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Since the introduction of fantasy into wargaming, Robert E. Howards Conan has loomed large across popular culture, recently inspiring the award-winning Robert E. Howards Conan: Adventures in an Age Undreamed Of roleplaying game and Monoliths hit Conan boardgame. Here, for the first time ever, is the crossover between these two games: miniatures and roleplaying adventure meet in the Hyborian Age! Developed closely with Monolith Entertainment, The Monolith Sourcebook provides players and gamemasters with a host of exciting material: new campaigns for both games, standalone adventures, and advice for creating original boardgame adventures using the roleplaying resources. Made in UK.
Empires have fallen, and the land is broken. The great oathmarks that once stood as testaments to the allegiances and might of nations have crumbled into ruin. In this lost age, fealty and loyalty are as valuable as gold and as deadly as cold iron, and war is ever-present. Created by Joseph A. McCullough, designer of Frostgrave and Frostgrave: Ghost Archipelago, Oathmark is a mass-battle fantasy wargame that puts you in command of the fantasy army you've always wanted, whether a company of stalwart dwarves or a mixed force with proud elves, noble men, and wild goblins standing shoulder-to-shoulder in the battle-line. Fight through an integrated campaign system and develop your realms from battle to battle, adding new territories, recruiting new troop types, and growing to eclipse your rivals... or lose what you fought so hard to gain and fall as so many would-be emperors before you.
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
A tell-all account of Studio Gainax, the creators of the classic anime Neon Genesis Evangelion. Yasuhiro Takeda, a member of the Gainax company since its inception, talks about everything from the untold stories of Eva to the Gainax tax evasion scandal that plagued its production. Including a series of stunning revelations, this history of Gainax is a must-read for any serious anime fan.
Roleplaying game set in a strange undercity that warps to match your heart's desire.
Horrors of the Hyborian Age is the definitive guide to creatures inhabiting the dark tombs, ruined cities, forgotten grottos, dense jungles and sinister forests of Conans world. This collection of beasts, monsters, undead, weird races and mutants are ready to pit their savagery against the swords and bravery of the heroes of the Hyborean Age. A variety of creatures, such as wild animals, dinosaur and living plant horrors. Elementals, golems, sapient magic circles and other beings. Classic Monsters presented with a Howardian flair such as siren, vampire, lamia and mummy. Lovecraftian menaces such as Old Ones, colors from the Outer Dark, dimensional shamblers. The monstrous offspring of the serpent god Set. New creature qualities and abilities, rules for creating mutations and chimerical horrors. New Beast and and Beast Master archetypes and backgrounds. This book requires the Robert E. Howards Conan: Adventures in an Age Undreamed of Core book to use. Made in the UK.
READ, IF YOU DARE, WHAT SKELOS WROTE, WITH DEAD HANDS FUMBLING HIS SILKEN COAT; AND FOLLOW THE SHIPS THROUGH THE WIND-BLOWN WRACK FOLLOW THE SHIPS THAT COME NOT BACK.
"Originally published in single magazine form as Skullkickers #6-11."
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.