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A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.
Most people don't believe in monsters, but you know the truth. They're real, and it's your task to bring them down. This revised edition of Monster of the Week brings that adventure to life.Monster of the Week is a standalone action-horror RPG for 3-5 people. Hunt high school beasties a la Buffy the Vampire Slayer, travel the country to bring down unnatural creatures like the Winchester brothers of Supernatural, or head up the government investigation like Mulder and Scully.This book contains everything you need to tackle Bigfoot, collar a chupacabra, and drive away demons. In this revised edition, you'll find:
From the author of The Monsters Know What They’re Doing comes a follow-up strategy guide with MOAR! monster tactics for Dungeon Masters playing fifth edition Dungeons & Dragons. Keith Ammann’s first book based on his popular blog, The Monsters Know What They’re Doing, unpacks strategies, tactics, and motivations for creatures found in the Dungeons & Dragons Monster Manual. Now, in MOAR! Monsters Know What They’re Doing, he analyzes the likely combat behaviors of more than 100 new enemies found in Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes. Your campaign will never be the same!
From the author of The Monsters Know What They’re Doing comes an introduction to combat tactics for Dungeons & Dragons players. In his first book, The Monsters Know What They’re Doing (based on his popular blog), Keith Ammann unleashed upon the D&D world a wave of clever, highly evolved monster tactics. Now it’s only fair that he gives players the tools they need to fight back…and prevail! An introduction to combat tactics for fifth-edition Dungeons & Dragons players, Live to Tell the Tale evens the score. It examines the fundamentals of D&D battles: combat roles, party composition, attacking combos, advantage and disadvantage, Stealth and Perception, and more…including the ever-important consideration of how to run away! Don’t worry about creating a mathematically perfect character from square one. Survival isn’t about stats—it’s about behavior! With four turn-by-turn, roll-by-roll, blow-by-blow sample battles, Live to Tell the Tale breaks down how to make the best choices for your cherished characters so that they can survive their adventures, retire upon their accumulated riches, and tell stories about the old days that nobody will ever believe.
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.
Intrigued by MMGs? Here's the place to start Compare games, create a character, choose a guild to join, and have some fun! So your friend keeps talking about playing this cool game with millions of people on the Internet, and you really want to join in? Great idea! This book will let you in on the lingo, provide a little background on MMGs, help you choose a character, and prepare you for a trip into the fantasy world. Discover how to * Choose a game you'll enjoy * Start developing a character * Survive player vs. player combat * Find useful gameplay guides * Slay more monsters * Team up with other players
Aimed at avid and/or highly skilled video gamers, 'Gaming Hacks' offers a guide to pushing the limits of video game software and hardware using the creative exploits of the gaming gurus.
This story mechanism book has tools to help create story plots, twists, theme, mood, motive, foe, story seed, scene action, transition scenes, narrative, and work with the main conflicts. The tools may be used separately, together, or selective. This meant to aid or take the place of a Gamemaster (GM) for creating stories, twists, and quests. Current length is 49 pages including cover, front matter, and table of contents. the generators are 2 pages each — one of them is the table turned sideways for printing. This book either suggest, or refer to tables (a few which are in other Mechanism series books) for story ideas, design, and actions. Its generic enough for any game or story genre. The 13 tools included products: Flash RPG: used to create micro stories, adventure seeds, or background stories. Three Conflict Chain RPG: expands Flash RPG. Deep Dive Engine: New, expands the RPGs further. Scene Action Generator: New, adds action words to a scene. Transition Generator: New, adds transition scenes to a story. Solo Game Engine: Used to make decisions and take place of GM. Plot Generator: 144 plot action keywords Twist Generator: 144 story twists arranged by type and question word. Theme Generator: 144 sets of themes. Foe Generator: 144 antagonists or foes. Motivation Generator: 144 motivations arranged by need, morality, personality, etc. Mood-Emotion Generator: 12 types of feelings arranged by degree of intensity. Modifier Generator: 144 modifier words to modify plots, actions, or almost anything
This timely work shares valuable leadership lessons from the parallel universes of online games -- lessons that can impact the real world in meaningful ways. In addition, this book: Challenges some classically held leadership tenets; Strives to influence today's and tomorrow's leaders; Demystifies the art of leadership in a fresh new way. It is vitally important for today's leaders to prepare for the world of tomorrow. It is the author's hope that this book will assist them in their preparation. All of the author's proceeds are being donated to charity (specifically, Oprah's Angel Network).
Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their designers, composers, players, critics, and scholars to tinker (often transgressively) with practices and discourses of music, noise, speech, and silence. Faced with collisions between utopian and alarmist stereotypes of video games, Sound Play synthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanning Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here. Foreword by Richard Leppert Video Games Live cover image printed with permission from Tommy Tallarico