Game Wizards

The story of the arcane table-top game that became a pop culture phenomenon and the long-running legal battle waged by its cocreators.

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Author: Jon Peterson

Publisher: MIT Press

ISBN: 9780262542951

Category: Games & Activities

Page: 400

View: 528

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.

Game Wizards

... cameo appearance on Futurama and Arneson would appear as a wizard in the Dungeons & Dragons live - action film . Although a community of retro gamers remained dedicated to the original game , for most , it was an object of nostalgia ...

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Author: Jon Peterson

Publisher: MIT Press

ISBN: 9780262366731

Category: Games & Activities

Page: 400

View: 420

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.

The Wizard s Estate Let the Games Begin

Lisa and Hannah continued to watch the game in the living room until the end of the second quarter. Lisa got up and went into the kitchen to grab something for them to eat. Hannah continued to watch the battle of the band at halftime.

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Author: F.D. Stewart

Publisher: Page Publishing Inc

ISBN: 9781682139158

Category: Fiction

Page: 182

View: 621

A group of college friends will soon discover, that getting everything they've ever wanted means losing everything they’ve ever loved. Join them, as they battle in a war for their identities, where they soon discover, it’s not a game, it's their life.

Games Wizards Play

The long-running “cult favorite” YA fantasy series continues with a worldwide tournament of magic—from the author of A Wizard of Mars (Slate).

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Author: Diane Duane

Publisher: Houghton Mifflin Harcourt

ISBN: 9780544633711

Category: Young Adult Fiction

Page: 639

View: 874

The long-running “cult favorite” YA fantasy series continues with a worldwide tournament of magic—from the author of A Wizard of Mars (Slate). Every eleven years, Earth’s senior wizards hold the Invitational: an intensive three-week event where the planet’s newest, sharpest young wizards show off their best and hottest spells. Wizardly partners Kit Rodriguez and Nita Callahan, and Nita’s sister, former wizard-prodigy Dairine Callahan, are drafted in to mentor two brilliant and difficult cases: for Nita and Kit, there’s Penn Shao-Feng, a would-be sun technician with a dangerous new take on managing solar weather; and for Dairine, there’s shy young Mehrnaz Farrahi, an Iranian wizard-girl trying to specialize in defusing earthquakes while struggling with a toxic extended wizardly family that demands she perform to their expectations. Together they’re plunged into a whirlwind of cutthroat competition and ruthless judging. Penn’s egotistical attitude toward his mentors complicates matters as the pair tries to negotiate their burgeoning romance. Meanwhile, Dairine struggles to stabilize her hero-worshipping, insecure protégée against the interference of powerful relatives using her to further their own tangled agendas. When both candidates make it through to the finals stage on the dark side of the Moon, they and their mentors are flung into a final conflict that could change the solar system for the better . . . or damage Earth beyond even wizardly repair. “Apprentices become teachers, friendships turn to romance, and long-simmering subplots achieve resolution in the 10th entry of this well-loved fantasy series . . . A delightful treat.”—Kirkus Reviews

Frostgrave The Wizards Conclave

Wizards tend to be secretive and solitary, rarely sharing their knowledge, and associating with only a select few apprentices, followers, and henchmen.

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Author: Joseph A. McCullough

Publisher: Bloomsbury Publishing

ISBN: 9781472824066

Category: Games & Activities

Page: 64

View: 722

Wizards tend to be secretive and solitary, rarely sharing their knowledge, and associating with only a select few apprentices, followers, and henchmen. It is rare that they spend time in the company of other spellcasters, and rarer still that they work together. Now, however, something is about to take place that has not occurred since the great days of Felstad – a gathering of wizards. In this new supplement for Frostgrave, some of the biggest names in gaming turn their creative powers towards the Frozen City, each contributing a scenario and adding their own flair to the game. Featuring scenarios by Alessio Cavatore, Alex Buchel, Andy Chambers, Gav Thorpe, Chris Pramas, Daniel Mersey, Andrea Sfiligoi, and many more, this tome provides a collection of adventures that will pit players against unimaginable foes and challenges, pushing their wizards and warbands to new limits.

Wizard Card Game

When you make your exact bid, you earn points. If you take too many or too few tricks, you lose points. The special, custom Wizard Score Sheet helps players keep track of bids and points. Wizard Card Game can be played with 2-6 players.

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Author: Ken Fisher

Publisher: U S Games Systems

ISBN: 0913866687

Category: Games

Page:

View: 514

More fun than Hearts and Rummy, award-winning Wizard is "the Ultimate Game of Trump" the whole family can enjoy. The rules are easy to learn -- the strategy adds an exciting challenge. In Wizard, players try to win the exact number of tricks they bid. The Wizard deck is similar to a regular deck of playing cards with the addition of four Wizards and four Jesters. Jesters always lose and Wizards always win. In the first round, players start out with one card. In the second round, players are deal two cards, and so on, with each round becoming more challenging. When you make your exact bid, you earn points. If you take too many or too few tricks, you lose points. The special, custom Wizard Score Sheet helps players keep track of bids and points. Wizard Card Game can be played with 2-6 players. Instructions are in English, French, and Spanish.

Pinball Wizards

“I created that game,” says Guarnieri, “and it's probably one of the greatest redemption games ever made.” He shows me a pack of cards, which he keeps in his desk drawer, from the machine. More importantly, the license to use The Wizard ...

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Author: Adam Ruben

Publisher: Chicago Review Press

ISBN: 9781613735930

Category: Social Science

Page: 288

View: 658

Pinball's history is America's history, from gambling and war-themed machines to the arcade revolution and, ultimately, the decline of the need to leave your house. The strangest thing about pinball is that it persists, and not just as nostalgia. And pinball didn't just stick around—it grew and continues to evolve with the times, reflecting the zeitgeist of every era it passes through. Somehow, in today's iPhone world, a 300-pound monstrosity of wood and cables has survived to enjoy yet another renaissance.Pinball is more to humor writer Adam Ruben than a fascinating book topic—it's a lifelong obsession. Ruben played competitive pinball for more than a decade, rising as high as the 80th-ranked player in the world. Then he had kids. Now, mired in 9,938th place—darn kids—Ruben tries to stage a comeback, visiting pinball museums, gaming conventions, pinball machine designers, and even pinball factories in his attempt to discover what makes the world's best players, the real wizards, so good.Pinball competitions are on the rise, thanks in part to modern phenomena, like "nostalgia bars," with several hundred International Flipper Pinball Association–sanctioned events occurring annually—yet they're only a small corner of the pinball world. Pinball Wizards examines the bigger story of pinball's invention, ascent, near-defeat, resurgence, near-defeat again, and struggle to find its niche in modern society.

The Wizard s Workshop

Humor— subjective! during Scarecrow's Mind Game 7. Manipulatives, experiments, labs, models.— doing the puzzles, candy tips, and Scarecrow's Mind Game 8. Metaphors, analogies, and similes -The Wizard's SECRET is the metaphor for the ...

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Author: Evalee S. Parker

Publisher: AuthorHouse

ISBN: 9781438925066

Category: Education

Page: 124

View: 841

This book is a "workshop kit" designed to be a companion to the book, The Wizard's SECRET (Strategies to Energize, Challenge, Rejuvenate, and Empower Teachers): Along the Yellow Brick Road to a Healthier and Happier School Year. This kit contains all the materials needed to create a stress management workshop for educators. Using the Wizard of Oz metaphor, workshop participants will travel along the yellow brick road and meet each character. The Wicked Witch will teach participants about the meaning of stress, the Scarecrow will engage participants in a game to relieve stress, the Tin Man will show participants the calming effect of coloring a mandala, the Lion will teach focused breathing and guided imagery techniques, and Glenda will assist participants in creating a support system for handling stress. The Wizard accomplishes this through the use of "brain-friendly" teaching strategies. Join Dorothy as she creates a vision for a healthier and happier school year in this interactive workshop for educators. This book is a companion to The Wizard's SECRET. It is a kit designed to re-create a workshop on stress management for educators. The purchaser of this kit will also need The Wizard's SECRET for basic information presented in the workshop. This book is currently only available through the author. It comes with a CD of reproducibles. Please contact [email protected] with inquiries.

The Bullets the Wizards and Washington DC Basketball

The Wizard's leadership hired the Detroit Pistons' assistant coach, Gar Heard. A power forward who played with ... After winning four of their next seven games, the Wizards opened up the month of December with a six~game losing streak.

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Author: Brett L. Abrams

Publisher: Scarecrow Press

ISBN: 9780810885554

Category: Sports & Recreation

Page: 388

View: 433

The nation’s capital has been home to a rich basketball tradition that began more than 80 years ago with a start-up league in the 1920s and continues today with the Washington Wizards. Under Hall of Fame coach and general manager Red Auerbach, the Washington Capitols reached the finals of the Basketball Association of America in just their third year of existence, and such renowned players as Wes Unseld, Chris Webber, and Michael Jordan have all played for a Washington, DC, area team. In The Bullets, the Wizards, and Washington, DC, Basketball, Brett L. Abrams and Raphael Mazzone chronicle the area’s history of professional basketball, from the sport’s origins as a regional game up through the present day as a multi-billion dollar business. This book captures the highs and lows of the Bullets, the Wizards, and all the other basketball teams in Washington’s history. The authors meticulously researched newspaper and magazine articles, as well as archival material from the Basketball Hall of Fame, to give a complete and comprehensive history of the DC teams. Their findings illuminate the owners, players, and rivalries, and also provide insight into the events, trades, and most significant games that occurred throughout the history of professional basketball in the DC area. A fascinating look at the history of professional basketball in our nation’s capital, The Bullets, the Wizards, and Washington, DC, Basketball will appeal to all fans of the sport.

Wizards

Each power leads to further traits that can lead the player through the game. Wizards in books such as the Harry Potter series, the Wheel of Time series by Robert Jordan, and The Name of the Wind by Patrick Rothfuss also have many ...

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Author: Chris Lehotsky

Publisher: Cavendish Square Publishing, LLC

ISBN: 9781502618566

Category: Juvenile Nonfiction

Page: 64

View: 674

Since ancient times, the mystical and magical have inspired countless stories of men and women wielding special powers. Among these are wizards, humans with immense magical ability. Related to witches, these beings have been shrouded in their own folktales and fairy stories. Some wizards are said to be good, while others are bad. Today, the most well-known contemporary wizard is Harry Potter, the fictitious hero of J. K. Rowling's imaginative series. This book explores the wonders of wizardry, from ancient times to the present day, and explains how the wizard fits into today's notion of mythology.