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Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Role-playing & war games

Forum-Based Role Playing Games as Digital Storytelling (Paperback): Csenge Virag Zalka Forum-Based Role Playing Games as Digital Storytelling (Paperback)
Csenge Virag Zalka
R1,123 R940 Discovery Miles 9 400 Save R183 (16%) Ships in 12 - 17 working days

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.

Pathfinder Adventure Path: Strange Aeons Part 6 of 6: Black Stars Beckon (Paperback): Jim Groves Pathfinder Adventure Path: Strange Aeons Part 6 of 6: Black Stars Beckon (Paperback)
Jim Groves
R495 Discovery Miles 4 950 Ships in 7 - 11 working days

The Strange Aeons Adventure Path draws to a stunning conclusion! Arriving in the alien city of Carcosa, the adventurers must sever the links that bind Carcosa to Golarion. In wandering the parasitic city the characters navigate the frozen ruins of an elder thing city, deal with accursed partygoers in a reflection of an Azlanti city, and encounter a mute musician who can help them find their way in the maddening streets of lost Carcosa. Can the heroes keep Carcosa from drawing Thrushmoor into its amalgam of stolen cities or do they risk waking the unspeakable nightmare that stirs in the depths of Lake Hali? They must break these links-or Golarion is doomed to greet the King in Yellow. "Black Stars Beckon" is a Pathfinder Roleplaying Game adventure for 15th-level characters. The adventure continues the Strange Aeons Adventure Path, a twisted delve into madness that pits the heroes against the cosmic horrors of the Cthulhu Mythos. A selection of new monsters, a look into the past of Golarion, ideas for further adventures beyond the bounds of the Strange Aeons campaign, and the final installment of a new Pathfinder's Journal round out this volume of the Pathfinder Adventure Path. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.

Robin Hood (Paperback): Neil Smith Robin Hood (Paperback)
Neil Smith; Illustrated by Peter Dennis
R289 R250 Discovery Miles 2 500 Save R39 (13%) Ships in 12 - 17 working days

* 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.

Hercules (Paperback): Fred Van Lente Hercules (Paperback)
Fred Van Lente; Illustrated by Alexey Aparin
R289 R123 Discovery Miles 1 230 Save R166 (57%) Ships in 12 - 17 working days

Hercules battled gods, men and monsters in a lifetime of violence and destruction. Today, Hercules is best known for his 'twelve labours', a series of near-impossible tasks assigned to him as punishment for the killing of his wife and children. During those tasks, he slew the multi-headed hydra, wrestled with Cerberus, hound of the underworld, and stole the girdle of Hippolyta, queen of the Amazons. Yet even when his labours were done, his adventures continued. Hercules led armies, sacked cities, fought against the gods, and then joined forces with the gods in the great war known as 'The Gigantomachy'. This book tells the complete story of this legendary warrior, including information on the classical sources, his deification and cult, and his continuing popularity as a character in film, television and comic books.

Role-Playing Game and Collectible Card Game Artists - A Biographical Dictionary (Paperback, New): Jane Frank Role-Playing Game and Collectible Card Game Artists - A Biographical Dictionary (Paperback, New)
Jane Frank
R2,055 R1,718 Discovery Miles 17 180 Save R337 (16%) Ships in 12 - 17 working days

This biographical dictionary is the first of its kind to document artists' contributions to one of the most popular and far-reaching of contemporary teenage social pastimes of the last quarter of the 20th century; that of role-playing games and collectible card games. The book presents full information on 150 artists, both painters and cartographers, whose influence and illustrative contributions to the field of table-top, pen-and-paper games helped define the ""look"" of game art and helped establish game art as a unique and recognizable genre. In addition to providing inclusive biographical data on each artist, the entries also include a bibliographic listing of each artist's published work in the genre.

Teach Like a Gamer - Adapting the Instructional Design of Digital Role-Playing Games (Paperback): Carly Finseth Teach Like a Gamer - Adapting the Instructional Design of Digital Role-Playing Games (Paperback)
Carly Finseth
R1,087 R941 Discovery Miles 9 410 Save R146 (13%) Ships in 12 - 17 working days

Digital role-playing games such as Rift, Diablo III, and Kingdoms of Amalur: Reckoning help players develop skills in critical thinking, problem solving, digital literacy and engagement. The author examines both the benefits and the drawbacks of role-playing games and their application to real-world teaching techniques. Readers will learn how to incorporate games-based instruction into their own classes and workplace training, as well as approaches to redesigning curriculum and programs.

Pathfinder Adventure Path: Last Watch (Tyrant's Grasp 3 of 6) (Paperback): Larry Wilhelm Pathfinder Adventure Path: Last Watch (Tyrant's Grasp 3 of 6) (Paperback)
Larry Wilhelm
R515 R489 Discovery Miles 4 890 Save R26 (5%) Ships in 7 - 11 working days

Disaster Looms Over Vigil The heroes race to the crusaders in Vigil to warn them of the Whispering Tyrant's devastating new weapon. Amid a city-wide celebration, Vigil's leaders are disinclined to believe incredible tales from the frontier, so the heroes must uncover the conspirators who seek to engineer the city's destruction. At the center of these schemes is a gang of thieves whose long-ago heist has finally brought old enemies to light. Will the heroes assemble the clues in time to warn others of the doom that hangs over Vigil? This volume of Pathfinder Adventure Path continues the Tyrant's Grasp Adventure Path and includes: * "Last Watch," a Pathfinder RPG adventure for 8th-level characters, by Larry Wilhelm. * An examination of the life-hating threats that dwell in the void of the Negative Energy Plane, by Patchen Mortimer. * The secrets of the Seal-Breakers, a sect that strives to set the Whispering Tyrant free and break other seals that preserve reality, by Greg A. Vaughan. * A collection of relics-magic items that grow in power the more they are used in pursuit of a cause-from the glorious days of the Shining Crusade, by Alexander Augunas. * A bestiary of fearsome monsters, including a bestial humanoid tainted by undeath, an ersatz angel, swarms of noxious dragons, a flying beast from the Negative Energy plane, a reclusive plant-shepherd, and hordes of undead, by Mike Headley, Isabelle Lee, Meagan Maricle, Kendra Lee Speedling, and Larry Wilhelm.

Grimdark - A Very British Hell (Paperback): Tim Linward Grimdark - A Very British Hell (Paperback)
Tim Linward
R450 R359 Discovery Miles 3 590 Save R91 (20%) Out of stock

On Warhammer 40,000, Britain's most excessive sci-fi franchise, and its vision of a hellish postindustrial future.In the grim darkness of the British imagination, there is only Warhammer 40,000.... Featuring demons, chain swords, and supermen in power armor, Warhammer 40,000 is Britain's most excessive sci-fi franchise. For thirty years this cult war game and its tie-in media have enticed thousands of fans to build, paint, and play with armies of toy soldiers taken from the battlefields of the worst possible future. Why has this fantasy proven so irresistible? Part collection of essays, part ravings of a cult prophet, Grimdark examines Warhammer 40,000's place and impact in pop culture, and how this unique vision of a hellish future arose from the subconscious of postindustrial Britain.

Chess MiddleGameThe Smart Handbook - 9+1 Hidden Strategies Used by Chess GrandMasters in 2021 to Sabotage the Opponent's... Chess MiddleGameThe Smart Handbook - 9+1 Hidden Strategies Used by Chess GrandMasters in 2021 to Sabotage the Opponent's Plan and Achieve Checkmate (Paperback)
Robert Morphy
R702 R630 Discovery Miles 6 300 Save R72 (10%) Out of stock
The Game of Chess, from A to Z [3 books in 1] - Tips, Tricks, and Secrets to Start Thinking Like a Pro and Become the Future... The Game of Chess, from A to Z [3 books in 1] - Tips, Tricks, and Secrets to Start Thinking Like a Pro and Become the Future Chess Genius (Paperback)
Robert Morphy
R1,383 R1,207 Discovery Miles 12 070 Save R176 (13%) Out of stock
The Game of Chess, from A to Z [3 books in 1] - Tips, Tricks, and Secrets to Start Thinking Like a Pro and Become the Future... The Game of Chess, from A to Z [3 books in 1] - Tips, Tricks, and Secrets to Start Thinking Like a Pro and Become the Future Chess Genius (Hardcover)
Robert Morphy
R1,520 R1,326 Discovery Miles 13 260 Save R194 (13%) Out of stock
Curse of the Assassin (Hardcover): S P Osborne Curse of the Assassin (Hardcover)
S P Osborne; Illustrated by Pirkka Harvala 1
R634 R510 Discovery Miles 5 100 Save R124 (20%) Out of stock

Curse of the Assassin is written and designed by S.P. Osborne, author of GA1, and takes you back to the familiar surrounds of Orlandes City where you pick up your life some time after the events in An Assassin in Orlandes. You've risen through society after dealing with Eltane and saving the city, and captured the affections of the Duke's daughter along the way. But the mysterious death of a friend arouses your suspicions, and once again you find yourself at the heart of a conspiracy that takes you back to your home village and a meeting with the old adventuring party from your youth.

Digital Culture, Play, and Identity - A World of Warcraft (R) Reader (Paperback): Hilde G. Corneliussen, Jill Walker Rettberg Digital Culture, Play, and Identity - A World of Warcraft (R) Reader (Paperback)
Hilde G. Corneliussen, Jill Walker Rettberg; Contributions by Scott Rettberg, Esther MacCallum-Stewart, Hilde G. Corneliussen, …
R238 R206 Discovery Miles 2 060 Save R32 (13%) Out of stock

Exploring World of Warcraft as both cultural phenomenon and game, with contributions by writers and researchers who have immersed themselves in the WoW gameworld. World of Warcraft is the world's most popular massively multiplayer online game (MMOG), with (as of March 2007) more than eight million active subscribers across Europe, North America, Asia, and Australia, who play the game an astonishing average of twenty hours a week. This book examines the complexity of World of Warcraft from a variety of perspectives, exploring the cultural and social implications of the proliferation of ever more complex digital gameworlds. The contributors have immersed themselves in the World of Warcraft universe, spending hundreds of hours as players (leading guilds and raids, exploring moneymaking possibilities in the in-game auction house, playing different factions, races, and classes), conducting interviews, and studying the game design-as created by Blizzard Entertainment, the game's developer, and as modified by player-created user interfaces. The analyses they offer are based on both the firsthand experience of being a resident of Azeroth and the data they have gathered and interpreted. The contributors examine the ways that gameworlds reflect the real world-exploring such topics as World of Warcraft as a "capitalist fairytale" and the game's construction of gender; the cohesiveness of the gameworld in terms of geography, mythology, narrative, and the treatment of death as a temporary state; aspects of play, including "deviant strategies" perhaps not in line with the intentions of the designers; and character-both players' identification with their characters and the game's culture of naming characters. The varied perspectives of the contributors-who come from such fields as game studies, textual analysis, gender studies, and postcolonial studies-reflect the breadth and vitality of current interest in MMOGs.

Neverland - Here Be Monsters! (Hardcover): Jonathan Green Neverland - Here Be Monsters! (Hardcover)
Jonathan Green; Illustrated by Kev Crossley
R652 R528 Discovery Miles 5 280 Save R124 (19%) Out of stock
Neverland - Here Be Monsters! (Hardcover): Jonathan Green Neverland - Here Be Monsters! (Hardcover)
Jonathan Green; Illustrated by Kev Crossley
R2,478 R1,883 Discovery Miles 18 830 Save R595 (24%) Out of stock
Sea King's Malice - Swords and Wizardry (Paperback): Alex Kammer Sea King's Malice - Swords and Wizardry (Paperback)
Alex Kammer; Contributions by Edwin Nagy, Alayna Lemmer-Danner
R1,188 Discovery Miles 11 880 Out of stock
Tegel Manor - Swords and Wizardry (Paperback): Bill Webb, Wilson Thom, Gabor Lux Tegel Manor - Swords and Wizardry (Paperback)
Bill Webb, Wilson Thom, Gabor Lux
R1,445 Discovery Miles 14 450 Out of stock
IndieCon 09 Conbook: Friday 13th November - Sunday 15th November 2009 (Paperback): Tim Bancroft, Chris Loizou IndieCon 09 Conbook: Friday 13th November - Sunday 15th November 2009 (Paperback)
Tim Bancroft, Chris Loizou; Illustrated by Miguel Santos, Mark Huffman
R350 Discovery Miles 3 500 Out of stock
War Games - Memory, Militarism and the Subject of Play (Hardcover): Philip Hammond, Holger Poetzsch War Games - Memory, Militarism and the Subject of Play (Hardcover)
Philip Hammond, Holger Poetzsch
R2,771 Discovery Miles 27 710 Out of stock

Many of today's most commercially successful videogames, from Call of Duty to Company of Heroes, are war-themed titles that play out in what are framed as authentic real-world settings inspired by recent news headlines or drawn from history. While such games are marketed as authentic representations of war, they often provide a selective form of realism that eschews problematic, yet salient aspects of war. In addition, changes in the way Western states wage and frame actual wars makes contemporary conflicts increasingly resemble videogames when perceived from the vantage point of Western audiences. This interdisciplinary volume brings together scholars from games studies, media and cultural studies, politics and international relations, and related fields to examine the complex relationships between military-themed videogames and real-world conflict, and to consider how videogames might deal with history, memory, and conflict in alternative ways. It asks: What is the role of videogames in the formation and negotiation of cultural memory of past wars? How do game narratives and designs position the gaming subject in relation to history, war and militarism? And how far do critical, anti-war/peace games offer an alternative or challenge to mainstream commercial titles?

Hg Wells' Little Wars - With 54mm Scale Paper Soldiers by Peter Dennis. Introduction and Playsheet by Andy Callan... Hg Wells' Little Wars - With 54mm Scale Paper Soldiers by Peter Dennis. Introduction and Playsheet by Andy Callan (Paperback)
Peter Dennis
R435 R360 Discovery Miles 3 600 Save R75 (17%) Out of stock

A slightly abridged edition of this classic wargame text with artwork for the Red and Blue armies as individual Paperboys. Plus a working cannon which provides the firepower in the game. It seems that another element wants to join the action from a different Wells book, and that may provide some apocalyptic chaos.

An Introduction to Game Studies (Hardcover): Frans Mayra An Introduction to Game Studies (Hardcover)
Frans Mayra
R2,721 Discovery Miles 27 210 Out of stock

An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students will learn to: - Understand and analyse different aspects of phenomena we recognise as 'game' and play' - Identify the key developments in digital game design through discussion of action in games of the 1970s, fiction and adventure in games of the 1980s, three-dimensionality in games of the 1990s, and social aspects of gameplay in contemporary online games - Understand games as dynamic systems of meaning-making - Interpret the context of games as 'culture' and subculture - Analyse the relationship between technology and interactivity and between 'game' and 'reality' - Situate games within the context of digital culture and the information society With further reading suggestions, images, exercises, online resources and a whole chapter devoted to preparing students to do their own game studies project, An Introduction to Game Studies is the complete toolkit for all students pursuing the study of games. The companion website at www.sagepub.co.uk/mayra contains slides and assignments that are suitable for self-study as well as for classroom use. Students will also benefit from online resources at www.gamestudiesbook.net, which will be regularly blogged and updated by the author. Professor Frans Mayra is a Professor of Games Studies and Digital Culture at the Hypermedia Laboratory in the University of Tampere, Finland.

Afrika Korps: German Forces in the Desert 1942-43 (Hardcover): Phil Yates Afrika Korps: German Forces in the Desert 1942-43 (Hardcover)
Phil Yates
R326 R275 Discovery Miles 2 750 Save R51 (16%) Out of stock
Ironclads and Ether Flyers (Book): Frank Chadwick Ironclads and Ether Flyers (Book)
Frank Chadwick
R314 R295 Discovery Miles 2 950 Save R19 (6%) Out of stock
The Elfish Gene - Dungeons, Dragons And Growing Up Strange (Paperback, Unabridged Ed): Mark Barrowcliffe The Elfish Gene - Dungeons, Dragons And Growing Up Strange (Paperback, Unabridged Ed)
Mark Barrowcliffe
R357 R302 Discovery Miles 3 020 Save R55 (15%) Out of stock

Coventry, 1976. For a brief, blazing summer, twelve-year-old Mark Barrowcliffe had the chance to be normal. He blew it. While other teenagers concentrated on being coolly rebellious, Mark - like twenty million other boys in the '70s and '80s - chose to spend his entire adolescence in fart-filled bedrooms pretending to be a wizard or a warrior, an evil priest or a dwarf. Armed only with pen, paper and some funny-shaped dice, this lost generation gave themselves up to the craze of fantasy role-playing games, stopped chatting up girls and started killing dragons. Extremely funny, not a little sad and really quite strange, The Elfish Gene is an attempt to understand the true inner nerd of the adolescent male. Last pick at football, spat at by bullies and laughed at by girls, they were the fantasy wargamers, and this is their story.

Bestiario della Notte Eterna (Italian, Paperback): Jason R. Forbus Bestiario della Notte Eterna (Italian, Paperback)
Jason R. Forbus; Illustrated by Tiziana Federica Ruiu
R362 Discovery Miles 3 620 Out of stock
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