Andy Collins (game Designer)
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Andy Collins (game Designer)
Andy Collins is a game designer whose writing credits include numerous books for the ''Dungeons & Dragons'' fantasy role-playing game. Early life and education Andy Collins grew up in Olympia, Washington. His uncle gave him a copy of the original ''Dungeons & Dragons'' boxed set for his tenth birthday; although he did not know any other ''D&D'' players at the time, and found it hard to figure out how to play a game with no board or playing pieces, he said "my brother, a friend, and I sat down to play one day. Nine hours later, we'd missed both lunch and dinner, and we were all hooked." He was also a fan of the Star Wars franchise, having seen the original film several times while it was in the theater. Collins continued gaming throughout high school and college, and graduated from Stanford University in 1994 with a degree in English. Career Collins began working at Wizards of the Coast in April 1996, and after working for a time for Wizards' Organized Play division, he moved ...
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Role-playing Game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal role-playing game system, system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG), is conducted through discussion, whereas in live action role-playing game, live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physica ...
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Rob Heinsoo
Rob or ROB may refer to: Places * Rob, Velike Lašče, a settlement in Slovenia * Roberts International Airport (IATA code ROB), in Monrovia, Liberia People * Rob (given name), a given name or nickname, e.g., for Robert(o), Robin/Robyn * Rob (surname) * ''Rob.'', taxonomic author abbreviation for William Robinson (gardener) (1838–1935), Irish practical gardener and journalist Fictional characters * Rob, a character from the Cartoon Network series ''The Amazing World of Gumball'' * ROB 64, a character in the ''Star Fox'' video game series Arts, entertainment, and media Gaming * '' Castlevania: Rondo of Blood'', a 1993 video game nicknamed ''Castlevania: ROB'' * R.O.B., an accessory for the Nintendo Entertainment System Reports * '' ISM Report On Business'' (informally, "The R.O.B."), an economic report issued by the Institute for Supply Management * '' Report on Business'', or "ROB", a section of the ''Globe and Mail'' newspaper Other uses in arts, entertainment, and me ...
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Dungeons & Dragons Game Designers
A dungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably belongs more to the Renaissance period. An oubliette (from french ''oublier'' meaning to ''forget'') or bottle dungeon is a basement room which is accessible only from a hatch or hole (an ''angstloch'') in a high ceiling. Victims in oubliettes were often left to starve and dehydrate to death, making the practice akin to—and some say an actual variety of—immurement. Etymology The word ''dungeon'' comes from French ''donjon'' (also spelled ''dongeon''), which means "keep", the main tower of a castle. The first recorded instance of the word in English was near the beginning of the 14th century when it held the same meaning as ''donjon''. The proper original meaning of "keep" is still in use for academics, although in popular culture it has been largely misused and come to mean a cell or "oubliet ...
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Gamma World
''Gamma World'' is a science fantasy role-playing game, originally designed by James M. Ward and Gary Jaquet, and first published by TSR in 1978. It borrowed heavily from Ward's earlier game, ''Metamorphosis Alpha''. Setting ''Gamma World'' takes place in the mid-25th century, more than a century after a second nuclear war had destroyed human civilization. The war that destroyed civilization in ''Gamma World'' is only vaguely described in most editions of the game, and what details are provided change from version to version: * The first two editions explained that ever-increasing material prosperity and leisure had led to ever-more radical and violent social movements, culminating in a final war in the years AD 2309–2322, and ascribe the final annihilation to a terrorist group called "The Apocalypse" and the ensuing retaliation by surviving factions. Later versions altered the reason for the collapse. * The 2000 Alternity version is due to alien arrival and nuclear response ...
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Unearthed Arcana
''Unearthed Arcana'' (abbreviated UA) is the title shared by two hardback books published for different editions of the ''Dungeons & Dragons'' fantasy role-playing game. Both were designed as supplements to the core rulebooks, containing material that expanded upon other rules. The original ''Unearthed Arcana'' was written primarily by Gary Gygax, and published by game publisher TSR in 1985 for use with the ''Advanced Dungeons & Dragons'' first edition rules. The book consisted mostly of material previously published in magazines, and included new races, classes, and other material to expand the rules in the ''Dungeon Masters Guide'' and ''Players Handbook''. The book was notorious for its considerable number of errors, and was received negatively by the gaming press whose criticisms targeted the over-powered races and classes, among other issues. Gygax intended to use the book's content for a planned second edition of ''Advanced Dungeons & Dragons''; however, much of the book ...
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Magic Item Compendium
The ''Magic Item Compendium'' is a sourcebook written for the 3.5 edition of the ''Dungeons & Dragons'' fantasy role-playing game. Contents The ''Magic Item Compendium'' contains over a thousand magic items used in ''Dungeons & Dragons''. The book contains new items as well as items previously appearing in 3rd edition books, including the ''Arms and Equipment Guide'', '' Magic of Faerûn'', and '' Complete Divine'', updated as necessary for version 3.5. The book classifies the items according to four broad categories: Armor (chapter one), Weapons (chapter two), Clothing (chapter three), and Tools (chapter four). Clothing refers to any non-armor item that occupies an equipment slot, including magical rings. Tools, including potions, scrolls, staves, and wands, are magical items that do not take up an equipment slot. Chapter five details item sets, which are collections of items of the four major types that individually have magical powers but will exhibit stronger effects as mor ...
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The Book Of Undead
''The'' () is a grammatical article in English, denoting persons or things that are already or about to be mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with nouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of the archaic pr ...
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Epic Level Handbook
The ''Epic Level Handbook'' is a rule-book by Wizards of the Coast for the 3rd edition of ''Dungeons & Dragons''. The book was published in 2001, and contains optional game rules for playing characters who have reached a higher experience level than is covered in the standard rules. This is referred to in the book as "epic level" play. Contents The ''Epic Level Handbook'' contains rules for characters to attain levels above 20, the highest level covered by the rules in the ''Player's Handbook'' and ''Dungeon Master's Guide'', the core rule-books for the game. It provides epic-level progression information for all the core classes, the prestige classes from the ''Dungeon Master's Guide'', and the psionic classes from the '' Psionics Handbook''. It also provides new epic-level prestige classes, magical items, variant rules, monsters and "Epic Spells", all of which follow somewhat different rules than the standard game. The variant rules for this book are contained on pages 1 ...
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Draconomicon
The ''Draconomicon'' is the title for several optional sourcebooks for the ''Dungeons & Dragons'' role-playing game, providing supplementary game mechanics for dragons specifically. Different ''Draconomicon'' books have been issued for the 2nd, 3rd, and 4th editions of the ''Dungeons & Dragons'' game. The Latin-inspired name of the books loosely translates as "Book of Dragon Names". 2nd Edition The ''Draconomicon'', the first book for ''Dungeons & Dragons'' by this title, was designed by Nigel Findley for the 2nd edition AD&D, with four adventures designed by Christopher Kubasik, Carl Sargent, John Terra, and William Tracy. It was released in 1990 as a Forgotten Realms sourcebook. The book features cover art by Jeff Easley (uncredited), and interior illustrations by Brom, David Dorman, Keith Parkinson, Terry Dykstra, Fred Fields, Robin Raab, Valerie Valusek, and Karl Waller. Shannon Appelcline commented that of the changes to the Forgotten Realms publications in the early 1990s ...
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Complete Warrior
''Complete Warrior'' is a supplemental rulebook for the 3.5 edition of the ''Dungeons and Dragons'' role-playing game, published by Wizards of the Coast. It replaces and expands upon an earlier rulebook entitled '' Sword and Fist''. Contents ''Complete Warrior'' presents additional rules and advice for the creation and use of character classes which specialize in melee and ranged combat. It also provides a catchall for anything that doesn't fit into ''Complete Adventurer'', ''Complete Divine'', ''Complete Arcane'', or ''Complete Psionic''. New character classes Hexblade The Hexblade mixes martial prowess with a unique curse ability, the ability to cast arcane spells and good resistance against spells and spell effects. Similar in concept to the sorcerer, the Hexblade is an individual who possesses unnatural jinxes or an evil eye, and uses it towards combat. With a d10 for hit points, a 1/1 base attack bonus advancement, and a very slow spell advancement, the hexblade is mor ...
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Player's Handbook
The ''Player's Handbook'' (spelled ''Players Handbook'' in first edition ''Advanced Dungeons & Dragons'' (''AD&D'')) is a book of rules for the fantasy role-playing game ''Dungeons & Dragons'' (''D&D''). It does not contain the complete set of rules for the game, and only includes rules for use by players of the game. Additional rules, for use by Dungeon Masters (DMs), who referee the game, can be found in the ''Dungeon Master's Guide''. Many optional rules, such as those governing extremely high-level players, and some of the more obscure spells, are found in other sources. Since the first edition, the ''Player's Handbook'' has contained tables and rules for creating characters, lists of the abilities of the different character classes, the properties and costs of equipment, descriptions of spells that magic-using character classes (such as wizards or clerics) can cast, and numerous other rules governing gameplay. Both the ''Dungeon Master's Guide'' and the ''Player's Handboo ...
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Jesse Decker
Jesse Decker is an author, designer, and editor of roleplaying game material. Biography Decker began playing ''Dungeons & Dragons'' in 1983 during recess at his elementary school. During the summer of 1996, he began doing "temp work" for Wizards of the Coast, before returning to finish college that fall. After finishing college, he returned to Wizards of the Coast, where he spent six months as a tournament judge at the company's first Game Center. Deciding "to forgo graduate school for a few years," Decker successfully applied for an editorial position at Wizards, becoming the editorial assistant for ''Dungeon'' and '' Dragon'' magazines. In 1999, Decker became editor-in-chief of ''Dragon'', serving as such until 2003 with Paizo Publishing. He is now the director of Organized Play at Wizards of the Coast. David Noonan, Andy Collins, Mike Mearls, and Decker were part of Rob Heinsoo Rob or ROB may refer to: Places * Rob, Velike Lašče, a settlement in Slovenia * Roberts Intern ...
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