How Systems Shape Racial and Gender Identities in Tabletop Role-Playing Games Antero Garcia Stanford University
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Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie. -
Pathfinder Kingmaker Chapters Spreadsheet Guide
Pathfinder Kingmaker Chapters Spreadsheet Guide Castalian Moishe flummoxes no oncoming bechance unrestrainedly after Ulick kowtows overseas, quite skimpilypluvious. while Cream Husein Antony remains sometimes matriarchal curdles and any maledict. aphid infests genitivally. Awakening Hagan overpass very Could not to guide for. I was intrigued by Paizo's Kingmaker adventure game which transforms a D D. Or is together, making a random encounter when we give you quite long as weapons. Build as they grant bonuses right back from his companions this advancement dialogues you can add topics here. Very bitter due to pathfinder kingmaker kickstarter update. Photo by trolls attacking dalton, can be monsters short story of the new slots unlocked in pathfinder kingmaker chapters spreadsheet guide that your. In weight full Pathfinder Kingmaker class guide below we are down by main. Add new pathfinder kingmaker guide was no element of! If your players are using the Kingmaker Player's Guide word as a. For pathfinder kingmaker guide or scythe tree, and will do all chevron_right; in the chapter to pathfinders offer a reward from my. 13th Age SRD It nevertheless often was that our financial life comes without it set of instructions. Full Antiquities List with Location of Leads The Elder Scrolls. Impossible for pathfinder guides guide to pathfinders offer her people in the chapter of the stolen lands. Will guide pathfinder kingmaker guides for the chapter, fan labs sheets downloads google sheets document to pathfinders offer you will depend on. Both of pathfinder guides guide or crossbow the. He notably held by the. It pathfinder kingmaker guide to pathfinders offer to weight and a spreadsheet for both get some sort. -
Dragon Magazine #103
D RAGON 1 18 SPECIAL ATTRACTION 48 UNEARTHED ARCANA additions and corrections New pieces of type for those who have the book 35 26 Publisher Mike Cook Editor-in-Chief OTHER FEATURES Kim Mohan 8 The future of the game Gary Gygax Editorial staff How well tackle the task of a Second Edition AD&D® game Patrick Lucien Price Roger Moore 12 Arcana update, part 1 Kim Mohan Art director and graphics Explanations, answers, and some new rules Roger Raupp All about Krynns gnomes Roger E. Moore Subscriptions 18 Finishing our series on the demi-humans of the DRAGONLANCE world Georgia Moore Advertising 26 A dozen domestic dogs Stephen Inniss Mary Parkinson Twelve ways to classify mans best friend Contributing editors The role of books John C. Bunnell Ed Greenwood 31 Reviews of game-related fantasy and SF literature Katharine Kerr This issues contributing artists 35 The Centaur Papers Stephen Inniss and Kelly Adams Robert Pritchard Everything two authors could think of about the horse-folk Larry Elmore Bob Maurus 58 The Wages of Stress Christopher Gilbert Roger Raupp How to handle obnoxious people and make it pay Tom Centola Marvel Bullpen David Trampier Ted Goff Joseph Pillsbury DEPARTMENTS 3 Letters 88 Convention calendar 93 Dragonmirth 4 World Gamers Guide 86 Gamers Guide 94 Snarfquest 6 The forum 89 Wormy COVER Robert Pritchards first contribution to our cover is an interesting piece of artwork and thats always the main factor in deciding whether or not to accept a painting to use. But Roberts choice of a title didnt hurt a bit. -
Visions Visions
CC07 Special Edition Release Gothic Visions BY TIMOTHY K. WICKHAM WITH THE LEGENDARY GAMES ARTISTS FOREWARD BY CLARK PETERSON MAKE YOUR GAME LEGENDARY! An illustration book designed to enhance any horror-themed game but especially for use with Legendary Games’ line of Gothic Adventure Path Plug-Ins. Gothic Visions contains full-page and half-page print-ready illustrations from every Gothic Adventure Path product for use as visual aids when running our adventures or using our products in conjunction with campaigns of your own design. • 3 • Credits • 4 • An Old School Halloween Present BY CLARK PETERSON • 5 • Welcome to Adventure Path Plug-Ins BY JASON NELSON • 6 • Treasury of the Macabre ART by COLBY STEVENSON • 12 • DITION RELEASE Gothic Heroes: Pregenerated Characters E ART by HUGO SOLIS; CARTOGRAPHY by ROB LAZZERETTI PECIAL • 22 • S The Murmmuring Fountain ART by COLBY STEVENSON; CARTOGRAPHY by ROB LAZZERETTI • 26 • GOTHIC VISIONS: The Fiddler’s Lament ART by COLBY STEVENSON HAM K • 30 • Tomes of Ancient Knowledge HY K. WIC T ART by COLBY STEVENSON TIMO • 34 • Construct Codex ART by COLBY STEVENSON anD JASON JUTA • 42 • Bios • 43 • Legal ©2012 Legendary Games. Permission granted to photocopy this page for personal use only. Gothic Visions Credits Author: Timothy K. Wickham Layout and Design: Timothy K. Wickham Art: Jason Juta, Hugo Solis, Colby Stevenson Cartography: Rob Lazzaretti Foreward: Clark Peterson Legendary Games Team Members: Clinton Boomer, Jason Nelson, Neil Spicer, Greg A. Vaughan and Clark Peterson Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff and to all the authors of the amazing Carrion Crown Adventure Path! About Legendary Games Legendary Games is an all-star team of authors and designers, coordinated by Clark Peterson of Necromancer Games, Inc. -
White by Default: an Examination of Race Portrayed by Character Creation Systems in Video Games
White by Default: An Examination of Race Portrayed by Character Creation Systems in Video Games A thesis submitted to the Graduate School of the University of Cincinnati In partial fulfillment of the requirements for the degree of Master of Arts In the Department of Sociology of the College of Arts and Sciences By Samuel Oakley B.A. Otterbein University July 2019 Committee Chair: Dr. Littisha A. Bates, PhD Abstract Video games are utilized as a form of escapism by millions, thousands of hours are put in by multiple players every week. However, the opportunity to escape, and free oneself from societal scrutiny and biases like racism is limited within video games. Color-blind development and reaffirmation of gaming as a white male space limits the ability of players with marginalized identities to escape and enjoy games. A sample of character creation focused video games were analyzed to better understand if there was an impact of the White by Default character occurrence on the overall narrative, ludic (gameplay mechanics) and limitations or bonuses that could affect a player’s agency within a video game. This analysis includes The Sims 3 (freeform life simulator), Skyrim (fantasy roleplaying game), XCOM 2 (tactical science fiction), Tyranny (tactical fantasy), and South Park: The Fractured but Whole (science fiction roleplaying game) all of which allow character creations. My findings suggest that character creation did not limit a player’s agency through the usage of race in character creation, but instead offered a chance for players to self-insert or correct negative stereotypes of color-blind racism in the games narrative. -
Rules for Medieval Miniatures Gary Gygax & Jeff Perren
rules for medieval miniatures by Gary Gygax & Jeff Perren 2nd Edition <!CbainmaiI rules for medieval miniatures 2nd Edition by GaryGygax & Jeff Perren ILLUSTRATED BY DON LOWRY With thanks toall the Fantasy and Medieval enthusiasts who offered so many helpful suggestitDns--especially Len Lakofka, Ken Bourne, Stu Trembly and Ernie the Barbarian. 1st Edition., Copyright 1971, Donald S. Lowry 2nd Edition, Copyright 1972, Donald S. Lowry PRINTED IN U.S.A. TABLE OF CONTENTS Page WARGAMING WITH MINIATURES 1 RULES FOR MEDIEVAL MINIATURES 4 Turn Sequence .................. ,....................... 5 Terrain Effects Upon Movement ".......................... 6 Terrain Selection ............ "........................... 6 Movement............................................... 7 Formation and Facing ..........................•......•.. 7 Fatigue .•...........•......•.......•.................... 8 Missile Fire (excluding Gunpowder and Catapults) ........... 8 Catapult Fire ........•.................•................. 9 Gunpowder Weapons ...................................... 10 Melees .....•...........................•............... 12 Melee Optionals ............. "........................... 14 Morale ........ -.......................................... 15 Historical Characteristics <Optional) ...........•.......•.... 16 Weather ........................ -......................... 19 Sieges .•.••.•.............. , . 19 - Man-to-man Combat ......... "............................ 22 Jousting .•.................. "........................... 23 Suggested -
Quag Keep Press Release
PRESS RELEASE Announcing Development of QUAG KEEP The Andre Norton Estate Joins with George Strayton to Develop Fantasy Adventure Film Based on Novel “Quag Keep” Indianapolis, IN (Friday, August 17, 2012)—Screenwriter and producer George Strayton and the Andre Norton Estate have jointly announced today that they have entered into an agreement to develop Quag Keep by award-winning author Andre Norton into an action-packed, 3D, fantasy- adventure feature film. “We couldn't ask for a better filmmaker to bring Andre’s work to the big screen,” said Sue Stewart, executor of the Andre Norton Estate. “We’re very excited about moving the project forward.” Strayton added, “It’s an honor to help re-introduce Andre Norton to a whole new legion of fans in the form of a summer tentpole film.” They were roleplaying gamers in our world. Each came from a different place and a different background. Now they’ve been magically transported into the game of wizards and dragons. Can they band together to unlock the secret of their summoning, save their own world, and finally find a way back home without completely freaking out, getting themselves killed, or both…? Published in 1978 and still in print, Quag Keep was the first novel based on the world of Dungeons & Dragons—the progenitor of all modern roleplaying games from World of Warcraft to Halo to Call of Duty—and was written by the legendary, multi-award-winning grand-mistress of science fiction and fantasy, Andre Norton. About Andre Norton Considered one of the greatest American sci-fi/fantasy writers of all time, Andre Norton (1912 – 2005) authored dozens of novels under various noms de plume, including Andre Norton, Andrew North, and Allen Weston. -
Sample File WILLOWBRANCH HALFLINGS
INTRODUCTION but the most extreme environments. Hidefoots tend to Halflings. The very word strikes fear in the hearts of have lightly tanned or golden-brown skin, dark brown many. Well, OK, it doesn’t. But many halflings would hair and brown eyes. like to think that it does. Even the sedentary, non- Society: Hidefoots (or hidefeet, as some call adventurous types among the halflings have a pride in themselves) have more of a tendency to form their own themselves and their ancestors that makes them swell communities outside of the cities of other races, though with satisfaction and boast with bravado on occasion. they do not form entire nations of their own. Hidefoot Presented here are several options for your halfling halflings are more sedentary than standard halflings, character, including two variant halfling races, the and especially more sedentary than willowbranch half-halfling template, over a dozen feats, a half-dozen halflings, but they are not unknown as adventurers and flaws, and some halfling specific gear and equipment, traveling merchants. Most hidefoot communities tend all designed to allow you to play a fierce, proud halfling to be located in cooler, wetter climates. who will strike fear into all enemies! Relations: Hidefoot halflings tend to be a bit DISCLAIMER: In an attempt to provide game provincial, preferring their own family and local friends mechanics for many well known halfling activities such over outsiders. They generally do not trust the “big as those depicted in certain novels and films, we have folk” – which includes dwarves, as far as they are included both feats and flaws centered around smoking concerned – but will tolerate them, especially traders a pipe and drinking. -
SFC Bulletin, Vol
THE SOUTHERN FANDOM CONFEDERATION BULLETIN Volume 8 Number 4 December 2003 The Southern Fandom Confederation Bulletin Volume 8 Number 4 SOUTHERN FANDOM CONFEDERATION BULLETIN CONTENTS PAGE Ad Rates Cleary Comments 3 Convention Reports 4 Type Full Page Half Page ¼ Page Book Reviews 6 Fan $50.00 $25.00 $12.50 Pro $100.00 $50.00 $25.00 Treasurer’s Report 7 Punny Collaborations 7 SFC Handbooks Annotated Fanzine Listings 8 News 10 This amazing 196 page tome of Southern Fannish lore, Southern Convention List 12 edited by T.K.F.W. Reinhardt, is now available to all comers Roster 14 for $5, plus a $2 shipping and handling charge if we have to Marvel Comics Scramblet 16 mail it. The Handbook is also available online, thanks to the Letters of Comment 17 efforts of Samuel Smith, at www.smithuel.net/sfcbh/. The SFC Handbook Errata page is: Policies www.smithuel.net/sfchb/hberrata.html. The Southern Fandom Confederation Bulletin Volume T-Shirts 8, Number 4, December 2003, is the official publication of the Southern Fandom Confederation (SFC), a not-for-profit Sizes Quantity (Animals) Quantity (States) literary organization and information clearinghouse Medium 1 2 dedicated to the service of Southern Science Fiction and Large 2 4 Fantasy Fandom. The Bulletin is edited by R. B. Cleary and XXL 1 Not Available is published at least three times per year. Membership in the SFC is $15 annually, running from DeepSouthCon to T-Shirts are $10 each plus $3 shipping and handling fee DeepSouthCon. A club or convention membership is $75 if we have to mail it. -
Blood of the Beast Beast-Blooded Populations of the Inner Sea
® ™ Blood of the Beast Beast-Blooded Populations of the Inner Sea KITSUNE RATFOLK RATFOLK CATFOLK RATFOLK VANARAS GRIPPLIS TENGUS NAGAJI Development Lead • Mark Moreland Authors • Alexander Augunas, John Compton, and Crystal Frasier Cover Artist • Ramon Puasa Jr Interior Artists • Graey Erb, Kent Hamilton, Veli Nyström, Bryan Syme, and Benjamin Widdowson Editor-in-Chief • F. Wesley Schneider Creative Director • James Jacobs Creative Design Director • Sarah E. Robinson TABLE OF CONTENTS Executive Editor • James L. Sutter Senior Developer • Rob McCreary Pathfinder Society Lead Developer • John Compton Developers • Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Mark Moreland, INTRODUCTION 2 Owen K.C. Stephens, and Linda Zayas-Palmer Managing Editor • Judy Bauer Senior Editor • Christopher Carey Editors • Jason Keeley, Elisa Mader, and Josh Vogt CATFOLK 4 Lead Designer • Jason Bulmahn Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter Art Director • Sonja Morris GRIPPLIS 8 Senior Graphic Designers • Emily Crowell and Adam Vick Publisher • Erik Mona KITSUNE 12 Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters NAGAJI 16 Sales Associate • Cosmo Eisele Marketing Director • Jenny Bendel Chief Financial Officer • John Parrish Staff Accountant • Ashley Kaprielian RATFOLK 20 Data Entry Clerk • B. Scott Keim Chief Technical Officer • Vic Wertz Software Development Manager • Cort Odekirk Senior Software Developer • Gary Teter TENGUS 24 Project Manager • Jessica Price Organized -
Othering” Strategies
BUILDING A WORLD OF WARCRAFT: CYBER-COLONIALISM THROUGH “OTHERING” STRATEGIES by LEVI PRESSNELL BETH S. BENNETT, COMMITTEE CHAIR JASON EDWARD BLACK MATTHEW PAYNE A THESIS Submitted in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Communication Studies in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2013 Copyright Levi Pressnell 2013 ALL RIGHTS RESERVED ABSTRACT This thesis provides a rhetorical analysis of the popular video game World of Warcraft (WoW) and related material. The subscriber base of this game makes it a particularly prominent example of discourse with potentially great influence. Where previous studies have focused less on WoW’s narrative in favor of a psychological or sociological approach, this study attempts to examine the rhetorical implications of the game’s storyline. The study situates WoW within a suitable critical space and shows how strategies used to emphasize racial differences result in a new theoretical framework described by the term “cyber-colonialism.” The study highlights three strategies through which WoW emphasizes the differences between racial groups and thereby creates its cyber-colonial portrayals: constructing opposing binaries, the role of geography and climate, and the use of color as a marker of deviance. These strategies all have an established history within ancient, medieval, and modern literature and likely influence the way in which participants view WoW’s cultures. The remainder of the rhetorical analysis highlights three arguments WoW itself teaches about particular rhetorical strategies. In particular, this study shows how WoW embraces cross- cultural cooperation, rejects scapegoating as an appropriate rhetorical tool, and encourages the involvement of native cultures in solving problems. -
The Traveller Chronicle Short Fiction
The Science Fiction In Traveller A Reader’s Guide to Traveller Role-Playing Fiction By Shannon Appelcline Far Future Enterprises 2016 Preface Award-winning reviewer Shannon Appelcline (Designers & Dragon) investigates the science-fiction literature that shaped the structure and content of the Traveller science-fiction role-playing game. He reviews and discusses the broad expanse of SF that influenced Marc Miller as he designed the massive background universe of Traveller, and then gives equal consideration to the novels and short stories that were inspired by Traveller. Introduction I think that one of the best ways to prepare yourself for a roleplaying game is to immerse yourself in its fiction. It’s a way to gain a visceral, unconscious understanding of a game world — allowing you to instinctively respond to your player’s action in the context of a real universe. So, when I decided to run a Mongoose Traveller game in 2009, I started reading. Marc Miller has listed a number of novels that influenced Traveller over the years, and I began with some of those — including classics from the ‘50s and ‘60s by authors that I was largely unfamiliar with, like H. Beam Piper, E.C. Tubb, and Keith Laumer. They helped me to gain a better appreciation not just for Traveller’s universe, but also for science fiction’s history. I could have read scores more “inspirational” novels, but instead I moved on to the novels actually written about the Traveller universe. Though Traveller doesn’t have the depth of D&D’s fiction line, I was happy to discover that there were about a dozen novels that were “Traveller” to various degrees.