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Fiction. Literary Nonfiction. This autofiction by Lee Klein, framed by his attending a Sunn O))) concert in Philadelphia on March 18, 2017, two months after Trump's inauguration, is an opportunity for inquiry into a variety of subjects, including: anxiety, edibles, solitude, talent, self-realization, responsibility, dry ice, fog, Seasons 52, Guitar Center, effect pedals, improvising, paying attention, rearing children, raising fists, anticipating mass shootings, deleting Twitter, assassinating the president, public flatulence, private resistance, moral alignment, and the search for pure tone.
The second novel in the wildly popular First Law Trilogy from New York Times bestseller Joe Abercrombie. Superior Glokta has a problem. How do you defend a city surrounded by enemies and riddled with traitors, when your allies can by no means be trusted, and your predecessor vanished without a trace? It's enough to make a torturer want to run -- if he could even walk without a stick. Northmen have spilled over the border of Angland and are spreading fire and death across the frozen country. Crown Prince Ladisla is poised to drive them back and win undying glory. There is only one problem -- he commands the worst-armed, worst-trained, worst-led army in the world. And Bayaz, the First of the Magi, is leading a party of bold adventurers on a perilous mission through the ruins of the past. The most hated woman in the South, the most feared man in the North, and the most selfish boy in the Union make a strange alliance, but a deadly one. They might even stand a chance of saving mankind from the Eaters -- if they didn't hate each other quite so much. Ancient secrets will be uncovered. Bloody battles will be won and lost. Bitter enemies will be forgiven -- but not before they are hanged. First Law Trilogy The Blade Itself Before They Are Hanged Last Argument of Kings For more from Joe Abercrombie, check out: Novels in the First Law world Best Served Cold The Heroes Red Country
After dying, Chen Heng finds that he has transmigrated to an alternate reality: everything is the same, except the world is now a Wuxia world heavily influenced by martial arts! Not only this, he discovers that he has a Fantasy Simulator, from which he obtains rewards that make him incredibly powerful in his new reality as well. Martial arts, immortal cultivation, and overpowered abilities--all of this begins from a single simulation!
"A question that sometimes drives me hazy: am I-or are the others crazy?" -Albert Einstein For more than half his life, author Tim Nuske thought he was crazy. During a certain ten-year period and beyond, he could have fulfilled the diagnostic criteria for at least half of the close to 400 mental disorders described in psychiatry's billing bible, the DSM. Building on these experiences, Nuske presents a thought-provoking theory of the mind and how it relates to mental illness, a widespread social concern affecting countless millions. But are such experiences a real biological illness or brain disease? Are they caused by a chemical imbalance or genetic defect? And what does the mind have to do with a mental illness/disorder/disease? Following a life changing experience and spiritual awakening Tim entered university to study psychology, intent on gaining a better understanding of his own madness and the mind, and to help others with what he had learned. The Map of the Psyche: The Truth of Mental Illness is the result of four years of research and over a decade of personal experience with mental illness. He had to be mental to map the mind. Psychologists and philosophers have been trying to understand the mind for hundreds of years: Tim mapped it in under three (plus a lifetime of prior experience). Offering an alternative to psychiatric labelling and drugging, he shares what he considers to be a more accurate and effective approach to mental health care. The truth is in the psyche. The truth is found within.
A deluxe version of the essential core rulebook every D&D Dungeon Master needs, this special release features an embossed, leather-bound cover and premium, gilt-edged paper.
From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
Modern Monks is a retro-clone inspired role playing game with a focus on martial arts in the preset day. The rules of this game are designed to emulate the second edition of one of the world's most well known fantasy games. It can be used for campaigns focusing on gritty realism or the over the top super moves found in video games and anime. The Modern Monks Player's Guide contains rules for characters level 1-20. Inside you'll find: -Six character classes: the versatile martial artist who can focus on power, defense, or quick strikes, the tough soldier, the sneaky rogue, and the skillful civilian. -Skills and Techniques to customize your character -Armor, weapons, and equipment -Guidelines for economics -11 character specialties like the rugged survivalist, the wise sensei, the daring wheelman, and the battle tested commander
Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.
At long last the core rule book for the World of Arator is here! Included within these pages are the full current rules and all information needed in order to play games within the Arcanum: World of Arator universe. Also detailed within this book are: A complete, comphensive listing of all 20+ character classes a player can be. Classes in the Arcanum universe become even more powerful after level 50, by being "promoted" to an even more powerful version of the original class. All character classes have access to 10 powerful special talents at the start of level 1 and these abilities only get stronger as a player levels. After level 50 all player classes will receive 5 new talents that are even deadlier. Character classes can learn many different special abiltiies such as wrestling, duel wielding, acrobatics, blacksmithing, leatherworking, enchanting, and many more. All classes come stock with their own special abilties but it doesn't stop there, any player class can learn any special ability they want in addition to the ones they have as a class. Choose between dozens of different races including sun elves, dark elves, dwarves, halflings, orcs, hobgoblins, goblins, trolls, kobolds and many more. Learn all about the game and how armor ratings work, health points, energy points, magic, and combat. The only limitations within the Arcanum universe is what your imagination can summon into being.
This volume will convince readers that the swift ascent of the tabletop role-playing game Dungeons and Dragons to worldwide popularity in the 1970s and 1980s is “the most exciting event in popular culture since the invention of the motion picture.” Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. It will be appreciated by thoughtful fans of the game, including both those in their thirties, forties, and fifties who have rediscovered the pastime they loved as teenagers and the new teenage and college-student D&D players who have grown up with gaming via computer and console games and are now turning to D&D as a richer, fuller gaming experience. The book is divided into three parts. The first, “Heroic Tier: The Ethical Dungeon-Crawler,” explores what D&D has to teach us about ethics and about how results from the philosophical study of morality can enrich and transform the game itself. Authors argue that it’s okay to play evil characters, criticize the traditional and new systems of moral alignment, and (from the perspective of those who love the game) tackle head-on the recurring worries about whether the game has problems with gender and racial stereotypes. Readers of Dungeons and Dragons and Philosophy will become better players, better thinkers, better dungeon-masters, and better people. Part II, “Paragon Tier: Planes of Existence,” arouses a new sense of wonder about both the real world and the collaborative world game players create. Authors look at such metaphysical questions as what separates magic from science, how we express the inexpressible through collaborative storytelling, and what the objects that populate Dungeons and Dragons worlds can teach us about the equally fantastic objects that surround us in the real world. The third part, “Epic Tier: Leveling Up,” is at the crossroads of philosophy and the exciting new field of Game Studies. The writers investigate what makes a game a game, whether D&D players are artists producing works of art, whether D&D (as one of its inventors claimed) could operate entirely without rules, how we can overcome the philosophical divide between game and story, and what types of minds take part in D&D.