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With a wildcatting spirit--and set in a West Texas town in 1947--"The Rogues' Game" is a high stakes novel and an exquisite quest for revenge.
It Takes a Thief . . . When brute force won't get the job done, you need someone with . . . skills. A specialist. Preferably someone who doesn't let a lot of nagging concerns about law or morality get in the way. Whether you're looking for just the right character to round out an adventuring party, or a dangerous NPC to challenge your players, GURPS Rogues has what you need - 29 different templates, letting you quickly create the scoundrel that's right for the job. Templates include . . . Thieves who are only in it for the money, such as the armed robber, cat burglar, pirate, pickpocket, housebreaker, and forger. Rogues who have other goals than mere material gain, like the spy, hacker, evil mastermind, mad scientist, and saboteur. Charmers who work more with people's minds than with lockpicks and prybars . . . the con man, bard, fixer, gambler, prostitute, and street doctor. Mysterious figures who work on the shadowy edges of society -- the tracker, poacher, assassin, master thief, smuggler, mobster, and black marketeer. Each template comes with four complete characters, drawn from a wide range of settings. All told, you get 116 ready-to-use sample characters, as well as historical background and information on the technology and tactics that shaped their professions. This version of GURPS Rogues also comes bundled with the 24-page GURPS Update, providing information on how to upgrade these GURPS Third Edition templates and characters to Fourth Edition!
Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the author’s enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon’s Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack "Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.
In Shell Games, journalist Craig Welch delves into our nation's waters and wildlands in search of America's most unusual criminals. The resulting detective story is filled with butterfly thieves, bear poachers, shark-trafficking pastors—and a rogues' gallery of double-crossing crooks who get rich smuggling bizarre marine creatures. Puget Sound is home to the geoduck (pronounced "gooey duck"), the world's largest burrowing clam—a seafood delicacy worth millions on the international black market. Outlaw scuba divers pursue this prize while dodging cops, committing arson, and hiring hit men to eliminate their rivals. Detective Ed Volz has spent decades chasing fish and wildlife smugglers. Now, he and a team of federal agents are desperate to take down the most remarkable thief they've ever hunted: a darkly charming con man who works both sides of the law and calls himself the "Geoduck Gotti."
In 1982, George Lucas saw potential in the fledgling videogame industry and created his own interactive-entertainment company. Twenty-five years and dozens of award-winning games later, LucasArts has earned a prestigious place in the industry and in the hearts of gamers everywhere. Rogue Leaders is the first substantive survey of a videogame companya deluxe compilation that traces its history through never-before-published interviews. In addition, more than 300 pieces of concept art, character development sketches, and storyboards have been lavishly reproduced to showcase the creative talent behind such videogame classics as The Secret of Monkey Island, Grim Fandango, and Star Wars: Knights of the Old Republic, as well as games that were never publicly released. A thrill for millions of videogame and LucasArts fans around the world.
In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today—and beyond.
The Elizabethan age was one of unbounded vitality and exuberance; nowhere is the color and action of life more vividly revealed than in the rogue books and cony-catching (confidence game) pamphlets of the sixteenth century. This book presents seven of the age's liveliest works: Walker's Manifest Detection of Dice Play; Awdeley's Fraternity of Vagabonds; Harman's Caveat for Common Cursitors Vulgarly Called Vagabonds; Greene's Notable Discovery of Cozenage and Black Book's Messenger; Dekker's Lantern and Candle-light; and Rid's Art of Juggling. From these pages spring the denizens of the Elizabethan underworld: cutpurses, hookers, palliards, jarkmen, doxies, counterfeit cranks, bawdy-baskets, walking morts, and priggers of prancers. In his introduction, Arthur F. Kinney discusses the significance of these works as protonovels and their influence on such writers as Shakespeare. He also explores the social, political, and economic conditions of a time that spawned a community of renegades who conned their way to fame, fortune, and, occasionally, the rope at Tyburn.
Build. Evolve. Conquer. The dawn of the Troll Nation has begun ... Roark von Graf-former noble and hedge-mage, current mid-level mob in a MMORPG-has taken down the Dungeon Lord of the Cruel Citadel, but the battle has only started. Lowen, right hand to the Tyrant King, has come to Hearthworld, and he is building an army of his own. Worse, Lowen and company have taken over one of the most powerful dungeons in the game, The Vault of the Radiant Shield. Even as a Jotnar and a newly minted Dungeon Lord, Roark is supremely outclassed and he bloody well knows it. If he's going to weather what's to come and topple the Tyrant King, he'll have to unlock the secrets of the stolen World Stone Pendant, master his new Hexorcist class, form some very unlikely allies, and most important ... Grief some heroes. Let the games begin! From James A. Hunter, author of the litRPG epic Viridian Gate Online, and eden Hudson, author of Path of the Thunderbird and the Jubal Van Zandt Series, comes an exciting new litRPG, dungeon-core adventure you won't want to put down!
Kasia Amon is a master at hiding. Who—and what—she is makes her a mark for the entire supernatural world. Especially dragon shifters. To them, she's treasure to be taken and claimed. A golden ticket to their highest throne. But she can't stop bursting into flames, and there's a sexy dragon shifter in town hunting for her... As a rogue dragon, Brand Astarot has spent his life in the dark, shunned by his own kind, concealing his true identity. Only his dangerous reputation ensures his survival. Delivering a phoenix to the feared Blood King will bring him one step closer to the revenge he's waited centuries to take. No way is he letting the feisty beauty get away. But when Kasia sparks a white-hot need in him that's impossible to ignore, Brand begins to form a new plan: claim her for himself...and take back his birthright. Each book in the Inferno Rising series is STANDALONE: * The Rogue King * The Blood King * The Warrior King * The Cursed King