Ree Soesbee
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Ree Soesbee
Ree Soesbee is an American game designer of collectible card games, role-playing games, and massively multiplayer online role-playing games (MMORPGs), as well as a writer of primarily fantasy novels. Early life and education After Soesbee's mother died when she was 6, a relative gave her a copy of the 1983 red box edition of '' Dungeons & Dragons''. Her father, believing that the game led to demon worship, refused to let her play and hid it away. She became fascinated by the game as a result, and a pattern ensued where she would find it and play, and her father would hide it again. At the same time, she and her father watched episodes of ''Star Trek'' together. These two factors early in her life helped to develop an interest in both role-playing games and science fiction. She continued to play various role-playing games through her childhood and early adulthood, including ''Cyberpunk'', '' Shadowrun'', and ''Paranoia''. Writer Soesbee completed her MA in English Literature at U ...
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Collectible Card Games
A collectible card game (CCG), also called a trading card game (TCG) among other names, is a type of card game that mixes strategic deck building elements with features of trading cards, introduced with ''Magic: The Gathering'' in 1993. Generally a player may begin playing a CCG with a pre-made starter deck, and then customize their deck with a random assortment of cards acquired through booster packs, or from trading with other players, building up their own library of cards. As a player obtains more cards, they may create new decks from scratch from their library. Players are challenged to construct a deck within limits set by the CCG's rules that will allow them to outlast decks constructed by other players. Games are commonly played between two players, though multiplayer formats are also common. Gameplay in CCG is typically turn-based, with each player starting with a shuffled deck and on their turn, drawing and playing cards to attack the other player and reduce their h ...
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7th Sea (role-playing Game)
''7th Sea'' is a "swashbuckling and sorcery"-themed tabletop role-playing game by John Wick. It is set in the fictional world of Théah, a fantasy version of 17th century Earth. Originally published by AEG, ''7th Sea'' is currently published by Chaosium. Setting The ''7th Sea'' RPG is set in a world that draws direct influence from the literature of 17th century Europe. Each country in the world can be compared to a European kingdom but is an exaggerated representation. Sorcery is a large part of the world with many types available to players. The dominant religion in the world, the belief in Theus and his prophets, is based on a form of Gnostic Christianity and features a parallel of the Spanish Inquisition. There are also references to the Knights Templars, Masons and the Invisible College of scientists. All major European powers have their representations in Théah. Avalon (England), Castille (Spain), Montaigne (France), Eisen (Germany), Ussura (Russia), Vendel (Netherl ...
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Krynn
''Dragonlance'' is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of fantasy novels. The Hickmans conceived ''Dragonlance'' while driving in their car on the way to TSR for a job interview. Tracy Hickman met his future writing partner Margaret Weis at TSR, and they gathered a group of associates to play the ''Dungeons & Dragons'' role-playing game. The adventures during that game inspired a series of gaming modules, a series of novels, licensed products such as board games, and lead miniature figures. In 1984, TSR published the first ''Dragonlance'' game module, ''Dragons of Despair'', and the first novel, ''Dragons of Autumn Twilight''. The novel began the ''Chronicles'' trilogy, a core element of the ''Dragonlance'' world. While the authoring team of Tracy Hickman and Margaret Weis wrote the setting's central books, numerous other authors contributed novels, short stories an ...
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Wizards Of The Coast
Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and List of science fiction themes, science fiction themes, and formerly an operator of retail stores for games. It is currently a subsidiary of Hasbro, which acquired the company in 1999. During a February 2021 reorganization at Hasbro, Wizards of the Coast became the lead part of the new "Wizards & Digital" division. Originally a role-playing game publisher, the company originated and popularized the collectible card game genre with ''Magic: The Gathering'' in the mid-1990s. It also acquired the popular ''Dungeons & Dragons'' role-playing game by buying TSR (company), TSR and increased its success by publishing the licensed ''Pokémon Trading Card Game''. The company's corporate headquarters are located in Renton, Washington, Renton, Washington (state), Washington, part of the Seattle metropolitan area. Wizards of the Coast publishes role-pl ...
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Dragonlance
''Dragonlance'' is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of fantasy novels. The Hickmans conceived ''Dragonlance'' while driving in their car on the way to TSR for a job interview. Tracy Hickman met his future writing partner Margaret Weis at TSR, and they gathered a group of associates to play the ''Dungeons & Dragons'' role-playing game. The adventures during that game inspired a series of gaming modules, a series of novels, licensed products such as board games, and lead miniature figures. In 1984, TSR published the first ''Dragonlance'' game module, ''Dragons of Despair'', and the first novel, ''Dragons of Autumn Twilight''. The novel began the ''Chronicles'' trilogy, a core element of the ''Dragonlance'' world. While the authoring team of Tracy Hickman and Margaret Weis wrote the setting's central books, numerous other authors contributed novels, short stories a ...
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Swords & Sorcery
Sword and sorcery (S&S) is a subgenre of fantasy characterized by sword-wielding heroes engaged in exciting and violent adventures. Elements of romance, magic, and the supernatural are also often present. Unlike works of high fantasy, the tales, though dramatic, focus on personal battles rather than world-endangering matters. Sword and sorcery commonly overlaps with heroic fantasy. Origin American author Fritz Leiber coined the term "sword and sorcery" in 1961 in response to a letter from British author Michael Moorcock in the fanzine ''Amra'', demanding a name for the sort of fantasy-adventure story written by Robert E. Howard. Moorcock had initially proposed the term "epic fantasy". Leiber replied in the journal ''Ancalagon'' (6 April 1961), suggesting "sword-and-sorcery as a good popular catchphrase for the field". He expanded on this in the July 1961 issue of ''Amra'', commenting: Since its inception, many attempts have been made to provide a precise definition of "swor ...
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Origins Award
The Origins Awards are American awards for outstanding work in the game industry. They are presented by the Academy of Adventure Gaming Arts and Design at the Origins Game Fair on an annual basis for the previous year, so (for example) the 1979 awards were given at the 1980 Origins. The Origins Award is commonly referred to as a Calliope, as the statuette is in the likeness of the muse of the same name. Academy members frequently shorten this name to "Callie". History Originally, the ''Charles S. Roberts Awards'' and the Origins Awards were one and the same. Starting with the 1987 awards, the Charles S. Roberts were given separately, and they moved away from Origins entirely in 2000, leaving the Origins Awards as a completely separate system. In 1978, the awards also hosted the 1977 ''H. G. Wells awards'' for role-playing games and miniature wargaming. Categories The Origins Awards were originally presented at the Origins Game Fair in five categories: ''Best Professional Gam ...
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Mike Bennighof
Michael Bennighof is a game designer who has worked primarily on board games. Early life and education Mike Bennighof, Ph.D., is a Fulbright Scholar, and holds a doctorate in History from Emory University. He has played and coached semi-pro football, taught college, worked as a newspaper reporter, and shoveled gravel professionally. Career Mike Bennighof has been designing games since the early 1980s, working on over 100 titles as designer or developer. Bennighof is president of Avalanche Press, Ltd., a publisher of traditional board wargames. He has won Origins Awards both for wargame design ('' U.S. Navy Plan Orange'') and role-playing game design ('' Celtic Age''). He scripted the '' Panzer General II'' (for which he also designed the maps) and '' Destroyer Commander'' computer games, among others; designed such games as '' Survival of the Witless'', '' Panzer Grenadier'', and '' Great War at Sea''; and was the author of the infamous book, ''Black Flags''. ''Great War at ...
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John R
John R. (born John Richbourg, August 20, 1910 - February 15, 1986) was an American radio disc jockey who attained fame in the 1950s and 1960s for playing rhythm and blues music on Nashville radio station WLAC. He was also a notable record producer and artist manager. Richbourg was arguably the most popular and charismatic of the four announcers at WLAC who showcased popular African-American music in nightly programs from the late 1940s to the early 1970s. (The other three were Gene Nobles, Herman Grizzard, and Bill "Hoss" Allen.) Later rock music disc jockeys, such as Alan Freed and Wolfman Jack, mimicked Richbourg's practice of using speech that simulated African-American street language of the mid-twentieth century. Richbourg's highly stylized approach to on-air presentation of both music and advertising earned him popularity, but it also created identity confusion. Because Richbourg and fellow disc jockey Allen used African-American speech patterns, many listeners thought that ...
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The Sun-Herald
''The Sun-Herald'' is an Australian newspaper published in tabloid or compact format on Sundays in Sydney by Nine Publishing. It is the Sunday counterpart of ''The Sydney Morning Herald''. In the 6 months to September 2005, ''The Sun-Herald'' had a circulation of 515,000. According to the Audit Bureau of Circulations, its circulation had dropped to 443,257 Fairfax Ad Centre: The Sun-Herald
and to 313,477 , from which its management inferred a readership of 868,000. Readership continued to tumble to 264,434 by the end of 2013, and has half the circulation of rival ''''. Its predecessor the

Avalanche Press
Avalanche Press is an American company that publishes board wargames and has published some role-playing game supplements. They have produced '' The Great War at Sea'' and '' ''Panzer Grenadier'' series'', as well as '' Red Parachutes'', one of their earliest games and a detailed study of the Soviet crossing of the Dnepr River in 1943. History Avalanche Press was started in 1994 by Mike Bennighof and Brian Knipple. In 1996, Avalanche Press released the first game in the ''Great War at Sea'' series. Twice, the series has won the Origins Award for the best historical game of the year. They have also received many finalist nominations for the Origins Awards. Avalanche Press was one of the publishers who began producing role-playing game supplements for the d20 System by 2002. From 2000 to 2005, Avalanche Press produced products using the open-source d20 system. The book ''Celtic Age'' won the 2002 Origins Award for Best RPG Supplement. Avalanche Press obtained the license to p ...
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Aztec Empire
The Aztec Empire or the Triple Alliance ( nci, Ēxcān Tlahtōlōyān, Help:IPA/Nahuatl, [ˈjéːʃkaːn̥ t͡ɬaʔtoːˈlóːjaːn̥]) was an alliance of three Nahua peoples, Nahua altepetl, city-states: , , and . These three city-states ruled that area in and around the Valley of Mexico from 1428 until the combined forces of the Spanish and their native allies who ruled under defeated them in 1521. The alliance was formed from the victorious factions of a civil war fought between the city of and its former tributary provinces. Despite the initial conception of the empire as an alliance of three self-governed city-states, the capital became dominant militarily. By the time the Spanish arrived in 1519, the lands of the alliance were effectively ruled from , while other partners of the alliance had taken subsidiary roles. The alliance waged wars of conquest and expanded after its formation. The alliance controlled most of central Mexico at its height, as well as some more di ...
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