Monstrous Compendium: Mystara by John Nephew 46 copies. Hail the Heroes by Jeff Grubb 14 copies. The Eternal Boundary by Georgia S. Stewart 47 copies. Planes of Chaos by Wolfgang Baur 68 copies. The well of Worlds by Colin McComb 59 copies. In the Abyss by Skip Williams 27 copies. The Deva Spark by Bill Slavicsek 36 copies. Planes of Law by Colin McComb 57 copies. Fires of Dis by Steve Perrin 41 copies. Harbinger House by Bill Slavicsek 40 copies.
Planes of Conflict by Monte Cook 45 copies. Something Wild by Ray Vallese 36 copies. The Planewalker's Handbook by Monte Cook 83 copies. Uncaged: Faces of Sigil by Tsr 50 copies. Doors to the Unknown by Bill Slavicsek 31 copies. Faction War by Monte Cook 33 copies. Dead Gods by Monte Cook 39 copies. Tales from the Infinite Staircase by Monte Cook 43 copies. Cordell 45 copies. The Inner Planes by Monte Cook 45 copies.
Ravenloft: Realm of Terror by Bruce Nesmith 97 copies. Forbidden Lore by Bruce Nesmith 58 copies, 1 review. Castles Forlorn by Lisa Smedman 40 copies. Ravenloft Campaign Setting by Bruce Nesmith 38 copies.
The Nightmare Lands by Shane Hensley 36 copies, 1 review. Carnival by John W. Mangrum 27 copies, 1 review. Requiem: the Grim Harvest by William Connors 25 copies.
Connors 30 copies. The Shadow Rift by William W. Connors 22 copies. Ravenloft : Monstrous Compendium by William Connors 43 copies. Domains of Dread by Steve Miller 72 copies, 1 review. Feast of Goblyns by Blake Mobley 35 copies. Ship of Horror by Anne Brown 37 copies. Darklords by Andria Hayday 46 copies. Book of Crypts by Dale Henson 42 copies. Touch of Death by Bruce Nesmith 30 copies. Islands of Terror by Colin McComb 45 copies, 1 review.
Night of the Walking Dead by Bill Slavicsek 37 copies. Connors 53 copies. Thoughts of Darkness by David Wise 28 copies. From the Shadows by Bruce Nesmith 24 copies. Roots of Evil by Erik Haddock 29 copies. Web of Illusion by Ed Haddock 26 copies. House of Strahd by Tracy Hickman 24 copies. Reid 29 copies, 1 review. Adam's Wrath by Lisa Smedman 23 copies. The Awakening by Lisa Smedman 25 copies.
Circle of Darkness by Scott Bittner 19 copies, 1 review. A Light in the Belfry by William Connors 20 copies. The Evil Eye by Steve Kurtz 26 copies. Children of the Night: Vampires by Steve Miller 31 copies.
Death Unchained by Lisa Smedman 23 copies. Death Ascendant by Lisa Smedman 19 copies. The Forgotten Terror by William W. Connors 17 copies. Use this book to create characters from among. TSR games and rules editor, preface by author, credits and acknowledgements, 16 appendices, glossary, afterword, a list of tables and charts, and index. Includes spells, character classes, magic weapons, and other items used in playing Dungeons and Dragons. This reprint of the. Skills are checked by rolling one or two dice again, depending on the book and adding the result to the appropriate skill, trying to obtain a result above a certain number which depends on the difficulty of the task.
Even combat is resolved in this way, and seldom are monsters' stats used. This series presented many creative and original ideas, and despite the fact that Internet gamebook fandom hardly mentions it these days, I believe it deserves a look on the part of gamebook aficionados. After playing about half of this series over the last thirty-five years, it has some nostalgia for me.
Far from being an accidental offshoot of marginalized fan communities, role-playing games' ability to hold contradictions in dynamic, creative tension made them a necessary and central product of the twentieth century. At the same time, new theories of postmodernism have emphasized the importance of interactive, playful behavior.
Core concepts of postmodernism are evident in pen-and-paper role-playing, such as Dungeons and Dragons. Exploring the interrelationships among narrative, gameplay, players and society, the author raises questions regarding authority, agency and responsibility, and discusses the social potential of RPGs in the 21st century.
The book is divided into three parts. Part II, "Paragon Tier: Planes of Existence," arouses a new sense of wonder about both the real world and the collaborative world game players create.
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