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This classic study still provides one of the most acute descriptions available of an often misunderstood subculture: that of fantasy role playing games like Dungeons & Dragons. Gary Alan Fine immerses himself in several different gaming systems, offering insightful details on the nature of the games and the patterns of interaction among players—as well as their reasons for playing.
Rob was an ordinary college sophomore when a pitch-back portal opened up on campus and tried to kidnap his best friend. An act of heroism resulted in him being taken instead, and he was rewarded for his efforts by being transported to another world with nothing but a sword and the clothes on his back. On the first day, he almost died. On the second day, he almost died. On the third, he began to notice a worrying trend. And almost died Whether he encounters wolves, cliffs, dungeons, monsters, or diseases, every day is a struggle to survive. The one advantage he has is his newfound ability to gain Levels and Stats, making himself stronger in order to survive the hostile lands that he was unceremoniously dumped into. He'll have to gain knowledge of the innerworkings of the world and its magic - progressing both his strength and his knowledge - in order to stay alive long enough to get revenge on whoever kidnapped him away from everything he knew and loved. Overcoming the wilds is just the first step in his journey; the locals aren't fond of humans, and discovering the dark past behind this new world's history of war and strife changes everything. As far as isekai adventures go, Rob drew the short straw in many ways, but it'll take more than danger at every corner to keep him down. He'll carve out a place in this world with his bare hands if necessary. He'll survive, and then he'll thrive. Whether anyone wants him to or not. -- An Outcast On Another World puts a great focus on story and characterization, making it perfect for fans of traditional fantasy stories, while still including plenty of skills, stats, classes, and progression for LitRPG-lovers to enjoy. The LitRPG elements are incorporated into the main story to construct a cohesive world that's easy to immerse yourself in. Rob's progression is weak to strong, and victories aren't handed to him on a silver platter. No matter how powerful he gets, mid-combat ingenuity is essential to achieving victory. An Outcast In Another World has dark elements to its narrative, but I've included appropriate humor as a balance, and many readers have told me that some parts made them burst out laughing while other parts tugged at their heartstrings. I truly believe that I've constructed a memorable fantasy RPG story that all types can love, and that you'll enjoy reading it as much as I enjoyed writing it.
"How are notions of 'home' made and negotiated by ethnographers? And how does the researcher relate to forms of home encountered during fieldwork? Rather than searching for an abstract, philosophical understanding of home, this collection asks how home gains its meaning and significance through ongoing efforts to create, sustain or remake a sense of home. The volume explores how researchers and informants alike are always involved in the process of making and unmaking home, and challenges readers to reimagine ethnographic practice in terms of active, morally complex process of home-making. Contributions reach across the globe and across social contexts, and the book includes chapters on council housing and middle-class apartment buildings, homelessness and migration, problems with accessing the field as well as limiting it, physical as well as sentimental notions of home, and objects as well as inter-human social relations. Home draws attention to processes of sociality that normally remain analytically invisible, and contributes to a growing and rich field of study on the anthropology of home."--
A world split between day and night. Two sisters who must unite it. The author of The Bone Witch kicks off an epic YA fantasy duology perfect for fans of Furyborn. Generations of twin goddesses have long ruled Aeon—until one sister’s betrayal split their world in two. A Great Abyss now divides two realms: one cloaked in eternal night, the other scorched beneath an ever-burning sun. While one sister rules the frozen fortress of Aranth, her twin rules the sand-locked Golden City—each with a daughter by their side. Now those young goddesses must set out on separate, equally dangerous journeys in hopes of healing their broken world. No matter the sacrifice it demands. Told from four interweaving perspectives, this sweeping epic fantasy packs elemental magic, star-crossed romance, and incredible landscapes into a spectacular adventure with the fierce sisterhood of Frozen and the breakneck action of Mad Max: Fury Road.
Learn to write science fiction and fantasy from a master You've always dreamed of writing science fiction and fantasy tales that pull readers into extraordinary new worlds and fantastic conflicts. Best-selling author Orson Scott Card shows you how it's done, distilling years of writing experience and publishing success into concise, no-nonsense advice. You'll learn how to: • utilize story elements that define the science fiction and fantasy genres • build, populate, and dramatize a credible, inviting world your readers will want to explore • develop the "rules" of time, space and magic that affect your world and its inhabitants • construct a compelling story by developing ideas, characters, and events that keep readers turning pages • find the markets for speculative fiction, reach them, and get published • submit queries, write cover letters, find an agent, and live the life of a writer The boundaries of your imagination are infinite. Explore them with Orson Scott Card and create fiction that casts a spell over agents, publishers, and readers from every world.
More information to be announced soon on this forthcoming title from Penguin USA.
The nature of memory for everyday events, and the contexts that can affect it, are controversial topics being investigated by researchers in cognitive, social, clinical, and developmental/lifespan psychology today. This book brings many of these researchers together in an attempt to unpack the contextual and processing variables that play a part in everyday memory, particularly for emotion-laden events. They discuss the mental structures and processes that operate in the formation of memory representations and their later retrieval and interpretation.
On the fiftieth anniversary of Dungeons & Dragons, a collection of essays that explores and celebrates the game’s legacy and its tremendous impact on gaming and popular culture. In 2024, the enormously influential tabletop role-playing game Dungeons & Dragons—also known as D&D—celebrates its fiftieth anniversary. To mark the occasion, editors Premeet Sidhu, Marcus Carter, and José Zagal have assembled an edited collection that celebrates and reflects on important parts of the game’s past, present, and future. Each chapter in Fifty Years of Dungeons & Dragons explores why the nondigital game is more popular than ever—with sales increasing 33 percent during the COVID-19 pandemic, despite worldwide lockdowns—and offers readers the opportunity to critically reflect on their own experiences, perceptions, and play of D&D. Fifty Years of Dungeons & Dragons draws on fascinating research and insight from expert scholars in the field, including: Gary Alan Fine, whose 1983 book Shared Fantasy remains a canonical text in game studies; Jon Peterson, celebrated D&D historian; Daniel Justice, Canada Research Chair in Indigenous Literature and Expressive Culture; and numerous leading and emerging scholars from the growing discipline of game studies, including Amanda Cote, Esther MacCallum-Stewart, and Aaron Trammell. The chapters cover a diverse range of topics—from D&D’s adoption in local contexts and classrooms and by queer communities to speculative interpretations of what D&D might look like in one hundred years—that aim to deepen readers’ understanding of the game.
Classic and cutting-edge writings on games, spanning nearly 50 years of game analysis and criticism, by game designers, game journalists, game fans, folklorists, sociologists, and media theorists. The Game Design Reader is a one-of-a-kind collection on game design and criticism, from classic scholarly essays to cutting-edge case studies. A companion work to Katie Salen and Eric Zimmerman's textbook Rules of Play: Game Design Fundamentals, The Game Design Reader is a classroom sourcebook, a reference for working game developers, and a great read for game fans and players. Thirty-two essays by game designers, game critics, game fans, philosophers, anthropologists, media theorists, and others consider fundamental questions: What are games and how are they designed? How do games interact with culture at large? What critical approaches can game designers take to create game stories, game spaces, game communities, and new forms of play? Salen and Zimmerman have collected seminal writings that span 50 years to offer a stunning array of perspectives. Game journalists express the rhythms of game play, sociologists tackle topics such as role-playing in vast virtual worlds, players rant and rave, and game designers describe the sweat and tears of bringing a game to market. Each text acts as a springboard for discussion, a potential class assignment, and a source of inspiration. The book is organized around fourteen topics, from The Player Experience to The Game Design Process, from Games and Narrative to Cultural Representation. Each topic, introduced with a short essay by Salen and Zimmerman, covers ideas and research fundamental to the study of games, and points to relevant texts within the Reader. Visual essays between book sections act as counterpoint to the writings. Like Rules of Play, The Game Design Reader is an intelligent and playful book. An invaluable resource for professionals and a unique introduction for those new to the field, The Game Design Reader is essential reading for anyone who takes games seriously.
This paperback, just as we have with both issues of the Unified Mind Theory is identical to the hardcover issue, only its binding is different. Two books provide for a greater platform to describe the same thing. One looks great on the shelf, while the less fancy copy may attract the prudent student. Enlightenment for 20 bucks! A Model of Creation shows us a new way to look at Creation, the universe and the formation of life. We are liberated from a narrow, 4-dimensional view of the world with its assumption of bigbang and antimatter as the foundation to its evolution. We are lifted to a clearer vision where mass is recycled on a continuous basis and therefore by definition not real. What is not now does not exist since reality does not change! Creation is real. It is recessional velocity which drives and shapes the universe.