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Looking for a dirt cheap basic rulebook for FSpaceRPG. The Net Rules is just what you're looking for. This edition is a barebones edition with no embellishments for players who just want the minimum. It isn't suitable for use by a GM, or those players who want more than a casual reference. This edition contains basic outlines for: dice usage skill usage character generation skills personal combat system ballistic weapons aliens empires Intelligent Life article Modified Kardashev-2 Civilisation Classifications Communications and computer equipment.
Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution
The Model Rules of Professional Conduct provides an up-to-date resource for information on legal ethics. Federal, state and local courts in all jurisdictions look to the Rules for guidance in solving lawyer malpractice cases, disciplinary actions, disqualification issues, sanctions questions and much more. In this volume, black-letter Rules of Professional Conduct are followed by numbered Comments that explain each Rule's purpose and provide suggestions for its practical application. The Rules will help you identify proper conduct in a variety of given situations, review those instances where discretionary action is possible, and define the nature of the relationship between you and your clients, colleagues and the courts.
Welcome to 1.75 Edition! The Micro Sci-Fi RPG system is an ultra-simple dark sci-fi roleplaying game that is designed specifically for solo play. Take on the role of a lone space traveller, scouting away missions, killing aliens, gathering credits, and becoming an interplanetary hero! These basic rules are the definitive rules for the system and are all you need to play any adventure for the system. They are considered the new 1.75 edition rules, but remain completely compatible with all the other game content in the system.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Jonathan Hicks, published twice in the British Science Fiction Association's writer's magazine 'FOCUS' and the mission designer/dialogue writer of the mobile telephone game of acclaimed television show 'Battlestar Galactica', presents twelve short stories about the little people in the big universe. "I grew up with the grandiose science fiction tales, in books and on film, with great galaxy-spanning adventures or life-changing technologies," said Jonathan Hicks. "In this book I concentrate on the 'little guy', the people who work behind the scenes and those who get a less than stellar deal out of the supposed adventure travelling the galaxy and exploring new technologies offers." Click on the 'preview this book' under the cover picture above to find out more about these stories. Contains strong language and some violence
Maid: The Role-Playing Game is a comedic take on a uniquely Japanese cultural icon: The fetishized modern maid. Injecting the concept of Maid with 50ccs of anime and comedy, the players take on the roles of maids, serving the master (played by the GM). Sheets are left unfolded and mantelpieces undusted when giant robots crash through the mansion, ninjas attack and kidnap the young master, and a demonic pit to Hell opens up in the pantry... and all before teatime! Play in the modern comedy setting, or mix it up with 9 additional settings including Victorian era, old Edo period, fantasy and post-apocalypse; and 6 genres including romance, horror, and action. Due to the rules system and random events that form the backbone of the Maid RPG, the game practically runs itself: Go from opening the book to playing a game with friends within just minutes! Three game styles in one: The traditional scenario-type; the random event-driven type; and the "favor race," a race to the master's heart! Make characters and start playing the game within minutes of opening the book. Everything about the game gears it for Fast Play, Now. Optional character types including player-character masters and butlers, and optional rules for seduction and romantic tragedy. 11 complete adventure scenarios. 3 complete "replays," actual play scenarios in screenplay format. Great for learning the feel of the game. The first ever Japanese tabletop role-playing game to be released in English! ...which, when you think about it, totally makes sense in a weird sort of way. Hundreds of optional items, costumes, genre and setting events, all presented in a way to easily bring them into the game! Combines the original Japanese core book and two supplements into one huge, complete edition of the game in English. A $75 value!
States, corporations, and other actors worldwide have committed to measures aimed at bringing down global emissions to net zero by the year 2060 or earlier. While the need for a clean energy transition is clear, incoherently designed transition programs can pose complex environmental, social, and governance risks, including legal liability and protracted disputes. At the same time, the rush for minerals needed to manufacture clean energy technologies raises fundamental questions–most crucially, how to ensure the exploration and development of energy transition minerals in a manner that does not exacerbate resource conflicts, resource nationalism, human rights violations, protectionism, energy insecurity, social exclusions, and inequity, especially in conflict-affected and high-risk regions. By studying the legal and regulatory systems of Africa, Asia, Europe, Australasia, and North and South America through the themes of sovereignty, security and solidarity, Net Zero and Natural Resources Law provides an in-depth discussion of tools and techniques for addressing the legal and contract risks relating to the clean energy transition. This book offers a comprehensive and authoritative account of the nature, scope, and guiding principles of natural resources law and policy in a net zero era. Consideration is given to the integrated resource governance roadmap that is needed to improve coherence and coordination in the design, financing, and implementation of energy transition programs across the entire natural resource value chain.
White Space Is Not Your Enemy is a practical graphic design and layout guide that introduces concepts and practices necessary for producing effective visual communication across a variety of formats—from web to print. Sections on Gestalt theory, color theory, and WET layout are expanded to offer more in-depth content on those topics. This new edition features new covering current trends in web design—Mobile-first, UI/UX design, and web typography—and how they affect a designer’s approach to a project. The entire book will receive an update using new examples and images that show a more diverse set of graphics that go beyond print and web and focus on tablet, mobile and advertising designs.
Information Technology Law is the ideal companion for a course of study on IT law and the ways in which it is evolving in response to rapid technological and social change. The third edition of this ground-breaking textbook develops its unique examination of the legal processes and their relationship to the modern 'information society'. Charting the development of the rapid digitization of society and its impact on established legal principles, Murray examines the challenges faced with enthusiasm and clarity. Following a clearly-defined part structure, the text begins by defining the infomation society and discussing how it may be regulated, before moving on to explore issues of internet governance, privacy and surveillance, intellectual property and rights, and commerce within the digital sphere. Comprehensive and engaging, Information Technology Law takes an original and thought-provoking approach to examining this fast-moving area of law in context. Online Resource Centre The third edition is supported by a range of online resources, including: - An additional chapter on Virtual Environments - Audio podcasts suitable for revision - Updates to the law post-publication - A flashcard glossary of key terms and concepts - Outline answers to end of chapter questions - A link to the author's blog, The IT Lawyer - Web links