Author: Adam Griffith
Publisher: John Wiley & Sons
ISBN: 047004361X
Category : Games & Activities
Languages : en
Pages : 434
Book Description
Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease... fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
How to Be a Gurps GM
Author: Warren "Mook" Wilson
Publisher: Steve Jackson Games
ISBN: 9781556348082
Category : Games & Activities
Languages : en
Pages : 76
Book Description
The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
Publisher: Steve Jackson Games
ISBN: 9781556348082
Category : Games & Activities
Languages : en
Pages : 76
Book Description
The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
Chess Openings For Dummies
Author: James Eade
Publisher: John Wiley & Sons
ISBN: 0470882395
Category : Games & Activities
Languages : en
Pages : 384
Book Description
Improve your chess game the fast and easy way You never get a second chance to make a first impression?especially in the game of chess! Chess Openings For Dummies gives you tips and techniques for analyzing openings and strategies for winning chess games from the very first move you make! This friendly, helpful guide provides you with easy-to-follow and step-by-step instructions on the top opening chess strategies and gives you the tools you need to develop your own line of attack from the very start. Includes illustrations to help ensure victory Equips you with the tools and strategies to plan a winning strategy Also serves as a valuable resource for curriculums that use chess as a learning tool Whether you?re a veteran or novice chess player, Chess Openings For Dummies is the ultimate guide to getting a grip on the openings and variants that will ensure you have all the right moves to open and win any chess game.
Publisher: John Wiley & Sons
ISBN: 0470882395
Category : Games & Activities
Languages : en
Pages : 384
Book Description
Improve your chess game the fast and easy way You never get a second chance to make a first impression?especially in the game of chess! Chess Openings For Dummies gives you tips and techniques for analyzing openings and strategies for winning chess games from the very first move you make! This friendly, helpful guide provides you with easy-to-follow and step-by-step instructions on the top opening chess strategies and gives you the tools you need to develop your own line of attack from the very start. Includes illustrations to help ensure victory Equips you with the tools and strategies to plan a winning strategy Also serves as a valuable resource for curriculums that use chess as a learning tool Whether you?re a veteran or novice chess player, Chess Openings For Dummies is the ultimate guide to getting a grip on the openings and variants that will ensure you have all the right moves to open and win any chess game.
Formula One Racing For Dummies
Author: Jonathan Noble
Publisher: John Wiley & Sons
ISBN: 0764570498
Category : Sports & Recreation
Languages : en
Pages : 352
Book Description
Get to know what Formula One racing is all about This book delves into the strategy, technology, and spiritneeded to win a Formula One race. Every angle of a race weekend iscovered in detail, from scrutineering to pitstops to podium.You’ll also read about the rivalries and politics that haveturned the sport into a global televised drama. Illustrated withblack and white photographs, Formula One Racing For Dummies willserve the die-hard spectator or armchair fan alike. Discover how to: Identify race strategies Understand the role of each team member Master the latest rules and regulations Appreciate a Formula One car’s cutting-edge design Enjoy Formula One from the stands and on TV The Dummies Way Explanations in plain English "Get in, get out" information Icons and other navigational aids Tear-out cheat sheet Top ten lists A dash of humour and fun
Publisher: John Wiley & Sons
ISBN: 0764570498
Category : Sports & Recreation
Languages : en
Pages : 352
Book Description
Get to know what Formula One racing is all about This book delves into the strategy, technology, and spiritneeded to win a Formula One race. Every angle of a race weekend iscovered in detail, from scrutineering to pitstops to podium.You’ll also read about the rivalries and politics that haveturned the sport into a global televised drama. Illustrated withblack and white photographs, Formula One Racing For Dummies willserve the die-hard spectator or armchair fan alike. Discover how to: Identify race strategies Understand the role of each team member Master the latest rules and regulations Appreciate a Formula One car’s cutting-edge design Enjoy Formula One from the stands and on TV The Dummies Way Explanations in plain English "Get in, get out" information Icons and other navigational aids Tear-out cheat sheet Top ten lists A dash of humour and fun
Level Up!
Author: Scott Rogers
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Publisher: John Wiley & Sons
ISBN: 0470970928
Category : Computers
Languages : en
Pages : 515
Book Description
Design and build cutting-edge video games with help from video game expert Scott Rogers! If you want to design and build cutting-edge video games but aren’t sure where to start, then this is the book for you. Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games. Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!
Dungeon Master For Dummies
Author: Bill Slavicsek
Publisher: For Dummies
ISBN: 9780471783305
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Whether you’ve been a Dungeon Master (DM) before and want to fine-tune your skills or want to get ready and take the plunge, this is the book for you. It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes: A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on: Using a DM binder to keep records such as an adventure log, PCs’ character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack’n’slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer’s Apprentice, that’s the perfect way to foray into DMing. It includes everything you need for a great adventure—except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered….
Publisher: For Dummies
ISBN: 9780471783305
Category : Games & Activities
Languages : en
Pages : 0
Book Description
Whether you’ve been a Dungeon Master (DM) before and want to fine-tune your skills or want to get ready and take the plunge, this is the book for you. It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes: A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on: Using a DM binder to keep records such as an adventure log, PCs’ character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack’n’slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer’s Apprentice, that’s the perfect way to foray into DMing. It includes everything you need for a great adventure—except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered….
Poker For Dummies
Author: Richard D. Harroch
Publisher: John Wiley & Sons
ISBN: 1118053583
Category : Games & Activities
Languages : en
Pages : 349
Book Description
Know when to hold 'em, know when to fold 'em Poker is America’s national card game, and its popularity continues to grow. Nationwide, you can find a game in progress everywhere. If you want to play, you can find poker games on replicas of 19th century riverboats or on Native American tribal lands. You can play poker at home with the family or online with opponents from around the world. Like bowling and billiards before it, poker has moved out from under the seedier side of its roots and is flowering in the sunshine. Maybe you’ve never played poker before and you don’t even know what a full house is. Poker For Dummies covers the basics. Or perhaps you've played for years, but you just don’t know how to win. This handy guide will help you walk away from the poker table with winnings, not lint, in your pockets. If you’re a poker expert, you still can benefit – some of the suggestions may surprise you, and you can certainly learn from the anecdotes from professional players like T.J. Cloutier and Stu Unger. Know what it takes to start winning hand after hand by exploring strategy; getting to know antes and betting structure; knowing your opponents, and understanding the odds. Poker For Dummies also covers the following topics and more: Poker games such as Seven-Card Stud, Omaha, and Texas Hold'em Setting up a game at home Playing in a casino: Do's and don'ts Improving your play with Internet and video poker Deciphering poker sayings and slang Ten ways to read your opponent's body language Playing in poker tournaments Money management and recordkeeping Knowing when and how to bluff Poker looks like such a simple game. Anyone, it seems, can play it well – but that's far from the truth. Learning the rules can be quick work, but becoming a winning player takes considerably longer. Still, anyone willing to make the effort can become a good player. You can succeed in poker the way you succeed in life: by facing it squarely, getting up earlier than the next person, and working harder and smarter than the competition. Foreword by Chris Moneymaker, 2003 World Series of Poker Champion.
Publisher: John Wiley & Sons
ISBN: 1118053583
Category : Games & Activities
Languages : en
Pages : 349
Book Description
Know when to hold 'em, know when to fold 'em Poker is America’s national card game, and its popularity continues to grow. Nationwide, you can find a game in progress everywhere. If you want to play, you can find poker games on replicas of 19th century riverboats or on Native American tribal lands. You can play poker at home with the family or online with opponents from around the world. Like bowling and billiards before it, poker has moved out from under the seedier side of its roots and is flowering in the sunshine. Maybe you’ve never played poker before and you don’t even know what a full house is. Poker For Dummies covers the basics. Or perhaps you've played for years, but you just don’t know how to win. This handy guide will help you walk away from the poker table with winnings, not lint, in your pockets. If you’re a poker expert, you still can benefit – some of the suggestions may surprise you, and you can certainly learn from the anecdotes from professional players like T.J. Cloutier and Stu Unger. Know what it takes to start winning hand after hand by exploring strategy; getting to know antes and betting structure; knowing your opponents, and understanding the odds. Poker For Dummies also covers the following topics and more: Poker games such as Seven-Card Stud, Omaha, and Texas Hold'em Setting up a game at home Playing in a casino: Do's and don'ts Improving your play with Internet and video poker Deciphering poker sayings and slang Ten ways to read your opponent's body language Playing in poker tournaments Money management and recordkeeping Knowing when and how to bluff Poker looks like such a simple game. Anyone, it seems, can play it well – but that's far from the truth. Learning the rules can be quick work, but becoming a winning player takes considerably longer. Still, anyone willing to make the effort can become a good player. You can succeed in poker the way you succeed in life: by facing it squarely, getting up earlier than the next person, and working harder and smarter than the competition. Foreword by Chris Moneymaker, 2003 World Series of Poker Champion.