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Complete Kobold Guide to RPG Design, 2nd Edition
Complete Kobold Guide to RPG Design, 2nd Edition

The first edition of the COMPLETE KOBOLD GUIDE TO GAME DESIGN laid out concepts, techniques and advice for designing roleplaying games and enhancing adventures.

This second edition brings together essays from the original volume by Wolfgang Baur, Monte Cook, Keith Baker, Ed Greenwood, and others, many updated to reflect the changing game design landscape. In addition, this new edition includes brand-new essays by veteran designers Jeff Grubb (Dragonlance, Forgotten Realms, Guild Wars), Kelly Pawlik (Midgard Sagas, Empire of the Ghouls), Amber Scott (Dungeons & Dragons, Eberron) and Ray Vallese (The Kobold Guide to Magic).

Between these covers, you’ll find practical, thought-provoking essays on worldbuilding, creating magic systems, conflict, and compelling stories, what to expect when you work as a design professional, and much more. Conceptual chapters examine what game design is and how good design can create the best games. Concrete examples provide models to help you create well-rounded designs and exciting adventures.

In his essay, “Seize the Hook,” designer Rob Heinsoo says, “Design a game you want to play but can’t because no one else has designed it yet.” THE COMPLETE KOBOLD GUIDE TO GAME DESIGN, SECOND EDITION will help you do that, and your games and campaigns will never be the same.

PRAISE FOR THE FIRST EDITION
Winner, 2012 Gold ENnie Award, Best RPG-Related Accessory

240p

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24.00 €
Darkest House (HC)
Darkest House (HC)

"That house on the outskirts of town, sitting empty behind a crumbling wall. The one people whisper about. The one that has gone unlived in for years. Sometimes a few hearty souls creep in, it is said, to see what treasures or secrets they can find. Most find nothing—just an empty old house. Some return shaken. A few don’t return at all.

You’ve seen this house before. If not in this city, then in some other. You’ve heard the rumors—and if not, well, someday they’ll find you.

What happens to a house when it sits alone for so many long years? What jealousies and hatreds does it quietly nurture? What whispers echo through its empty hallways? What waits, crouched within its dark rooms, hungering for the return of life?

For you?"

The Darkest House is an mega-adventure that takes you into a unique realm of horror. It’s made for the game you’re playing right now, to be integrated into your campaign regardless of the setting or game system. And it's uniquely optimized for a rich, powerful experience that's immersive for the players and easy on the GM—whether you play face-to-face or online.

The Darkest House will chill and frighten your players like no other RPG experience. But along the way their characters will have experiences that make them stronger, deeper, richer, and more powerfully bonded as a party.

Whether you game face-to-face or online, the unique format of The Darkest House makes the GM's job easy while providing an amazingly immersive experience for the players.

Come explore the Darkest House!

Taking Root in Any Setting
That old house everyone whispers about; that apartment at the end of the hall where no tenant ever stays for long; that strange unit in the station quarters sector, where everything seems a bit off. These are among the many entrances to the Darkest House.

Like an invasive vine or a creeping shadow, the House that Hungers insinuates itself into any world. It is a malignant and primal force, unconcerned with the specifics of the worlds it seeps into. The house exists in our world—in your world—in any world. Wherever there is hunger, the Darkest House can gain a foothold. It is perfectly happy to take root in your campaign.

The Darkest House includes enough content for many, many sessions of play. It's a mega-adventure of sorts, a challenge and a mystery that enters your campaign perhaps as a single experience, or perhaps as a recurring element. Use it as a spooky interlude, or a major campaign theme, as best fits your game and the experience your players have within its walls.

Making Your Game Better
The Darkest House is compatible with the game you’re already playing—in fact, it’s specifically made to be integrated into your current campaign. Why? Because the house draws upon characters' memories and personal fears. It challenges their very notions of morality, family, friendship, love, and truth. You can run The Darkest House with new characters, but it really shines when played with characters that already have history, personality, and shared bonds. Those characters will emerge from the house with greater insight into their world, their companions, and most of all themselves. The Darkest House was really built to be added to your existing campaign—and by deepening your PCs, it will make that campaign even better!

The House System easily converts characters from the game rules you’re currently using (it takes about five minutes), and then lets you return to your normal character sheets when your PCs emerge from the house. The House System is a sort of RPG Rosetta Stone, allowing easy translation from any game system—and even letting you bring characters from different games together.

Your regular, ongoing game will be better after you’ve experienced the Darkest House. PCs emerge more deeply developed. Parties emerge more cohesively, with stronger bonds.

The hefty (296-page) hardcover makes GMing a face-to-face game easy. Each room is presented as a two-page spread, eliminating page-flipping. A shortlink and QR code for each room let you quickly download and share player-facing maps, room images, handouts, and even sound files.

You can use the book for virtual play—in fact, it's great for that, too—but sharing resources will involve a few more clicks.

* The many dozens of rooms of the house itself.
* Scores of narrative props, maps, illustrations, and other resources, all designed to be easily downloaded, copied, or otherwise shared with the players, with minimal effort on the GM’s part.
* Secrets of the House, a GM’s guide detailing the house’s background, conversion rules, and the House Rules set you’ll use as your PCs explore, and try to escape from, the Darkest House.
* Crossing the Threshold, which gives players the character conversion rules and everything they need to explore (and try to escape from) the Darkest House.
* Character sheets, GM and player reference sheets, and other components to streamline play.

The Darkest House hates you. The Darkest House wants you.

Hardcover, 296 pages

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60.00 €
Dragon Kings World Book
Dragon Kings World Book

The savage world revealed, a book of wondrous lore

Read of the Dragon King Pretenders in their Black Fortress, of the factions and strange races vying for control of the wastelands and their sand-blasted cities. The Dragon Kings World Book tells many tales, many legends, and sets the stage for the many adventures to come.

Behold, those who would dominate the savage world of Khitus!

Factions:
* Bev al-Khim: Mysterious pale-skinned agents and brokers
* Boneshards: Deadly assassins scarred by hidden weapons
* Dramidge: A magic college of isolated wizards devoted to dragons
* Gare Attessa: The omnipresent Chroniclers, royal advisers and watchers
* Kuad Ahir: The Awakened, followers of the Prophet
* Merchants: From peddlers to caravan masters, the world’s traders
* Nyutu: The All-Seeing, transient entertainers with unique mental powers
* Qath Manhir: Equivocally honorable brigands and enforcers
* Raetann: Bureaucratic Water Guild, emergent challengers to power
* Rakar: A magic college, the Cozeners, keepers of slave decoys
* Shadazim: Right Minders, new clergy of the ancient gods
* Trakeen: The Faithful, worshipers of the departed Dragon Kings
* Yenfansa: Feared and little-understood Devil’s Children, the White Eyes

Tribes and Races
* Attites: Human negotiators and peacemakers
* Chindi: Human matriarchal traders and warriors on the fringes of the known world
* Cold Skins/Oritahl: Lizard men of the swamps with growing awareness
* Krikis: Bug men that hoard bright lode
* Makadan: Human warrior culture and source of many Khitan mercenaries
* Nordor: Human barbarian stone carvers from the frigid north
* Pachyaur: Elephantaurs of the equator
* Penmai: Daring acrobatic humanoids with prehensile tails
* Prajalu: Short, stocky humans feared as poison makers and child stealers
* Watu: Slaver elephantaurs

Dragon Kings is the new fantasy role-playing setting by Timothy Brown, co-designer of Dark Sun and 2300AD.

The Dragon Kings World Book is system-agnostic.

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60.00 €
Focal Point: The Complete Game Master's Guide to Running Extraordinary Sessions
Focal Point: The Complete Game Master's Guide to Running Extraordinary Sessions

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The heart of roleplaying is the gaming session, that point when everyone is gathered around the gaming table — and exactly when so many of your GMing skills are most needed. To the best of our knowledge, there’s never been a system-neutral book focused on running great sessions. Until now. Focal Point is that book.

What’s in the book?
Written by award-winning authors Phil Vecchione, Walt Ciechanowski, and John Arcadian, Focal Point is the third volume in Engine Publishing’s “accidental trilogy” of GMing advice books, which began with Never Unprepared and continued in Odyssey. (You don’t need those books to enjoy and make use of Focal Point, although they do complement each other well.)

Each of Focal Point’s authors is a veteran GM with years of experience, and each of them excels at a particular aspect of GMing. John is an entertainer, a GM who loves props and drawing his players into the game world. Walt is a storyteller, an adventure-writer who makes his living in the RPG industry. Phil is a facilitator, an organized GM who specializes in helping his players work well together.

These three roles — entertainer, storyteller, and facilitator — are at the core of Focal Point. From building “sets” for your gaming table, to using flowcharts to structure your adventures, to making sure everyone in your group feels comfortable during play, this guidebook addresses everything that goes into running an extraordinary gaming session.

Softcover, 230 pages, digest-size (6″x9″), full-color cover, B&W interior

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30.00 €

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