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The Player Slayer is an outrageous and hilarious guide on how to defeat, reject and otherwise deflect the players in your life. It’s a real world revision of The Rules, an urban answer to He’s Just Not That Into You. With steel-sharp wit and cutting insight, “Ms. T” breaks down both the player and the game. Most importantly, she shows you how to turn yourself from a “mark”—alone, outraged and disappointed—to a “slayer” strong enough to withstand even the best game. Ms. T blows away the whole “don’t hate the player, hate the game” smokescreen to reveal what makes a player a player, what makes his game work, and why women get beaten up in the game. This down-and-dirty guide will leave you empowered with the knowledge to outwit, outlast, and outplay even the player’s player.
“Will get Buffy fans up in their feels.” —Entertainment Weekly A New York Times and Publishers Weekly bestseller From bestselling author Kiersten White comes the first novel in a series set in the world of Buffy the Vampire Slayer that introduces a new Slayer as she grapples with the responsibility of managing her incredible powers that she’s just beginning to understand. Into every generation a Slayer is born… Nina and her twin sister, Artemis, are far from normal. It’s hard to be when you grow up at the Watcher’s Academy, which is a bit different from your average boarding school. Here teens are trained as guides for Slayers—girls gifted with supernatural strength to fight the forces of darkness. But while Nina’s mother is a prominent member of the Watcher’s Council, Nina has never embraced the violent Watcher lifestyle. Instead she follows her instincts to heal, carving out a place for herself as the school medic. Until the day Nina’s life changes forever. Thanks to Buffy, the famous (and infamous) Slayer that Nina’s father died protecting, Nina is not only the newest Chosen One—she’s the last Slayer, ever. Period. As Nina hones her skills with her Watcher-in-training, Leo, there’s plenty to keep her occupied: a monster fighting ring, a demon who eats happiness, a shadowy figure that keeps popping up in Nina’s dreams… But it’s not until bodies start turning up that Nina’s new powers will truly be tested—because someone she loves might be next. One thing is clear: Being Chosen is easy. Making choices is hard.
Brandon The Iron Tornadoes MC always pays its debts. When a retired nurse who did us a few solids calls in her chip, I get sent to clean up her mess. The mission isn't difficult, just a little tricky... well, until things get hot and I need to claim Lorraine, the nurse’s daughter as my new girl. And now she’s been pulled into my world, it’s going to be hard not to rock hers. Lorraine I gave up on love after my last boyfriend chipped away at my self-esteem until there was nothing left. I don’t need a man anyway. There’s more than enough on my plate between my ex-con mother moving in with me and my job as a grievance counselor at the local hospital. But when it’s after midnight and there’s a body in the backyard, I’m thinking maybe I could use a guy after all. And the son of the Iron Tornadoes president could be the right man for the job.
The 14 essays in Game on, Hollywood! take on several points of game and film intersection. They look at storylines, aesthetics, mechanics, and production. The book is about adaptation (video game to film, film to video game), but it is even more about narrative. The essays draw attention to the ways and possibilities of telling a story. They consider differences and similarities across modes of storytelling (showing, telling, interacting), explore the consequences of time, place and ideology, and propose critical approaches to the vastness of narrative in the age of multimedia storytelling. The video games and film texts discussed include The Warriors (1979 film; 2005 video game), GoldenEye (1995 film), GoldenEye 007 (1997 and 2011 video games), Buffy the Vampire Slayer (2000-2004, television show), Buffy the Vampire Slayer: Chaos Bleeds (2003 video game), Prince of Persia: The Sands of Time (2003 video game; 2010 film), the Star Wars franchise empire (1977 on), Afro Samurai (2009 video game), and Disney's Epic Mickey (2010 video game).
A full-colour hardcover companion tome that offers a look behind the scenes as the iconic online fantasy RPG celebrates its 20th birthday! In 2001, RuneScape transformed the world of MMORPGs with a magical world that was free-to-play in your browser. Assuming any number of fantasy roles, players carved their own adventures in a fantasy land filled with vibrant characters, daring adventure and mystery. In an industry where success can often be short lived, RuneScape has defied the odds by not just surviving, but thriving over an incredible two decades. Now you can get an insider's look at the tremendous talent and enormous effort that went into creating the land of Gielinor and the magical races who inhabit it. Jagex and Dark Horse present a guide to the history of the RuneScape franchise, exploring the detailed tapestry of RuneScape and Old School RuneScape through exciting and exclusive art and behind the scenes interviews!
This pioneering volume offers an expansive introduction to the relatively new field of evolutionary studies in imaginative culture. Contributors from psychology, neuroscience, anthropology, and the humanities probe the evolved human imagination and its artefacts. The book forcefully demonstrates that imagination is part of human nature. Contributors explore imaginative culture in seven main areas: Imagination: Evolution, Mechanisms and Functions Myth and Religion Aesthetic Theory Music Visual and Plastic Arts Video Games and Films Oral Narratives and Literature Evolutionary Perspectives on Imaginative Culture widens the scope of evolutionary cultural theory to include much of what “culture” means in common usage. The contributors aim to convince scholars in both the humanities and the evolutionary human sciences that biology and imaginative culture are intimately intertwined. The contributors illuminate this broad theoretical argument with comprehensive insights into religion, ideology, personal identity, and many particular works of art, music, literature, film, and digital media. The chapters “Imagination, the Brain’s Default Mode Network, and Imaginative Verbal Artifacts” and “The Role of Aesthetic Style in Alleviating Anxiety About the Future” are licensed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/).
Elin's family has an important responsibility: caring for the fearsome water serpents that form the core of their kingdom's army. So when some of the creatures mysteriously die, Elin's mother is sentenced to death as punishment. With her last breath, she manages to send her daughter to safety. Alone and far from home, Elin soon discovers that she can communicate with both the terrifying water serpents and the majestic flying beasts that guard her queen. This skill gives her great power, but it also involves her in deadly plots that could cost her life. Can she save herself and prevent her beloved beasts from being used as tools of war? Or is there no escaping the terrible battles to come?
Rap, rap, rap, the sound of a gun going off and the background theme for the novel. Slayer Player is a novel of suspense about a black, rap music producer who takes revenge into his own hands and assassinates five men who are abusers of children. Chase takes place from a middle aged female agent and her new, young, male partner. The book takes place in a world of rap music and rap music production. Slayer Player is a sly guy, fly guy, takin' down the bad guys. Life on the street made his meanness neat. He vowed to avenge the little guy. He slips and slides and gets by to carry out his deeds. Justice comes at the end of his gun, but troubles all surround him. It stops being fun when it becomes to real, and the cops are coming down on him, but he still has a friend, and a player is a player until the end.
A Seventeen Best YA Book of 2020 So Far A Hypable Most Anticipated YA Fantasy Sequel of 2020 “Will get Buffy fans up in their feels.” —Entertainment Weekly on Slayer Nina continues to learn how to use her slayer powers against enemies old and new in this second novel in the New York Times bestselling series from Kiersten White, set in the world of Buffy the Vampire Slayer. Now that Nina has turned the Watcher’s Castle into a utopia for hurt and lonely demons, she’s still waiting for the utopia part to kick in. With her sister Artemis gone and only a few people remaining at the castle—including her still-distant mother—Nina has her hands full. Plus, though she gained back her Slayer powers from Leo, they’re not feeling quite right after being held by the seriously evil succubus Eve, a.k.a. fake Watcher’s Council member and Leo’s mom. And while Nina is dealing with the darkness inside, there’s also a new threat on the outside, portended by an odd triangle symbol that seems to be popping up everywhere, in connection with Sean’s demon drug ring as well as someone a bit closer to home. Because one near-apocalypse just isn’t enough, right? The darkness always finds you. And once again, it’s coming for the Slayer.
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.