Hobby Games

The 100 Best

Author: James Lowder

Publisher: Green Ronin Pub

ISBN: 9781932442960

Category: Games

Page: 380

View: 603

Essays by game designers and producers survey the top one hundred hobby games of the last fifty years, describing familiar and offbeat games of all types, including roleplaying, collectible card, miniature, war, and board.


The Cyberpunk Anthology

Author: Bruce Sterling

Publisher: N.A


Category: Biography & Autobiography

Page: 239

View: 9779

With their hard-edged, street-wise prose, they created frighteningly probable futures of high-tech societies and low-life hustlers. Fans and critics call their world cyberpunk. Here is the definitive "cyberpunk" short fiction collection.

When Gravity Fails

Author: George Alec Effinger

Publisher: Open Road Media

ISBN: 1497605407

Category: Fiction

Page: 284

View: 8114

In a futuristic Middle East, plug-ins can turn anyone into a killer in this “wry and black and savage” Nebula and Hugo award finalist (George R. R. Martin). Set in a high-tech near future featuring an ascendant Muslim world and divided Western superpowers, this cult classic takes us into a world with mind- or mood-altering drugs for any purpose, brains enhanced by electronic hardware with plug-in memory additions and modules offering the wearer new personalities, and bodies shaped to perfection by surgery. Marid Audran, an unmodified and fairly honest street hustler, lives in a decadent Arab ghetto, the Budayeen, and holds on tight to his cherished independence. Then, against his best instincts, he becomes involved in a series of inexplicable murders. Some seem like routine assassinations, carried out with an old-fashioned handgun by a man wearing a plug-in James Bond persona; others, involving whores, feature prolonged torture and horrible mutilations. Soon the problem comes to the attention of Budayeen godfather Friedlander Bey—who makes Audran an offer he can’t refuse. Nominated for the Nebula and Hugo awards, the highest honors in the genre, When Gravity Fails, which introduced the cyberpunk Budayeen Cycle, is a pioneering work the Denver Post called “superior science fiction” and Harlan Ellison described as “crazy as a spider on ice skates . . . plain old terrific.”


Author: Walter Jon Williams

Publisher: Nightshade Book

ISBN: 9781597800624

Category: Comics & Graphic Novels

Page: 257

View: 8124

Ex-fighter pilot Cowboy, "hardwired" via skull sockets directly to his lethal electronic hardware, teams up with Sarah, an equally cyborized gun-for-hire, to make a last stab at independence from the rapacious Orbitals.

Cyberpunk and Visual Culture

Author: Graham Murphy,Lars Schmeink

Publisher: Routledge

ISBN: 1351665154

Category: Social Science

Page: 300

View: 3059

Within the expansive mediascape of the 1980s and 1990s, cyberpunk’s aesthetics took firm root, relying heavily on visual motifs for its near-future splendor saturated in media technologies, both real and fictitious. As today’s realities look increasingly like the futures forecast in science fiction, cyberpunk speaks to our contemporary moment and as a cultural formation dominates our 21st century techno-digital landscapes. The 15 essays gathered in this volume engage the social and cultural changes that define and address the visual language and aesthetic repertoire of cyberpunk – from cybernetic organisms to light, energy, and data flows, from video screens to cityscapes, from the vibrant energy of today’s video games to the visual hues of comic book panels, and more. Cyberpunk and Visual Culture provides critical analysis, close readings, and aesthetic interpretations of exactly those visual elements that define cyberpunk today, moving beyond the limitations of merely printed text to also focus on the meaningfulness of images, forms, and compositions that are the heart and lifeblood of cyberpunk graphic novels, films, television shows, and video games.

Shadowrun Core Rulebook

Author: Catalyst Game Labs

Publisher: Catalyst Game Labs

ISBN: 9781936876518

Category: Games

Page: 476

View: 4860

"Created by Jordan Weisman ... [et al.]"--Colophon.


Author: Jeff Noon

Publisher: Macmillan

ISBN: 9780312141448

Category: Fiction

Page: 342

View: 8460

A futuristic society is thrown into chaos by the emergence of a virtual-reality cyberdrug that causes its users to experience their worst nightmares and ultimate fears in violent and devastating ways. Reprint.

Call of Cthulhu

Horror Roleplaying in the Worlds of H. P. Lovecraft

Author: Sandy Petersen,Lynn Willis

Publisher: Chaosium

ISBN: 9781568821818

Category: Games

Page: 320

View: 5676

"A roleplaying game based on the worlds of H.P. Lovecraft, in which ordinary people are confronted by the terrifying forces of the Cthulhu Mythos. To play, all you need are the book, some dice, and your friends"--P. [4] of cover.

13th Age RPG

Author: Jonathan Tweet

Publisher: 13th Age

ISBN: 9781908983404

Category: 13th Age (Game)

Page: 320

View: 316

13th Age is the highly-anticipated new rules-light fantasy RPG from two legendary game designers - Jonathan Tweet and Rob Heinso of Dungeons & Dragons fame, combining an old-school approach with indie story game design. Players take the roles of fortune-seeking adventurers in a world where powerful individuals called Icons pursue goals that may preserve an ancient empire, or destroy it.. By defining each characters relationship to the Icons, along with a rich background and a trait that makes him or her unique in the world, 13th Age lays the groundwork for epic stories that emerge through play.

Eclipse Phase

Author: Catalyst Game Labs,Brian Cross,Jack Graham,Lars Blumenstein,Rob Boyle,John Snead,Bruce Baugh

Publisher: Catalyst Game Labs

ISBN: 9781934857168

Category: Fantasy games

Page: 393

View: 7748


Skating on Black ICE

Author: E.D. Kolmas

Publisher: Lulu.com

ISBN: 1300814780


Page: N.A

View: 5523


Electric Sheep Slouching Towards Bethlehem

Speculative Fiction in a Post Modern World

Author: Harry Eiss

Publisher: Cambridge Scholars Publishing

ISBN: 1443858625

Category: Fiction

Page: 310

View: 1096

On Monday, 8:15 a.m., August 6, 1945, the world changed forever. In the single largest act of destruction ever initiated by humans, a bomb with the equivalent force of 20,000 tons of TNT shattered Hiroshima, killing tens of thousands of civilians, people who had become used to the American war planes flying overhead, planes that were purposely not dropping bombs on their city, to the point where the rush to the bomb shelters had become lackadaisical, and the normal activities continued with little interruption – getting the children up and off to school, opening the many small retail stores for the daily customers, perhaps stopping at a local café for morning coffee or tea, perhaps joining in on the group exercise classes. This is the precise instant we entered the postmodern world, one where the easy truths of centuries no longer applied. Speculative Fiction projects real possibilities beyond the now shattered assumptions, moving through marginalized fictional landscapes – science fiction, fantasy, horror, weird fiction, supernatural fiction, superhero comics, graphic novels, and movies, utopian and dystopian fiction, apocalyptic and post-apocalyptic fiction, Cyber Punk, the New Wave, as well as related static, motion, and virtual arts, including everything from graphic novels to video games.

Performing the Force

Essays on Immersion into Science-Fiction, Fantasy and Horror Environments

Author: Kurt Lancaster,Tom Mikotowicz

Publisher: McFarland

ISBN: 9780786450459

Category: Games

Page: 215

View: 9605

With the technology of the new millennium continuing to advance, there has been an increased interest in participatory forms of science fiction, fantasy, and horror entertainment such as role-playing and computer games, websites, and virtual reality settings. People seem to have a desire to go beyond the ordinary and well into the fantastic. This work is a compilation of new essays (all but one never before published) written by experts in both electronic and non-electronic game genres, covering computer games, web pages, Internet role-playing, interactive movies, table-top games, live-action role-playing, ghost hunts, action figures and amusement park rides. They cover a variety of viewpoints as to how and why people become so engrossed with virtual reality-type activities.

Net Games:

Your Guide to Games People Play on the Electronic Highway

Author: Kelly Maloni,Derek Baker,Nathaniel Wice

Publisher: Random House Puzzles & Games


Category: Computers

Page: 272

View: 4517

Lists over 1500 computer games available on the Internet and other commercial services