The Classic Dungeon Design Guide

The Classic Dungeon Design Guide
Author :
Publisher : Createspace Independent Publishing Platform
Total Pages : 476
Release :
ISBN-10 : 1542405408
ISBN-13 : 9781542405409
Rating : 4/5 (08 Downloads)

Synopsis The Classic Dungeon Design Guide by : Kent David Kelly

Deep dwarven cities of the underworld, Infested by conquering orcs, Enslaved by demons of skull and pyre ... Black labyrinths of mad demigods, Proving grounds for daring adventurers And graveyards for greedy fools ... Twisting passages, all alike, Where lurking trolls and shadow beasts Guard the deepest riddles of the nether ... If you have ever wanted to know how to quickly and masterfully create your own mega-dungeon for your pen-and-paper Fantasy Role-Playing Game (PNP FRPG) campaigns, this is the perfect book for you. This Game Master's guide will show you, step by step, how to take your vague-yet-promising ideas and how to sculpt them with precise and careful design decisions (enhanced, if you prefer, by random die rolls), allowing you to conceive an endless mega-dungeon in record time. Best of all, the CASTLE OLDSKULL CLASSIC DUNGEON DESIGN GUIDE is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends! This old school Guide is filled to overflowing with more than 450 pages of design material and dungeon generation tables. Highlights include: * Hack and slash and beyond. 39 adventure scenarios, with 20 diabolical twists, totaling 780 great ideas for your next campaign. * A myriad of options. Over 10,000 unusual benefactors ("quest givers"), unusual wilderness encounters your players will never forget, and extensive rumor and dungeon history generation systems. * Every endless labyrinth ever, under one cover. Extensive details on realistic underworlds, hundreds of dungeon dressing ideas, over 10,000 room types, and much more. * The imagined made real. A complete second book is included herein as a detailed example of dungeon design, featuring over 60 pages of specific examples. The Goblin Head campaign environment supplement reveals exactly how a 13-level mega-dungeon can be conceived in a matter of hours. The CLASSIC DUNGEON DESIGN GUIDE is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to dungeon design, feel free to contact the author. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This Guide is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 12 chapters, over 100 section topics, 60,000 words, 475+ pages; organized via a fully ordered table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)

Dungeons & Dragons Player's Handbook

Dungeons & Dragons Player's Handbook
Author :
Publisher :
Total Pages : 328
Release :
ISBN-10 : PSU:000054550476
ISBN-13 :
Rating : 4/5 (76 Downloads)

Synopsis Dungeons & Dragons Player's Handbook by : Monte Cook

Revised versions of the phenomenally successful Dungeons & Dragons core rulebooks.

Game World Generator

Game World Generator
Author :
Publisher : Createspace Independent Publishing Platform
Total Pages : 438
Release :
ISBN-10 : 1542433894
ISBN-13 : 9781542433891
Rating : 4/5 (94 Downloads)

Synopsis Game World Generator by : Kent David Kelly

Wolf-haunted wastelands of frigid tundra, Veiling lost cities sunken and frozen into the ice ... Mist-wreathed mountains teeming with orcs, Goblins, demons and dwarven underworlds ... Burning battlefields, reigned over By imperious and ancient dragons ... Steaming jungles, filled with headhunters And savage apes, guardians to ancient temples Filled with accursed gold ... These are the realms of old school fantasy role-playing, the world of your imagination. This world is a dark and wondrous place, an endless milieu teeming with danger, intrigue, exotic wonders, epic quests, and the bold heroes and villains who dare to conquer all. And you, as the Game Master, are tasked with creating those kingdoms from scratch. It is your mission to forge an entire alternate universe filled with infinite possibilities, a world which your friends and fellow role-players can explore for years to come. But how do you create a world? How do you even begin? The CASTLE OLDSKULL GAME WORLD GENERATOR is the only guide specifically and solely designed to assist you in creating an entire old school fantasy world. This is no "It is time for you to take the world into your own hands, and no one but you can decide what to include" copout dodge which demands everything of you and gives you nothing. This is a 430+ page step-by-step guide, from blank hex paper to the fully-realized game world, which explains the entire process to you in granular detail. Even better, this book is filled with dozens of helpful graphics which illustrate the entire mapping process. If you love lost worlds like Dave Arneson's Blackmoor, Edgar Rice Burroughs' Barsoom and Pellucidar, Gary Gygax's Flanaess, Robert E. Howard's Cimmeria and Hyboria, Fritz Leiber's Nehwon, H.P. Lovecraft's Dreamlands, Michael Moorcock's Melnibone and J.R.R. Tolkien's Middle Earth, then this is the book for you! Highlights include: world conception, mapping, scale, landforms, terrain, kingdoms and fiefs, wilderness design, feudal realms and foreign equivalents, city and wilderness names, treasures and resources, hierarchies of nobility, ruler classes and levels, realm alignment, campaign-tailored population formulae, demi-human enclaves, humanoid tribes, starting area development, dragon lair placement, dungeon placement and much more. Everything you need to turn your ideas into a solid, coherent and adventure-filled world is right here at your fingertips. The GAME WORLD GENERATOR is brought to you by Kent David Kelly of Wonderland Imprints, a role-player and Game Master with over 30 years of play experience. Best of all, if there are any other materials you would like to see relating to world or dungeon design, feel free to contact the author. I create the supplements that Game Masters want. Many more CASTLE OLDSKULL supplements are being prepared specifically to support the players, initiates and Game Masters of the Old School Revival (OSR). This book is your gateway to the realms of sword and sorcery. Join us for the adventure! (A complete reference work designed to supplement existing pen-and-paper Fantasy Role-Playing Games. 3 parts, over 100 section topics, 42,000 words, over 430 pages; organized via a fully hyperlinked table of contents. Just one of the proud creations available now from Wonderland Imprints - Only the Finest Works of Fantasy.)

The WoW Diary: A Journal of Computer Game Development [Second Edition]

The WoW Diary: A Journal of Computer Game Development [Second Edition]
Author :
Publisher : Source Point Press
Total Pages : 0
Release :
ISBN-10 : 9798888760178
ISBN-13 :
Rating : 4/5 (78 Downloads)

Synopsis The WoW Diary: A Journal of Computer Game Development [Second Edition] by : John Staats

The WoW (World of Warcraft) Diary offers a rare, unfiltered look inside the gaming industry written by the game's first level designer, John Staats. The World of Warcraft Diary offers a rare, unfiltered look inside the gaming industry. It was written by the game's first level designer, John Staats, from notes he took during WoW's creation. The WoW Diary explains why developers do things and debunks popular myths about the games industry. In great detail he covers the what it took to finish the project; the surprises, the arguments, the mistakes, and Blizzard's formula for success. The author includes anecdotes about the industry, the company, the dev team; how they worked together, and the philosophy behind their decisions. The WoW Diary is a story made from notes taken during the dev team’s four-year journey. It is a timeline of Vanilla WoW’s development cycle, a time-capsule with an exhausting amount of details that also looks at the anatomy of computer game studio. In order to illustrate how all the parts of computer game company work together, he interviewed everyone from the company’s founders to his former teammates; and the supporting departments who helped make WoW a reality.

The Anarchist's Design Book

The Anarchist's Design Book
Author :
Publisher :
Total Pages :
Release :
ISBN-10 : 0990623076
ISBN-13 : 9780990623076
Rating : 4/5 (76 Downloads)

Synopsis The Anarchist's Design Book by : Christopher Schwarz

The Lost Dungeons of Tonisborg

The Lost Dungeons of Tonisborg
Author :
Publisher : Fellowship of the Thing Limited
Total Pages : 0
Release :
ISBN-10 : 1736572105
ISBN-13 : 9781736572108
Rating : 4/5 (05 Downloads)

Synopsis The Lost Dungeons of Tonisborg by : Greg Svenson

Created in 1973 by Greg Svenson, a core member of Dave Arneson's "Blackmoor Bunch," and preserved for 35 years by David Megarry, the famous author of The Dungeon! board game, the Tonisborg Mega-Dungeon is now finally revealed in all of its original glory.As the only surviving Twin Cities dungeon from this era that was not created by Dave Arneson himself, it offers a unique historical perspective on early dungeon adventure games.Seasoned Referees will find much to benefit their games within the pages of this book, as will the novice Referee, who may be unfamiliar with some of the traditional methods of Old School ROle-Playing Games (RPG's). No matter your experience level, you will find everything you need to bring Tonisborg back to life within this volume.Includes: -Full-color reproductions of all 10 levels of Tonisborg Dungeon, complete with the original dungeon keys, or stocking lists. -Greg Svenson reveals how the dungeon came about and why it is a bridge between what came before and what comes after.-Extensive play guidelines teach you how to make Tonisborg rise again as a real-life experience for you and your players.-Updated maps and keys have been reconstructed from the originals for ease of play.-A set of historically accurate game rules have been included that are ideal for developing an original style adventure campaign.

The Classic Dungeon Design Guide II

The Classic Dungeon Design Guide II
Author :
Publisher : Createspace Independent Publishing Platform
Total Pages : 356
Release :
ISBN-10 : 1727110757
ISBN-13 : 9781727110753
Rating : 4/5 (57 Downloads)

Synopsis The Classic Dungeon Design Guide II by : Kent David Kelly

The sequel to the Classic Dungeon Design Guide is here ... Have you read every dungeon design book out there, but you're still hungry for great ideas to amaze your players? Would you like to possess the tools to generate countless millions of randomized results for bizarre rooms and shrines, dungeon doors, magical laboratories, skeletons, Lovecraftian abominations, and torture chambers? Then this is the book for you. This massive tome is the direct sequel to Wonderland Imprints' Gold Medal Best Seller, CDDG1: THE CLASSIC DUNGEON DESIGN GUIDE. Where Book 1 was a basic inspirational tome filled with thousands of ideas, Book II: Dungeon Mastery Design Tables is an advanced nuts-and-bolts guide that provides you with hundreds of pages of tables which you can use to create an infinite number of dungeon rooms, monster lairs, thematic levels and endless details such as barracks, caves, chests, corpses, fountains, prisoner cells, quarters, shrines, and magical gateways. You can even use this book's treasure trove of systems to create millions of deities, slime monsters, prisoner NPCs, and unique NPC villains and prisoners, using nearly 1,000 different experience level titles and other tools that intersect with DDE1, DUNGEON DELVER ENHANCER. Book One was only the beginning, the entry work to a series. This is one of the largest and most extensive dungeon design books in existence, with features branching out from CDDG1 including: data for on-the-spot creation of altars, barracks, caves, containers, corpses, doors, dungeon dressing, fountains, fungi, galleries, hideouts, laboratories, magical gateways, prisoners, quarters, stairways, torture chambers, unusual rooms, and those ever-baffling magical "unclassifiable chambers" which no one can fully comprehend. It's all here, the massive set of tables I have used for years to create new mega-dungeons for the Castle Oldskull OSR campaign. I have refined and expanded them over many months of writing, and now I offer them to you. So what are you waiting for? This book is the perfect companion for THE CLASSIC DUNGEON DESIGN GUIDE, and has been specially designed to serve both as a learning grimoire and as a tabletop go-to book for design and for sandbox play. After all, if you're going to dare to delve into the netherworld, you should probably take not just a lantern and an elvish sword of great antiquity; you should also carry the ultimate guidebook to help you from getting lost along the way ... Another classic Fantasy Role-Playing Game Supplement from Wonderland Imprints, Only the Finest Works of Fantasy.

BLUEHOLME™ Prentice Rules

BLUEHOLME™ Prentice Rules
Author :
Publisher : Lulu.com
Total Pages : 62
Release :
ISBN-10 : 9781387449941
ISBN-13 : 138744994X
Rating : 4/5 (41 Downloads)

Synopsis BLUEHOLME™ Prentice Rules by : Michael Thomas

Perfect bound edition. BLUEHOLME(TM) Prentice Rules is a table top fantasy roleplaying game that emulates the game play of the original basic rule book, popularly known as the Holmes Edition or simply the Blue Book. The rules in this book allow for characters of 1st to 3rd levels, and include everything the referee could possibly need to create and run a campaign in the Underworld: monsters, magic, treasure, and ... well, what more do you need?

Tome of Adventure Design PoD Softcover

Tome of Adventure Design PoD Softcover
Author :
Publisher :
Total Pages : 318
Release :
ISBN-10 : 1943067368
ISBN-13 : 9781943067367
Rating : 4/5 (68 Downloads)

Synopsis Tome of Adventure Design PoD Softcover by : Frog God Games

A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.

Dungeon Crawl Classics Role Playing Game

Dungeon Crawl Classics Role Playing Game
Author :
Publisher : Dungeon
Total Pages :
Release :
ISBN-10 : 0982860951
ISBN-13 : 9780982860953
Rating : 4/5 (51 Downloads)

Synopsis Dungeon Crawl Classics Role Playing Game by : Joseph Goodman

Youre no hero. Youre an adventurer: a reaver, a cutpurse, a heathen-slayer, a tight-lipped warlock guarding long-dead secrets. You seek gold and glory, winning it with sword and spell, caked in the blood and filth of the weak, the dark, the demons, and the vanquished. There are treasures to be won deep underneath, and you shall have them.