Author: Bobby Large
Publisher: Psion Publishing
ISBN:
Category : Fiction
Languages : en
Pages : 12
Book Description
The whispered words in my ear were the biggest turn on of my life, but role playing a hooker and customer was even better than I imagined. Brett led me out to the dark alley at the back of the nightclub and I played the game by taking the money he offered. I got onto my knees to give him what he wanted and that set the scene for a kinky roleplay encounter that went all the way
My First Role Playing Experience
Author: Bobby Large
Publisher: Psion Publishing
ISBN:
Category : Fiction
Languages : en
Pages : 12
Book Description
The whispered words in my ear were the biggest turn on of my life, but role playing a hooker and customer was even better than I imagined. Brett led me out to the dark alley at the back of the nightclub and I played the game by taking the money he offered. I got onto my knees to give him what he wanted and that set the scene for a kinky roleplay encounter that went all the way
Publisher: Psion Publishing
ISBN:
Category : Fiction
Languages : en
Pages : 12
Book Description
The whispered words in my ear were the biggest turn on of my life, but role playing a hooker and customer was even better than I imagined. Brett led me out to the dark alley at the back of the nightclub and I played the game by taking the money he offered. I got onto my knees to give him what he wanted and that set the scene for a kinky roleplay encounter that went all the way
Tabletop Role-Playing Games and the Experience of Imagined Worlds
Author: Nicholas J. Mizer
Publisher: Springer Nature
ISBN: 3030291278
Category : Social Science
Languages : en
Pages : 183
Book Description
In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.
Publisher: Springer Nature
ISBN: 3030291278
Category : Social Science
Languages : en
Pages : 183
Book Description
In 1974, the release of Dungeons & Dragons forever changed the way that we experience imagined worlds. No longer limited to simply reading books or watching movies, gamers came together to collaboratively and interactively build and explore new realms. Based on four years of interviews and game recordings from locations spanning the United States, this book offers a journey that explores how role-playing games use a combination of free-form imagination and tightly constrained rules to experience those realms. By developing our understanding of the fantastic worlds of role-playing games, this book also offers insight into how humans come together and collaboratively imagine the world around us.
The Sailor Moon Role-playing Game and Resource Book
Author: Mark C. MacKinnon
Publisher: Guelph, Ont. : Guardians of Order
ISBN: 9780968243114
Category : Fantasy games
Languages : en
Pages : 0
Book Description
Welcome to the ultimate English-language guide for one of the most popular Japanese anime shows of all times! Sailor Moon is a hit with boys and girls of all ages, and is watched on Cartoon Network's popular "Toonami" programming block every day by over one million viewers. This book offers a comprehensive Sailor Moon resource and reference section, including episode summaries, character bios, and series analysis in a clear and easy to read format.
Publisher: Guelph, Ont. : Guardians of Order
ISBN: 9780968243114
Category : Fantasy games
Languages : en
Pages : 0
Book Description
Welcome to the ultimate English-language guide for one of the most popular Japanese anime shows of all times! Sailor Moon is a hit with boys and girls of all ages, and is watched on Cartoon Network's popular "Toonami" programming block every day by over one million viewers. This book offers a comprehensive Sailor Moon resource and reference section, including episode summaries, character bios, and series analysis in a clear and easy to read format.
No Thank You Evil
Author: Shanna Germain
Publisher:
ISBN: 9781939979421
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9781939979421
Category :
Languages : en
Pages :
Book Description
The Fantasy Role-Playing Game
Author: Daniel Mackay
Publisher: McFarland
ISBN: 0786450479
Category : Games & Activities
Languages : en
Pages : 216
Book Description
Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.
Publisher: McFarland
ISBN: 0786450479
Category : Games & Activities
Languages : en
Pages : 216
Book Description
Many of today's hottest selling games--both non-electronic and electronic--focus on such elements as shooting up as many bad guys as one can (Duke Nuk'em), beating the toughest level (Mortal Kombat), collecting all the cards (Pokemon), and scoring the most points (Tetris). Fantasy role-playing games (Dungeons & Dragons, Rolemaster, GURPS), while they may involve some of those aforementioned elements, rarely focus on them. Instead, playing a fantasy role-playing game is much like acting out a scene from a play, movie or book, only without a predefined script. Players take on such roles as wise wizards, noble knights, roguish sellswords, crafty hobbits, greedy dwarves, and anything else one can imagine and the referee allows. The players don't exactly compete; instead, they interact with each other and with the fantasy setting. The game is played orally with no game board, and although the referee usually has a storyline planned for a game, much of the action is impromptu. Performance is a major part of role-playing, and role-playing games as a performing art is the subject of this book, which attempts to introduce an appreciation for the performance aesthetics of such games. The author provides the framework for a critical model useful in understanding the art--especially in terms of aesthetics--of role-playing games. The book also serves as a contribution to the beginnings of a body of criticism, theory, and aesthetics analysis of a mostly unrecognized and newly developing art form. There are four parts: the cultural structure, the extent to which the game relates to outside cultural elements; the formal structure, or the rules of the game; the social structure, which encompasses the degree and quality of social interaction among players; and the aesthetic structure, concerned with the emergence of role-playing as an art form.
An Actor’s Guide to Corporate Role Play
Author: Syrus Lowe
Publisher: Bloomsbury Publishing
ISBN: 1350289914
Category : Performing Arts
Languages : en
Pages : 195
Book Description
For too long the world of corporate role play has felt like a closed shop that only a few privileged actors have had access to. Now, this book provides any actor with what they need to start and build a side-career in corporate role play, utilising all of the skills they already have in their portfolio. Detailing what corporate role play is, how to do it, how to get the work and how to get re-employed, this book offers up a clear roadmap, enabling actors to deliver top-quality role plays and evidence-based developmental feedback time and time again. Using the author's masterclasses as a foundation, the book includes a range of role play briefs an actor may encounter, each accompanied by top tips on how to execute them successfully.
Publisher: Bloomsbury Publishing
ISBN: 1350289914
Category : Performing Arts
Languages : en
Pages : 195
Book Description
For too long the world of corporate role play has felt like a closed shop that only a few privileged actors have had access to. Now, this book provides any actor with what they need to start and build a side-career in corporate role play, utilising all of the skills they already have in their portfolio. Detailing what corporate role play is, how to do it, how to get the work and how to get re-employed, this book offers up a clear roadmap, enabling actors to deliver top-quality role plays and evidence-based developmental feedback time and time again. Using the author's masterclasses as a foundation, the book includes a range of role play briefs an actor may encounter, each accompanied by top tips on how to execute them successfully.
The Minds Behind PlayStation 2 Games
Author: Patrick Hickey, Jr.
Publisher: McFarland
ISBN: 1476648433
Category : Games & Activities
Languages : en
Pages : 245
Book Description
Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Publisher: McFarland
ISBN: 1476648433
Category : Games & Activities
Languages : en
Pages : 245
Book Description
Featuring interviews with the creators of 37 popular video games--including SOCOM, Shadow of the Colossus, Tekken Tag Tournament and Sly Cooper--this book gives a behind-the-scenes look at the creation of some of the most influential and iconic (and sometimes forgotten) games of the original PlayStation 2 era. Recounting endless hours of painstaking development, the challenges of working with mega publishers and the uncertainties of public reception, the interviewees reveal the creative processes that produced some of gaming's classic titles.
Forum-Based Role Playing Games as Digital Storytelling
Author: Csenge Virág Zalka
Publisher: McFarland
ISBN: 1476672849
Category : Social Science
Languages : en
Pages : 216
Book Description
When people hear the term "role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players--people who come together to role-play through writing. They create stories by taking turns, describing events through their characters' eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.
Publisher: McFarland
ISBN: 1476672849
Category : Social Science
Languages : en
Pages : 216
Book Description
When people hear the term "role-playing games," they tend to think of two things: a group of friends sitting around a table playing Dungeons & Dragons or video games with exciting graphics. Between those two, however, exists a third style of gaming. Hundreds of online forums offer gathering places for thousands of players--people who come together to role-play through writing. They create stories by taking turns, describing events through their characters' eyes. Whether it is the arena of the Hunger Games, the epic battles of the Marvel Universe or love stories in a fantasy version of New York, people build their own spaces of words, and inhabit them day after day. But what makes thousands of players, many teenagers among them, voluntarily type up novel-length stories? How do they use the resources of the Internet, gather images, sounds, and video clips to weave them into one coherent narrative? How do they create together through improvisation and negotiation, in ways that connect them to older forms of storytelling? Through observing more than a hundred websites and participating in five of them for a year, the author has created a pilot study that delves into a subculture of unbounded creativity.
How Change Happens in Equine-Assisted Interventions
Author: Noreen W. Esposito
Publisher: Taylor & Francis
ISBN: 1000842150
Category : Psychology
Languages : en
Pages : 219
Book Description
How Change Happens in Equine-Assisted Interventions gives clinicians and researchers an intervention theory on the mechanisms of change during psychotherapy and other interventions that incorporate horses. Chapters introduce the concept of intervention theory, present a theory of the problem (what the client comes with), theories explaining the intervention (what is done during a session), and theories of change (what happens in the mind of a client), with each theory’s function described. Using an autoethnographic approach, the authors describe, deconstruct, and analyze personal experiences as clients during an equine-assisted intervention. Then the authors present and apply a unique intervention theory by linking it to the thoughts and experiences of clients in and after a session. Practitioners will come away from this book with a unique perspective on the field and with an increased understanding of what their clients are thinking both in and out of session. Researchers will have an explanatory theory from which to draw testable hypotheses when studying interventions incorporating horses.
Publisher: Taylor & Francis
ISBN: 1000842150
Category : Psychology
Languages : en
Pages : 219
Book Description
How Change Happens in Equine-Assisted Interventions gives clinicians and researchers an intervention theory on the mechanisms of change during psychotherapy and other interventions that incorporate horses. Chapters introduce the concept of intervention theory, present a theory of the problem (what the client comes with), theories explaining the intervention (what is done during a session), and theories of change (what happens in the mind of a client), with each theory’s function described. Using an autoethnographic approach, the authors describe, deconstruct, and analyze personal experiences as clients during an equine-assisted intervention. Then the authors present and apply a unique intervention theory by linking it to the thoughts and experiences of clients in and after a session. Practitioners will come away from this book with a unique perspective on the field and with an increased understanding of what their clients are thinking both in and out of session. Researchers will have an explanatory theory from which to draw testable hypotheses when studying interventions incorporating horses.
Science and Drama: Contemporary and Creative Approaches to Teaching and Learning
Author: Peta J White
Publisher: Springer Nature
ISBN: 3030844013
Category : Science
Languages : en
Pages : 273
Book Description
This edited volume presents interdisciplinary and transdisciplinary approaches to drama and science in education. Drawing on a solid basis of research, it offers theoretical backgrounds, showcases rich examples, and provides evidence of improved student learning and engagement. The chapters explore various connections between drama and science, including: students’ ability to engage with science through drama; dramatising STEM; mutuality and inter-relativity in drama and science; dramatic play-based outdoor activities; and creating embodied, aesthetic and affective learning experiences. The book illustrates how drama education draws upon contemporary issues and their complexity, intertwining with science education in promoting scientific literacy, creativity, and empathetic understandings needed to interpret and respond to the many challenges of our times. Findings throughout the book demonstrate how lessons learned from drama and science education can remain discrete yet when brought together, contribute to deeper, more engaged and transformative student learning.
Publisher: Springer Nature
ISBN: 3030844013
Category : Science
Languages : en
Pages : 273
Book Description
This edited volume presents interdisciplinary and transdisciplinary approaches to drama and science in education. Drawing on a solid basis of research, it offers theoretical backgrounds, showcases rich examples, and provides evidence of improved student learning and engagement. The chapters explore various connections between drama and science, including: students’ ability to engage with science through drama; dramatising STEM; mutuality and inter-relativity in drama and science; dramatic play-based outdoor activities; and creating embodied, aesthetic and affective learning experiences. The book illustrates how drama education draws upon contemporary issues and their complexity, intertwining with science education in promoting scientific literacy, creativity, and empathetic understandings needed to interpret and respond to the many challenges of our times. Findings throughout the book demonstrate how lessons learned from drama and science education can remain discrete yet when brought together, contribute to deeper, more engaged and transformative student learning.