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More awesome maze adventures, more fun for kids!
By solving a maze puzzle, the reader can help a twelve-year-old boy to assist his father, a knight in an army fighting a cruel and greedy king, and learn about medieval castles.
Offers the story of the Prince of Ithaca who, having been kidnapped by pirates, finds himself on a great journey to battle evil forces and outwit his enemies in order to get back home safely. Reprint.
Infinite broken night. Milky alien moons. Wavering demons of gold. Held in this jail of immortal threats are three perfect sisters...Maze of the Blue Medusa is a dungeon. Maze of the Blue Medusa is art. Maze of the Blue Medusa works with your favorite fantasy tabletop RPGs. And Maze of the Blue Medusa is the madly innovative game book from the award-winning Zak Sabbath of A Red & Pleasant Land and Patrick Stuart of Deep Carbon Observatory. Lethal gardens, soul-rending art galleries, infernal machines--Maze of the Blue Medusa reads like the poetic nightmare of civilizations rotted to time, and plays like a puzzle-box built from risk and weird spectacle.Praise for Zak Sabbath:"Zak is not just imaginative, he's bold. Which means that while he recognizes the value of fantasy traditions, he doesn't hesitate for a moment to throw out anything that's become tired or dull."-- Monte Cook, author of NumeneraPraise for Patrick Stuart's Fire on the Velvet Horizon:"Superpositioning with strange panache, Velvet Horizon is an (outstanding) indie role-playing-game supplement, and an (outstanding) example of experimental quasi-/meta-/sur-/kata-fiction. Also a work of art. Easily one of my standout books of 2015."-- China Miéville, author of Perdido Street Station
Tired of reading? Fed up with words? In need of visual stimulation? Then entertain your brain with this little book of big fun designed to confuse, daze, bewilder, and above all, amuse. With some unique and imaginative variations, this collection of over 130 puzzles will keep you and your family occupied for hours. Many are stunningly intricate labyrinths with networks of winding pathways leading to perplexing blind alleys. Find your way through twisted, warped Celtic knot designs, and weave in and out of pathways resembling computer circuit boards; but don’t worry, if you get lost, the answers at the end will get you back on track.
This newly redesigned edition of Campbell's seminal 1949 work combines the insights of modern psychology with the author's revolutionary understanding of comparative mythology. Illustrated.
Baron Sukumvit's devilish labyrinth of Fang is riddled with fiendish traps and bloodthirsty monsters.
A trilogy consisting of 'Hero in the Labyrinth', 'Finding the Centre' and 'Seeing Through Different Eyes'. Like Dante who, in middle age wakes up to find himself in a dark wood and responds with The Divine Comedy, our Hero, in the seventh year of the seventh cycle of seven years in his life, wakes up to find himself in a labyrinth. His response is to spin an Ariadne thread of consciousness through time to orient himself within it and hopefully uncover the mystery of his (i)-dentity. Is this too a comedy? If so, do we laugh at or with our struggling hero?
An updated edition of the classic book on digital storytelling, with a new introduction and expansive chapter commentaries. I want to say to all the hacker-bards from every field—gamers, researchers, journalists, artists, programmers, scriptwriters, creators of authoring systems... please know that I wrote this book for you.” —Hamlet on the Holodeck, from the author's introduction to the updated edition Janet Murray's Hamlet on the Holodeck was instantly influential and controversial when it was first published in 1997. Ahead of its time, it accurately predicted the rise of new genres of storytelling from the convergence of traditional media forms and computing. Taking the long view of artistic innovation over decades and even centuries, it remains forward-looking in its description of the development of new artistic traditions of practice, the growth of participatory audiences, and the realization of still-emerging technologies as consumer products. This updated edition of a book the New Yorker calls a “cult classic” offers a new introduction by Murray and chapter-by-chapter commentary relating Murray's predictions and enduring design insights to the most significant storytelling innovations of the past twenty years, from long-form television to artificial intelligence to virtual reality. Murray identifies the powerful new set of expressive affordances that computing offers for the ancient human activity of storytelling and considers what would be necessary for interactive narrative to become a mature and compelling art form. Her argument met with some resistance from print loyalists and postmodern hypertext enthusiasts, and it provoked a foundational debate in the emerging field of game studies on the relationship between narrative and videogames. But since Hamlet on the Holodeck's publication, a practice that was largely speculative has been validated by academia, artistic practice, and the marketplace. In this substantially updated edition, Murray provides fresh examples of expressive digital storytelling and identifies new directions for narrative innovation.
"Autobiography of a Romanian-born American impresario, now in her 90s, whose love for ballet led her to become, for more than four decades, one of the first successful 20th century female theatrical producers of the performing arts in Asia and Europe, especially in Germany"--Provided by publisher.