Tabletop Wargames A Designers And Writers Handbook

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Tabletop Wargames: A Designers’ and Writers’ Handbook

Author : Rick Priestley,John Lambshead
Publisher : Pen and Sword Military
Page : 220 pages
File Size : 40,7 Mb
Release : 2016-11-30
Category : Games & Activities
ISBN : 9781473890084

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Tabletop Wargames: A Designers’ and Writers’ Handbook by Rick Priestley,John Lambshead Pdf

Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop’s phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing ‘realism’ (be it in a historical or a fantasy/sci-fi context) with playability. They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements

Tabletop Wargames: A Designers’ and Writers’ Handbook

Author : Rick Priestley,John Lambshead
Publisher : Pen and Sword Military
Page : 192 pages
File Size : 52,9 Mb
Release : 2016-11-30
Category : Games & Activities
ISBN : 9781473890091

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Tabletop Wargames: A Designers’ and Writers’ Handbook by Rick Priestley,John Lambshead Pdf

Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop’s phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing ‘realism’ (be it in a historical or a fantasy/sci-fi context) with playability. They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements

Tabletop Wargames

Author : Rick Priestley,John Lambshead
Publisher : Unknown
Page : 157 pages
File Size : 42,9 Mb
Release : 2018
Category : GAMES & ACTIVITIES
ISBN : OCLC:1127387703

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Tabletop Wargames by Rick Priestley,John Lambshead Pdf

"Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favorite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop's phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing 'realism' (be it in a historical or a fantasy/sci-fi context) with playability. They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements.

Reality's Edge

Author : Joseph McGuire
Publisher : Bloomsbury Publishing
Page : 144 pages
File Size : 46,7 Mb
Release : 2019-08-22
Category : Games & Activities
ISBN : 9781472826633

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Reality's Edge by Joseph McGuire Pdf

Hyper-reality. The area between the thriving mass of humanity known as the Sprawl and the digital refuge of Cyberspace. This is your playground. As a Showrunner, you can see and manipulate the flow of digital data through the real world – for you, reality is limitless. Welcome to Reality's Edge, a skirmish wargame set in a dystopian cyberpunk future, where players take on the roles of Showrunners – mercenary hackers who lead small teams of trusted operatives and disposable freelancers. Funded by shadow backers, the Showrunners accept jobs from faceless clients for profit, glory, and better chrome... always better chrome. Battles take place in the concrete jungle known as the Sprawl, but Showrunners must remain wary of the threat posed by Cyberspace. Hacking is pivotal to the game, with data nodes, robots, machines, and even enemy chrome presenting potential targets for a cunning Console Cowboy. In an ongoing campaign, each skirmish offers you the opportunity to earn experience and equipment, from advanced weaponry and synthetics to cyber-implants, biological enhancements, clones, and much more. This is a world obsessed with whether something can be done, not whether it should.

Wargames Handbook

Author : James F. Dunnigan
Publisher : iUniverse
Page : 442 pages
File Size : 50,5 Mb
Release : 2000
Category : Games & Activities
ISBN : 9780595155460

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Wargames Handbook by James F. Dunnigan Pdf

Describes origins of commercial wargames as well as how to play and design them.

One-Hour Wargames

Author : Neil Thomas
Publisher : Pen and Sword
Page : 226 pages
File Size : 44,6 Mb
Release : 2014-09-03
Category : Games & Activities
ISBN : 9781473840935

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One-Hour Wargames by Neil Thomas Pdf

A fun and practical new approach to wargaming that lets you complete a game in about an hour—includes rule sets and scenarios for most popular periods. One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available games require several hours to set up and see to a conclusion; some can even take a whole day or weekend to complete. Apart from time, lack of space can also keep wargamers from enjoying their favorite pastime. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both problems. Now it is practical to play a satisfying game in around an hour on a normal dining table or living room floor. The book contains 8 all-new sets of very simple rules for various periods—from Ancient to WW2—and thirty stimulating scenarios which can be played using any of them. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening with a friend. Also included are sections on campaigns and solo games.

One-hour Ancient and Medieval Skirmish Wargames

Author : John Lambshead
Publisher : Pen and Sword Military
Page : 122 pages
File Size : 50,8 Mb
Release : 2024-10-30
Category : Games & Activities
ISBN : 9781036110277

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One-hour Ancient and Medieval Skirmish Wargames by John Lambshead Pdf

John Lambshead’s highly popular One-hour Skirmish Wargames was designed for fights in the gunpowder era but now he is transporting the action back to the age of swords and sandals, of legionaries, hoplites and war elephants. These stand-alone rules (you don’t need the first book) follow the same principles that made the original popular: streamlined game mechanics that are quick to learn and fast to play, allowing the players to concentrate on making tactical decisions and having fun rather than constantly having to look up and decipher over-complicated rules. Card-driven like the original, no dice are required. Although deceptively simple, the rules capture plenty of period flavour and allow for everything from slingers to chariots and stampeding elephants. There are sample force lists, a points system for building any force across this whole period and a couple of sample scenarios. The author explains his design choices and the logic behind the rules to make it easier for players to tweak them to suit their tastes and their specific armies or sub-period. He describes them as a toolkit, not a set of hard-and-fast tournament rules, and adaptation and customization of the rules is encouraged. Fast and furious fun is the order of the day.

Zones of Control

Author : Pat Harrigan,Matthew G. Kirschenbaum
Publisher : MIT Press
Page : 845 pages
File Size : 51,5 Mb
Release : 2016-04-15
Category : Games & Activities
ISBN : 9780262334952

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Zones of Control by Pat Harrigan,Matthew G. Kirschenbaum Pdf

Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming's ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong

Storytelling in the Modern Board Game

Author : Marco Arnaudo
Publisher : McFarland
Page : 233 pages
File Size : 48,5 Mb
Release : 2018-08-28
Category : Games & Activities
ISBN : 9781476633602

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Storytelling in the Modern Board Game by Marco Arnaudo Pdf

Over the years, board games have evolved to include relatable characters, vivid settings and compelling, intricate plotlines. In turn, players have become more emotionally involved--taking on, in essence, the role of coauthors in an interactive narrative. Through the lens of game studies and narratology--traditional storytelling concepts applied to the gaming world--this book explores the synergy of board games, designers and players in story-oriented designs. The author provides development guidance for game designers and recommends games to explore for hobby players.

Wargaming Campaigns

Author : Henry Hyde
Publisher : Pen and Sword Military
Page : 530 pages
File Size : 51,8 Mb
Release : 2022-07-20
Category : Games & Activities
ISBN : 9781473855946

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Wargaming Campaigns by Henry Hyde Pdf

Most miniature wargames take the form of simulating a single battle with the opponents either winning or losing and that's that until the next game. Such games can be a fun test of tactical skill but it can be even more rewarding if they form part of a wider campaign. In a campaign, the players commanding the forces have to make the decisions at the strategic level that determine the context of any battles that occur. The outcome of these battles will, in turn, have strategic consequences for the ongoing campaign. Although campaigns can be very rewarding, many wargamers are deterred by the need to produce maps and devise mechanisms for strategic movement, Intelligence, logistics, recruiting reinforcements, keeping track of casualties etc. Henry Hyde's excellent book greatly eases this task with masses of sound advice, concrete suggestions and even a full set of campaign rules useful for any period up to AD 1900. Whatever historical or fantasy setting you prefer, Henry shows that even simple campaigns can add extra fun to your gaming.

Meaningful Game Design

Author : Devon Allcoat,Chris Evans
Publisher : CRC Press
Page : 255 pages
File Size : 48,7 Mb
Release : 2023-11-24
Category : Computers
ISBN : 9781000982596

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Meaningful Game Design by Devon Allcoat,Chris Evans Pdf

This book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training. Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more. This book will be of great interest to students of game design and serious game design courses. It will also appeal to designers, educators, and hobbyists interested in designing and developing their own tabletop games, educational or otherwise.

Language Use, Education, and Professional Contexts

Author : Barbara Lewandowska-Tomaszczyk,Marcin Trojszczak
Publisher : Springer Nature
Page : 231 pages
File Size : 41,5 Mb
Release : 2022-04-06
Category : Education
ISBN : 9783030960957

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Language Use, Education, and Professional Contexts by Barbara Lewandowska-Tomaszczyk,Marcin Trojszczak Pdf

This present book addresses language and its diverse forms in an array of professional and practical contexts. Besides discussing the intricacies of specialized settings such as legal, medical, technical or corporate, the collection also focuses on the role of education in relation to professional contexts ranging from challenges in professional university teaching and translation didactics to business environment requirements.

Tabletop Gaming Manual

Author : Matt Thrower
Publisher : Haynes Publishing UK
Page : 0 pages
File Size : 51,7 Mb
Release : 2018-02-20
Category : Games & Activities
ISBN : 1785211498

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Tabletop Gaming Manual by Matt Thrower Pdf

Tabletop gaming is enjoying a huge renaissance. Sales of hobby board games have risen in double digits yearly for the past decade, with more people enjoying the physical, non-digital aspects of playing, along with the social interaction. It's one of the biggest sectors in crowd-funding platform Kickstarter.

A Wargamer's Guide to the Early Roman Empire

Author : Daniel Mersey
Publisher : Pen and Sword
Page : 185 pages
File Size : 43,8 Mb
Release : 2017-07-30
Category : Games & Activities
ISBN : 9781473850262

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A Wargamer's Guide to the Early Roman Empire by Daniel Mersey Pdf

The Roman army of the early empire is one of the most instantly recognizable armies and enjoys a reputation for excellence. This and their many famous campaigns against a wide range of colorful foes makes this one of the most popular periods for wargamers. Covering the period from 27BC to AD284, Daniel Mersey gives a wargamers perspective of the many conflicts and offers advice on how to recreate these on the gaming table. Advice is given on factors to consider when choosing an appropriate set of commercially available rules, or devising your own, to best suit the scale and style of battle you want and capture the flavor of the period. The relevant ranges of figures and terrain pieces and buildings are also reviewed. Analysis of the forces involved, organization, tactics and strategies will help with building your armies and there are interesting scenarios included. Whether this is a new period for you, or you are looking to refresh your existing interest in the period, this handy guide is sure to hold much if interest.

One-hour Skirmish Wargames

Author : John Lambshead
Publisher : Pen and Sword
Page : 120 pages
File Size : 48,9 Mb
Release : 2018-09-30
Category : Games & Activities
ISBN : 9781526700070

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One-hour Skirmish Wargames by John Lambshead Pdf

Many wargamers enjoy the challenge of skirmish games where, instead of the strategy of vast armies portrayed by traditional wargames, the focus is on the tactics of a small unit. However, skirmish rules are often so complex that it can take hours of rolling dice, consulting tables and recording data to recreate what would in reality be a fast and furious firefight lasting just minutes. Now these new rules make it possible to recapture the speed and intensity of these actions where every man, and every second, counts. The basic rules are supported by sections which give special rules and scenarios to capture the flavor of a range of different periods, from Napoleonic to Modern Warfare and beyond with Sci-Fi. From the 95th Rifles scouting for Wellington, Western gunfights and WWI trench raids, through WW2 parachute assaults or Special Forces strikes in Afghanistan, or even Space Marines storming a space station, Squad Firefights elegantly simple system allows you to focus on proper tactical decisions rather than rolling buckets of dice or calculating masses of modifiers.