Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Elder, Lisa Faden, Mary Flanagan, John A. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B.
Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. 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. 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.
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. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. This volume fills that gap, providing a diverse set of perspectives on wargaming's past, present, and future. 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. If you know the Traveller science-fiction role-playing game, then some of this is already familiar if not, no matter-this story introduces the vast human-dominated interstellar empire of the far future in ways only the designer and chronicler of this particular universe can.Įxaminations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. The chronicle of Bland reveals secrets of the history of the star-spanning Third Imperium and spans 400 years from early Imperium (about year 300) through the mid-post Civil War period (about year 700) touching known and unknown events you may have encountered in your own reading of the Imperium: everyday events, political intrigue, deadly dangers, Arbellatra, Capital, Encyclopediopolis, the Karand's Palace, and a Tigress-class Dreadnought. When the crisis is over, they expect he will meekly return to oblivion. He died centuries ago, but they reactivate his recorded personality whenever a new threat appears. In the service of the Empire, he has killed more people than anyone in the history of Humanity, to save a hundred times as many. TO SAVE THE GALAXY, A DEAD HERO MUST RISE AGAIN! NEWLY REVISED AND EXPANDED NOVEL SET IN THE TRAVELLER UNIVERSE FROM LEGENDARY GAME DESIGNER MARC MILLER Jonathan Bland is a Decider, empowered by the Emperor himself to deal with the inevitable crises of an empire. Guide to Classic Traveller Role Playing Game Book Review: This book is a supplement for the Traveller roleplaying game system. Guide to Classic Traveller Role-Playing Game includes inspiring articles for Game Masters by respected members of the Traveller community.
Game is a complete toolkit allowing referees to pick and choose enhancements to their own campaigns, giving greater depth and weight to their adventures. Also included are rules for entirely different styles of play such as narrative task resolution and the mundane events resolution system.
The Companion also contains rules for starship operations in gas giant atmospheres, travelling slower than light and in jump space, and making space travel more hazardous with minefields, missile salvoes, and new starship weapons. The game universe is expanded with advice on using tools such as Travellermap and the Traveller Wiki, interpreting UWP data to flesh out a world, and additional spaceport types. Encounters with animals and vehicles are also covered, along with the consequences of lawbreaking on personal and starship-operations scales. Rules for hunger, thirst, temperature, atmospheric and water pressure effects make the universe more realistic, not to mention more hazardous. Traveller is a science fiction role-playing game. Traveller RPG Tips For Newbie GMs Book Review: