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In 1912, just over a decade after the infamous Jack the Ripper murders, William Roberts builds a device that can record sound from the past. As he walks the streets of Whitechapel he hears the voices of the Ripper's victims calling out to him and becomes determined to stop the crimes from ever happening. As Roberts' obsession drives him to madness, he suddenly disappears from the very streets he knew so well. Now, you follow in Roberts' footsteps, listening to the recordings he made of the victims, solving the mysteries of their deaths, and evading the Ripper as he draws ever-nearer. Discover the secrets of the Whitechapel Murders, upon the actual streets of London, or from the comfort of your own home... but beware, as you slip deeper into this world of poverty and death, you might uncover Roberts' fate by making it your own... A remarkable visual-audio-interactive experience that will immerse you in London's Whitechapel District unlike anything you have ever known before... This VAEO requires a smartphone/camera-enabled tablet, headphones, a QR Code Reader App (i-nigma or Qrafter are recommended) and the ability to face your inner terrors.
Nestled away in the tiny hamlet of Slippery End lies Truff Hall. The ghosts who wander the lonely corridors of this archaic mansion, are almost as numerous as the secrets; hidden away by the chocolatier who built this crumbling edifice. Now, the last of the Buerre dynasty, Coco, is to hold a lavish dinner party for a handful of guests... it is a soiree with a very dark and bitter twist Tonight at Truff Hall a hideous murder has been committed... and it is down to you and your friends to discover who committed this terrible crime. By solving the cryptic puzzles, uncovering the clues, playing forfeits, and eating chocolate can you discover the truth before it is too late? From the crime journals of Florian Bamboozie, this comical and immersive adventure will take you on a dinner party to remember, as it twists and turns towards the final starling conclusion... of Death by Chocolate Recommended for four players or more, with smartphones, this immersive VAEO will envelop you and your friends using the book, music, narration and interactive content. Two player mode is also an option for a longer adventure. With additional online features you can turn this experience into a whole evening of entertainment with recipes, downloadable 'decor' and a whole lot more.
This collection of all-new essays approaches the topic of immersion as a product of social and media relations in the 21st century. Examining the premises and aesthetics of live-action and tabletop role-playing games, reality television, social media apps and first-person shooters, the essays take both game rules and the media discourse that games produce as serious objects of study. Scholars of social psychology, sociology, role-playing theory, game studies, and television studies all examine games and game-like environments like reality shows as interdependent sites of social friction and power negotiation. The ten essays articulate the importance of game rules in our analyses of contemporary media products, and demonstrate methods that allow us to see those game rules in action during the contested process of play.
A practical and concise tutorial leading the player to understand how to get the most out of their in game time. Packt Gold Strategy Guides are a workout, not a walkthrough! Newcomers or experienced players of the Runescape online game. Both free and pay-for members will benefit from the book.
A choose-your-own-adventure style gamebook that gives the reader a choice of different quests and adventures. The book is open-ended and provides an almost unlimited number of plot lines. You can be a warrior, explorer, priest, wizard, thief or bard. The books in the series are inter-connected, allowing you to travel all across the Fabled Lands. In this volume you get to sail over the oceans, experiencing fantastic adventures to rival those of Odysseus, Jason and Sinbad.
CALL OF CTHULHU ROLEPLAYING] SECRETS OF NEW YORK is a compendium of one of the oldest and most popular cities in the new world, and is a supplement for the "Call of Cthulhu" roleplaying game. This volume explores the strange events above and below the streets and avenues that crisscross the world's financial capital during the 1920's. With a plethora of characters to bring the city to life, and a detailed history to build scenarios upon, "Secrets of New York" is an indispensable tool for keepers and players setting adventures in the Big Apple. Included are maps and historical documents and photographs of 1920's New York City, as well as several scenarios that explore the most popular and less savory locales of this grand metropolis.
Here's a Hobby for those who love: toys, games, role playing, military history, action movies, science fiction, paintball, and having friends and family over.This book has it all, from gladiatorial combat to space warfare. Test your skills and luck as you re-fight famous battles or explore the world of "what ifs."Here's your chance to "be" Alexander, Saladin, Cromwell, Washington, Napoleon, Nelson, Lee, Grant, Pershing, Rommel, Patton, Nimitz, or any of the great military leaders of history."Lead" a patrol in the Ardennes or in Afghanistan. It's paintball without the pain You can "fly" your Wildcat against a Zero, your Phantom against a Mig. See if you have what it takes to be a "pirate" in the Carribbean. Can you "conquer" a galaxy or "master" magic?The rules contained in this book cover all this and more. They are easy to learn, fast to play, and contain background information for anyone who's not a historian. You can get started on any budget and with whatever space you have available.Rediscover reading for fun Teaching History? There are sample history "labs" included. Have your class "experience" the past Watch their interest and enthusiasm grow
Set in the world of the Three Musketeers and Cyrano de Bergerac, En Garde! is one of the original role-playing games. This new edition is faithful to the original game and introduces a new generation to the delights of swashbuckling in seventeenth century Paris.
Future Lost is a science fiction sourcebook that gives players a chance to step into a possible future where America has fallen and immoral corporations have divided up a once great nation. The cities of the new "corporate-nations" are divided further into large gated communities that shelter the wealthy and powerful behind high tech and heavily armed security. Meanwhile the poor are cast out into "other-cities", lawless ghettos where gangs, crime and violence are a way of life. Future Lost contains 276 pages with 9 classes, 27 prestige classes, as well as new skills and skill uses, feats, original psychic powers, unique equipment, firearms and complete new rules for cybernetic augmentation and cybernetic systems. The book also contains a world description of the powers that be: international corporations, merciless gangs, military research facilities, fanatical religious sects and tyrannical government bodies.
Imagine a world of mystery and excitement, adventure and fantasy, waiting for you to explore. A world that reacts to your every move, with characters and companies that talk to you, send you messages, and even give you items to help you in your quest. A world so immersive that you can no longer tell where the reality ends and the fiction begins. Welcome to the world of Alternate Reality Gaming. This Is Not A Game: A Guide to Alternate Reality Gaming by Dave Szulborski is the perfect introduction to the unique and exciting world of Alternate Reality Games. Written by the creator of five successful and critically acclaimed ARGs, This Is Not A Game features detailed sections on the theory and history of Alternate Reality Gaming, as well as a "How To Guide" for aspiring game creators. The book also includes Dave's personal reflections on creating some of the most popular ARGs ever developed, and essays on gaming and cooperative writing by award winning authors Ben Mack and Joseph Matheny.
The Wildside Gaming System is a flexible, innovative, ultra-realistic role-playing system designed specifically for adult and experienced gamers. Combining realistic and logical character development, realistic combat, and accurate historical elements, the Fantasy Role-Playing Edition is designed especially for Game Masters who like to create their own settings for swashbuckling heroics, magic, and adventure in a complex fantasy world.
First Edition The "Conspiracy of Shadows" Role-playing Game is a game of paranoia and horror. It draws themes from Gothic and pulp horror fiction, conspiracy theories and the kinetic action found in modern horror-action films and places them squarely in a medieval world that is a dark reflection of medieval Eastern Europe. The characters are people, not elves, dwarves or orcs. They are like you and I only they are driven by a secret knowledge of a hidden evil, they risk their lives searching for the truth about the conspiracy and a means to thwart it. This is a complete role-playing game that allows you to create an entertaining story with your own antagonists and protagonists. Event resolution is quick and easy, based upon a single die mechanic. The truth is waiting for you. Will you be able to handle it?
A fun, fast paced, easy-to-learn horror-comedy roleplaying game, Horror Rules is a great way to lose your marbles (or your life) and keep your sense of humor! Based on popular horror movies such as Tremors, The Evil Dead and 8-Legged Freaks and packed with all your favorite characters, cliches and cut-ups, it's great for experienced and novice gamers alike. Liven up any party or just kill a few hours with your friends. Even non-gamers will find it a fun read and an excellent addition to any horror collection. The basic rulebook is packed with cool artwork, sample Bad Guys, Character Sheets, a free adventure and 100pgs of scare-your-pants-off fun... everything you need to play and more! With plenty of action, scares and tongue-in-cheek fun, it's guaranteed to make you DIE laughing.
CALL OF CTHULHU ROLEPLAYING] New to "Call of Cthulhu"? Or are you a
battle-scarred veteran of many campaigns? Here are essential
background articles useful to most keepers.
Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.
No fantasy setting is complete without a pantheon of powerful deities for its characters to worship or fear. Whether you're a sneaky rogue asking the god of thievery for a blessing on your next heist or a valorous crusader calling the might of your patron down upon the forces of evil, faith and the forces behind it are key to every character's identity. Within this volume you'll find details on the gods and non-deific faiths of the Age of Lost Omens from the perspective of their clergy and lay worshipers. You'll also discover new domains, feats, and spells to customize your character, and an exhaustive index of hundreds of deities from the Pathfinder setting you can worship (and the mechanical benefits of doing so). An indispensable resource for both players looking to flesh out their characters' motivations and Game Masters aiming to bring the evil cults, zealous evangelists, and holy warriors of their campaigns to life, Pathfinder Lost Omens Gods & Magic is an essential addition to any Pathfinder Second Edition campaign!
When people hear the term "role-playing games", they tend to think of two things: A group of friends sitting around a table playing Dungeons & Dragons, or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players-people who come together to role-play in writing. They create stories by taking turns, describing events through their characters' eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe, or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gathering images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites, and participating in five of them for a year, Csenge Virag Zalka creates a pilot study that delves into a subculture of unbound creativity.
A Dozen 5th Edition One-Shot Adventures for Levels 1 to 15. So, your players went off on a tangent? Never fear-Prepared 2 offers GMs quick solutions to keep the game moving and players entertained, while you figure out your next move. Here are short, one-shot adventures for every environment, including: * A goblin machine of war rampaging through the city * Breaches in the ice opening the door to madness from the stars * A blight of oozes across the land and a mysterious crypt at its center * A long-forgotten boring machine and its crazed automaton pilots * A walker, one of the leviathans of the wasteland, is being steered by the darakhul to intercept a city * A sinister cult comes a calling during a ship cruise * A play in the feylands goes terribly wrong * A dragon's lair by the sea * ...and much more, lavishly illustrated with maps by Meshon Cantrill With Prepared 2, designer Jon Sawatsky has created fantastic and highly playable 5th Edition fantasy scenarios ready to use in any fantasy campaign setting, at a variety of PC levels. Never be caught without a plot again! These adventures feature monsters from the core 5th Edition MM and from the Tome of Beasts.
Learn all the secrets of 15 powerful yet mysterious deities in Pathfinder Campaign Setting: Inner Sea Faiths! This extra-large 96-page softcover sourcebook details gods and goddesses that are just as mighty as Golarion's core deities, but not as widely worshiped in the Inner Sea. From Achaekek, god of divine punishment and patron of the deadly Red Mantis assassins, to Milani, vehement enemy of tyranny and slavery, to Naderi, goddess of romantic tragedy and forbidden love, this book details all the histories, dogmas, and rituals needed to enrich campaigns with divine lore. Further, obediences and boons for each deity allow characters of all stripes to become champions of their religion. Harness the power of the divine and bring these hidden religions of Golarion to life with Pathfinder Campaign Setting: Inner Sea Faiths!
* He robbed from the rich to give to the poor, or so the legend goes. But who was the outlaw known as Robin Hood? How did his legend develop and how has it changed over the passing centuries? This new title in the Osprey Myths and Legends series takes a detailed look at the famous outlaw, beginning with a retelling of the early ballads that established his stories. From there, the book explores how the legend grew, and how famous names such as Little John, Friar Tuck, Maid Marian, and Alan-a-Dale became associated with Robin Hood. It also enters the perilous world of Robin Hood scholarship with a critical analysis of the case for a 'historical' Robin Hood and a review of the mostly likely candidates. A perfect primer for young and old alike, this book covers both the fact and the fiction of Britain's most famous outlaw.
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