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Traces the history of chivalric fiction in Western Europe, from the earliest Celtic tales to the conflict between romance and realism in Don Quixote.
For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.
This book explores the phenomenon of the Third Reich from a philosophical perspective. It concentrates on the ways in which the subjects and experiences of Nazi Germany, the Holocaust and Anti-Semitism are conceived by eight German thinkers from the Continental tradition. These eight intellectuals include Martin Heidegger, Hannah Arendt, Karl Löwith, Carl Schmitt, Ernst Jünger, Jean Améry, Hans-Georg Gadamer, and Jan Assmann. Based on careful philosophical examinations of both known and unknown texts of these eight thinkers (including an English translation of two forgotten texts by Schmitt and Jünger), this study exposes and then explores the tension between ideology and philosophy, between submission to authority and genuine critical thinking, all of which constitute the essence of the Continental philosophical tradition.
As the first monk in the desert, Antony became an early Christian superstar, eclipsing his many ascetic predecessors. The introduction of asceticism into the wilderness also represented an encounter between Christian and Hellenistic ideas. For centuries Greeks had considered the uncultivated geography intrinsically primordial, a chaotic place where man struggled to remain human. The wilderness represented an eternal ordeal, where man always faced fierce beasts, disorder, and death, but also where simultaneously he could attain boundless wealth, wisdom, and even physical immortality. Through Athanasius of Alexandria's fourth-century biography of Antony, we learn how the Christian appropriation of Greek ideas on geography, bodies and immortality raised asceticism to an entirely new level. Placed in his uncultivated landscape, Antony became a true martyr, an athlete of God, and a holy man able to retrieve the bodily incorruptibility lost in the Fall, which all Christians could look forward to at the end of times. In this way Athanasius employed a traditional Greek worldview to demonstrate the superiority of Christianity over Paganism, which never promised ordinary people anything but an eternal existence as dead and disembodied souls.
For more than four thousand years, men mounted horses as they went to battle. This book examines the development of warfare on horseback.
Have you ever wondered why he behaved the way he had? Why he seemed on one day cold and distant, and the other totally in love with you? Why he makes you feel special one moment and crap the next? Why the man that you love is the same man that can make you feel as if you're on top of the world and buried under it the next? But most of all, have you ever really really wondered, why until today you haven't found the right man? Why you go on one experience after the other, in trial mode and you still have not struck it right? We all know that experiences help shape who we are, but when is 'enough' really 'enough'? Set as film in progress, enter the author's mind and journey to explore all the mishaps, delusions, ecstasy, lust, love and tenderness as it lends a hand to help us discover a part of ourselves that we have long forgotten. After all, Passion is the only thread that ties us altogether.
Guest-edited by Owen Hopkins Multispace exists at the intersection of the physical and digital, and in the blurring of their previously clear dividing lines. Multispace is not a single space, but a hybrid space where, in effect, we occupy multiple spaces simultaneously. We enter it on a Zoom call, when we are in our office and in a meeting with 20 people; when we are cycling down a country lane whilst racing against thousands of others who also use the Strava app; when we are watching a TV show while live tweeting; or, perhaps most literally, when wandering around the local park looking for creatures that only appear on a smartphone screen. A fundamental question of this AD is why the phenomena that multispace describes are of concern to architects. The answer is that multispace points to a situation that is at root an architectural one. Offering both a collective and highly personalised experience, static and dynamically customisable, and above all at the same time public and private, multispace lies at the centre of a set of tensions, concerns and preoccupations at the core of our conception of architecture as theory and practice. It is the messy space between, with rough and uneven edges that are constantly shifting. Contributors: Aleksandra Belitskaja, Alice Bucknell, Jesse Damiani, Wendy Fok, Andrew Kovacs, Lara Lesmes and Fredrik Hellberg, Micaela Mantegna, Holly Nielsen, Giacomo Pala, Paula Strunden, Lucia Tahan, and Francesca Torello and Joshua Bard. Featured architects and artists: iheartblob, Ibiye Campis, Office Kovacs, Space Popular and Liam Young.
Embrace the mobile gaming revolution by creating popular iOS games with Swift 3.0 About This Book Create and design games for iPhone and iPad using SpriteKit and Swift 3.0 Learn the core fundamentals of SpriteKit game development and mix and match techniques to customize your game This step-by-step practical guide will teach you to build games from scratch using little-known tips and strategies for maximum fun Who This Book Is For If you wish to create and publish fun iOS games using Swift, then this book is for you. You should be familiar with basic programming concepts. However, no prior game development or Apple ecosystem experience is required. What You Will Learn Deliver powerful graphics, physics, and sound in your game by using SpriteKit Set up the scene using the new capabilities of the scene editor and custom classes Maximize gameplay with little-known tips and strategies for fun and repeatable action Make use of animations, graphics, and particles to polish your game Understand the current mobile monetization landscape to choose the best option for your own situation Integrate your game with Game Center so that your players can share their high scores and achievements Publish your game to the App Store and enjoy people playing your games In Detail Swift is the perfect choice for game development. Developers are intrigued by Swift 3.0 and want to make use of new features to develop their best games yet. Packed with best practices and easy-to-use examples, this book leads you step by step through the development of your first Swift game. This book starts by introducing SpriteKit and Swift's new features that can be used for game development. After setting up your first Swift project, you will build your first custom class, learn how to draw and animate your game, and add physics simulations. Then, you will add the player character, NPCs, and powerups. To make your game more fun and engaging, you will learn how to set up scenes and backgrounds, build fun menus, and integrate with Apple Game Center to add leaderboards and achievements. You will then make your game stand out by adding animations when game objects collide, and incorporate proven techniques such as the advanced particle system and graphics. Finally, you will explore the various options available to start down the path towards monetization and publish your finished games to the App Store. By the end of this book, you will be able to create your own iOS games using Swift and SpriteKit. Style and approach This project-based guide is engaging with a visually-rich approach rather than a text-heavy approach. With every chapter containing practical examples, you will understand how Swift programming works and make the most of the new features in version 3.0.