingly accessible to a wide variety of participants. The games themselves, as well as the gaming subculture, offer players a number of personal and social benefits that continue to enrich their lives long after they leave the table. Using Goffman's theories of Dramaturgy and Frame Analysis, this paper seeks to examine the positive impact of gaming in three key areas. The first is an analysis of the subculture which includes the evolution of the games, the growth and diversification of the roleplaying community, and the current shift in stereotypes about gaming. -
View Book Sample
DANGEROUS GAMES: HOW TO PLAY (BOOK #1) BY MATT FORBECK ALSO BY MATT FORBECK Hard Times in Dragon City (Shotguns & Sorcery #1) Bad Times in Dragon City (Shotguns & Sorcery #2) End Times in Dragon City (Shotguns & Sorcery #3) Leverage: The Con Job Matt Forbeck’s Brave New World: Revolution Matt Forbeck’s Brave New World: Revelation Matt Forbeck’s Brave New World: Resolution Amortals Vegas Knights Carpathia Magic: The Gathering comics Guild Wars: Ghosts of Ascalon (with Jeff Grubb) Mutant Chronicles Star Wars vs. Star Trek Secret of the Spiritkeeper Prophecy of the Dragons The Dragons Revealed Blood Bowl Blood Bowl: Dead Ball Blood Bowl: Death Match Blood Bowl: Rumble in the Jungle Eberron: Marked for Death Eberron: The Road to Death Eberron: The Queen of Death Full Moon Enterprises Beloit, WI, USA www.forbeck.com Dangerous Games and all prominent fictional characters, locations, and organizations depicted herein are trademarks of Matt Forbeck. The appearance of other trademarks herein is not intended as a challenge to those trademarks. © 2013 by Matt Forbeck. All Rights Reserved. 12 for ’12 logo created by Jim Pinto. Dangerous Games logo created by Matt Forbeck. Cover design by Matt Forbeck. This is a work of fiction. Names, characters, places, and incidents are the products of the author’s imagination or are used fictitiously. Dedicated to my wife Ann and our kids Marty, Pat, Nick, Ken, and Helen. They’re always my favorite players. Thanks to Peter Adkison, Adrian Swartout, Owen Seyler, and the rest of the Gen Con staff for being such great sports and even better friends. -
Dungeons & Dragons(R)
August 16, 2007 Dungeons & Dragons(R) Flashes 4-ward at Gen Con Highly Anticipated 4th Edition Coming in Spring 2008 RENTON, Wash.--(BUSINESS WIRE)--Aug. 16, 2007--Whether you storm a mad wizard's tower every week or haven't delved into a dungeon since you had a mullet and a mean pair of parachute pants, one thing is certain, millions of D&D® players worldwide have anticipated the coming of 4th Edition for many years. Today Wizards of the Coast confirms that the new edition will launch in May 2008 with the release of the D&D Player's Handbook®. A pop culture icon, DUNGEONS & DRAGONS is the #1 tabletop roleplaying game in the world and is revered by legions of gamers of all ages. The 4th Edition DUNGEONS & DRAGONS game includes elements familiar to current D&D players, including illustrated rulebooks and pre-painted plastic miniatures. Also releasing next year will be new Web-based tools and online community forums through the brand new DUNGEONS & DRAGONS Insider (D&D Insider™) digital offering. D&D Insider lowers the barriers of entry for new players while simultaneously offering the depth of play that appeals to veteran players. The 4th Edition rules emphasize faster game play, offer exciting new character options, and reduce the amount of "prep time" needed to run the game. D&D Insider includes a character creator that lets players design and equip their D&D characters, dungeon- and adventure-building tools for Dungeon Masters, online magazine content, and a digital game table that lets you play 24/7 on the Internet -- the perfect option for anyone who can't find time to get together. -
Dragon Magazine #236
The dying game y first PC was a fighter named Random. I had just read “Let’s go!” we cried as one. Roger Zelazny’s Nine Princes in Amber and thought that Mike held up the map for us to see, though Jeff and I weren’t Random was a hipper name than Corwin, even though the lat- allowed to touch it. The first room had maybe ten doors in it. ter was clearly the man. He lasted exactly one encounter. Orcs. One portal looked especially inviting, with multi-colored veils My second PC was a thief named Roulette, which I thought drawn before an archway. I pointed, and the others agreed. was a clever name. Roulette enjoyed a longer career: roughly “Are you sure you want to go there?” asked Mike. one session. Near the end, after suffering through Roulette’s “Yeah. I want a vorpal sword,” I said greedily. determined efforts to search every 10’-square of floor, wall, and “It’s the most dangerous place in the dungeon,” he warned. ceiling in the dungeon, Jeff the DM decided on a whim that the “I’ll wait and see what happens to him,” said Jeff. The coward. wall my thief had just searched was, in fact, coated with contact “C’mon, guys! If we work together, we can make it.” I really poison. I rolled a three to save. wanted a vorpal sword. One by one they demurred, until I Thus ensued my first player-DM argument. There wasn’t declared I’d go by myself and keep all the treasure I found.