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Author: Michael Shea Publisher: ISBN: 9781073741113 Category : Languages : en Pages : 68
Book Description
You love Dungeons and Dragons. As an experienced dungeon master you've run dozens, if not hundreds of games. You put a lot of work into making your games great. What if there's another way to look at how you prepare your game? What if it turned out you could spend less time, less energy, and have a better game as a result?It's time to unleash the Lazy Dungeon Master.Written in the style of Sly Flourish's Dungeon Master Tips and Running Epic Tier D&D Games, The Lazy Dungeon Master shows a new approach to game preparation, one that takes less time and gives your game the freedom to grow at the table. This book will help dungeon master prepare awesome games for any version of D&D.Based on the real-world experiences of hundreds of dungeon masters and dozens of professional game designers, the Lazy Dungeon Master includes interviews with veteran D&D DMs and a complete toolkit to help you improvise an entire game.Whether you play 1st, 2nd, 3rd, 4th, Pathfinder, or the D&D Next playtest; The Lazy Dungeon Master has tips, techniques, and advice to make preparation easier and help you run a flexible and entertaining game.
Author: Michael Shea Publisher: ISBN: 9781073741113 Category : Languages : en Pages : 68
Book Description
You love Dungeons and Dragons. As an experienced dungeon master you've run dozens, if not hundreds of games. You put a lot of work into making your games great. What if there's another way to look at how you prepare your game? What if it turned out you could spend less time, less energy, and have a better game as a result?It's time to unleash the Lazy Dungeon Master.Written in the style of Sly Flourish's Dungeon Master Tips and Running Epic Tier D&D Games, The Lazy Dungeon Master shows a new approach to game preparation, one that takes less time and gives your game the freedom to grow at the table. This book will help dungeon master prepare awesome games for any version of D&D.Based on the real-world experiences of hundreds of dungeon masters and dozens of professional game designers, the Lazy Dungeon Master includes interviews with veteran D&D DMs and a complete toolkit to help you improvise an entire game.Whether you play 1st, 2nd, 3rd, 4th, Pathfinder, or the D&D Next playtest; The Lazy Dungeon Master has tips, techniques, and advice to make preparation easier and help you run a flexible and entertaining game.
Author: Michael Shea Publisher: ISBN: 9781731107503 Category : Languages : en Pages : 48
Book Description
The Lazy DM's Workbook contains a wide range of tools, maps, and reference sheets to help you run your fifth edition fantasy roleplaying game--and is designed to be useful right at the table. This book contains numerous fifth edition rules references, guides, and random generators to help fire up your imagination as you prepare and run your games. The workbook also contains ten lazy lairs: full-color maps and quick descriptions of locations common to most fantasy roleplaying games. When the characters take a game session in a direction you didn't expect, you can use any of these lairs with minimal prep time, running it straight out of the book. The Lazy DM's Workbook is an indispensable reference, designed to be kept at your side as tales of high adventure unfold at your gaming table.
Author: Supana Onikage Publisher: J-Novel Club ISBN: 1718324006 Category : Young Adult Fiction Languages : en Pages : 214
Book Description
"Come on, kill all those bandits for me already!" "No thanks. I don't wanna do any work." My name is Keima Masuda, and my hobby is spending each day doing exactly nothing... but one fateful night, I was summoned to another world where I met a blonde young girl who I named Rokuko. It seemed that fortune had favored me and I would soon be living a wonderful life free of work. But even though I'm a guy who loves sleeping more than eating, Rokuko demanded that I help her. "Save my dungeon! By the way, since you're the Dungeon Master, you'll die too if the Dungeon Core is destroyed." The dungeon only had one room, and it was already surrounded by bandits. Seriously? It's a checkmate already. I've gotta break out of this impossible situation so I can stop working and just sleep!
Author: Jon Peterson Publisher: MIT Press ISBN: 0262542951 Category : Games & Activities Languages : en Pages : 401
Book Description
The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators. When Dungeons & Dragons was first released to a small hobby community, it hardly seemed destined for mainstream success--and yet this arcane tabletop role-playing game became an unlikely pop culture phenomenon. In Game Wizards, Jon Peterson chronicles the rise of Dungeons & Dragons from hobbyist pastime to mass market sensation, from the initial collaboration to the later feud of its creators, Gary Gygax and Dave Arneson. As the game's fiftieth anniversary approaches, Peterson--a noted authority on role-playing games--explains how D&D and its creators navigated their successes, setbacks, and controversies. Peterson describes Gygax and Arneson's first meeting and their work toward the 1974 release of the game; the founding of TSR and its growth as a company; and Arneson's acrimonious departure and subsequent challenges to TSR. He recounts the "Satanic Panic" accusations that D&D was sacrilegious and dangerous, and how they made the game famous. And he chronicles TSR's reckless expansion and near-fatal corporate infighting, which culminated with the company in debt and overextended and the end of Gygax's losing battle to retain control over TSR and D&D. With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. That record amply demonstrates how the turbulent experience of creating something as momentous as Dungeons & Dragons can make people remember things a bit differently from the way they actually happened.
Author: Michael Shea Publisher: ISBN: 9781670460769 Category : Languages : en Pages : 172
Book Description
Ten underground adventures for the fifth edition of the world's most popular fantasy roleplaying game, set within a ruin-filled mountain torn apart by the mysterious Grendleroot.Ruins of the Grendleroot is a book of ten short easy-to-run adventures for the fifth edition of the world's most popular fantasy roleplaying game. Designed for characters of 1st to 5th level, these adventures take place in the caverns, chambers, tunnels, and ruins of the mountain known as Blackclaw, within which lurks the Grendleroot--a strange and otherworldly sentience.Across these ten adventures, your characters will- cure the corruption of an old tower destined to bring daylight to the cavern of Shadowreach;- rescue a lost child who answers the call of a dying god;- seek out the source of a plague of gnome zombies;- travel to the Forest of Iron to stop the priest who would destroy the Grendleroot-and the entire mountain surrounding it;- protect Deepdelver's Enclave from marauding warbands of orcs and hobgoblins;- find the beast lurking in abolethic ruins that promises salvation in return for fresh meat;- seal up a damaged cell in a forgotten monastery, which contains a being so dangerous that even its thoughts can kill;- save a war hero from the elven assassins who hunt her down;- discover the secret to quieting the restless Grendleroot from a slumbering vampire archmage; and- travel to the Black Cathedral, discover the origin of the mysterious Caretakers, and stop a mage attempting to capture the power of the Grendleroot for herself.Ruins of the Grendleroot focuses on the sense of mystery and wonder that comes from exploring ancient ruins. The central hub of these adventures, Deepdelver's Enclave, is a frontier outpost overlooking the ruined city of Shadowreach, set deep within the mountain. In Deepdelver's Enclave, adventurers and explorers recount tales of their explorations, trade treasure and artifacts, and enjoy their shared love of uncovering the mysteries of the mountain.These ten adventures can be run independently as single-session games of roughly two to four hours each, or they can be tied together as part of a larger campaign. Five of the adventures can be combined together into a five-session mini campaign that focuses on the strange consciousness lying at the center of the mysterious mountain.Each of these ten adventures is designed to get you up and running quickly and to help you integrate them into your own campaign. If you're familiar with the format of the book Sly Flourish's Fantastic Adventures and the concepts in the book Return of the Lazy Dungeon Master, the setup of these adventures will be familiar to you. Even if you aren't, you'll find the design of these adventures intuitive and straightforward. In this book, you'll find inspirational artwork, beautiful maps, fantastic locations, short readable summaries of places and events, evocative keywords to spark your own imagination, flexible read-aloud text, and piles of ideas to fuel your own stories.
Author: Keith Ammann Publisher: Simon and Schuster ISBN: 1982122684 Category : Games & Activities Languages : en Pages : 560
Book Description
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.
Author: William C. Dear Publisher: Crossroad Press ISBN: Category : True Crime Languages : en Pages : 440
Book Description
When James Dallas Egbert III disappeared from the Michigan State University campus in 1979, he was no ordinary college dropout. Egbert was a computer genius at sixteen, a boy with an I.Q. of 180-plus and an extravagant imagination. He was a fanatic Dungeons & Dragons player—before the game was widely known—and he and his friends played a live version in a weird labyrinth of tunnels and rooms beneath the university. These secret passages even ran within the walls of the buildings themselves. After Egbert disappeared, there were rumors of witch cults, drug rings, and homosexuality to try to explain the mystery. When the police search came to a dead end, the Egbert family called in one of the most colorful private investigators of our era, William Dear, of Dallas, who is a kind of real-life James Bond. Dear's search for the boy reads like a sensational novel—but every detail is true. Dear crawled through baking-hot tunnels, flew over the campus in a helicopter, and called into play every intuition he could muster. He realized that he must out-play and "out-psych" the brilliant, game-playing mind of Dallas Egbert. In the end, he did. The story of the tortuous search, the discovery of the boy, his return to his parents—and the final tragedy—is told here for the first time. This is the story of a generation, not just the story of Dallas Egbert alone; and anybody who has known a game-playing, computer-age adolescent will recognize some of the possibilities for genius, and for danger.
Author: Gainax Publisher: Dark Horse Comics ISBN: 1595828680 Category : Comics & Graphic Novels Languages : en Pages : 388
Book Description
The complete FLCL manga adaptation—now with bonus color illustrations and remastered story pages! In this surreal sci-fi romp, a sullen Japanese boy finds himself in the middle of an interstellar conspiracy. As his home life unravels, a sexy space assassin becomes his family maid, and his own head becomes a portal for armed robots. Life as he knows it is quickly falling apart, and Naota doesn’t know who’s friend or foe! One thing’s for certain—he has to grow up quick and save his hometown, whether he wants to or not! With Dark Horse’s FLCL Omnibus, fans will not only get every chapter in Hajime Ueda’s acclaimed FLCL adaptation, but this collection will also include revised story pages and over a dozen color FLCL illustrations by Ueda.
Author: Matthew Colville Publisher: ISBN: 9780578409627 Category : Dungeons and Dragons (Game) Languages : en Pages : 268
Book Description
"Stronghold & Followers explains both the practicality of owning a keep (how much it costs to build, the costs to maintain it, what sort of impact it would have on local politics) and gives a variety of benefits for those players who choose to build or take over one." -- Comicbook.com website: https://comicbook.com/gaming/2018/12/14/stronghold-and-followers-dungeons-and-dragons/ (viewed July 16, 2019)
Author: Supana Onikage Publisher: J-Novel Club ISBN: 171832426X Category : Young Adult Fiction Languages : en Pages : 232
Book Description
I'm Keima Masuda the Dungeon Master, still chasing my dream to live a life without work. I finally get home from my trip to the Demon Realm (where I spent basically the whole time as a slave), but now Aidy the Demon Realm's princess is visiting the empire. I knew I'd be forced to give her a tour, but... "Can you do nothing about how dreadfully boring it is here, town chief?" The peaceful empire is simply too boring for Aidy! I have to go hunt down someone for Aidy the battle junky to slay in battle?! This is Volume 14 of my own kind of dungeon story! Let's fix this before I get slain myself!