A set of wargames rules covering heroic adventure and dastardly villains during the early 20th Century. Enter a world of perilous adventure and explore steaming jungles, desert canyons, and arctic wastes! Brave the perils of nature and discover lost ruins, ancient treasures, and the secrets of forgotten civilizations! Race against rival adventurers and face off against diabolical villains! Take to the city streets and fight back against gangsters, spies, and sinister cults! Pulp! is a scenario-driven skirmish wargame set during the interwar years of the early 20th Century. Players build teams of bold explorers, daring archaeologists, hardboiled detectives, and costumed avengers – or criminal masterminds and evil geniuses – and dive into a world of fortune, glory... and menace. Suitable for both solo and cooperative play as well as the classic head-to-head mode, Pulp! contains all the rules needed to game globetrotting escapades in this rip-roaring era.
This book is an overview of the ongoing revolution in tabletop gaming design and culture, which exploded to unprecedented levels of vitality in the 21st century, leading to new ways of creating, marketing, and experiencing a game. Designers have become superstars, publishers have improved quality control, and the community of players is expanding. Most importantly, new and old players have started engaging with the games in a more meaningful way. The book explores the reasons for these changes. It describes how games have begun to keep players engaged until the end. It analyzes the ways in which traditional mechanics have been reimagined to give them more variety and complexity, and reviews the unprecedented mechanics found and perfected. Very interesting is the exploration of how games have performed novel tasks such as reducing conflict, fostering cooperation, creating aesthetic experiences, and telling stories. The book is aimed at scholars, dedicated and aspiring fans, and game designers who want to expand their toolbox with the most up-to-date innovations in the profession.
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.
Translated for the first time into English, The Myth of the Superhero looks beyond the cape, the mask, and the superpowers, presenting a serious study of the genre and its place in a broader cultural context.
A set of wargames rules covering heroic adventure and dastardly villains during the early 20th Century. Enter a world of perilous adventure and explore steaming jungles, desert canyons, and arctic wastes! Brave the perils of nature and discover lost ruins, ancient treasures, and the secrets of forgotten civilizations! Race against rival adventurers and face off against diabolical villains! Take to the city streets and fight back against gangsters, spies, and sinister cults! Pulp! is a scenario-driven skirmish wargame set during the interwar years of the early 20th Century. Players build teams of bold explorers, daring archaeologists, hardboiled detectives, and costumed avengers – or criminal masterminds and evil geniuses – and dive into a world of fortune, glory... and menace. Pulp! contains all the rules needed to game globetrotting escapades in this rip-roaring era.
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.
Translated for the first time into English, The Myth of the Superhero looks beyond the cape, the mask, and the superpowers, presenting a serious study of the genre and its place in a broader cultural context.
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