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Kirjailija

Steve Dee

Kirjat ja teokset yhdessä paikassa: 8 kirjaa, julkaisuja vuosilta 2014–2025, suosituimpiin kuuluu Chaos Craft: The Wheel of the Year in Eight Colours. Vertaile teosten hintoja ja tarkista saatavuus suomalaisista kirjakaupoista.

8 kirjaa

Kirjojen julkaisuvuodet: 2014–2025.

Chaos Craft: The Wheel of the Year in Eight Colours

Chaos Craft: The Wheel of the Year in Eight Colours

Steve Dee; Julian Vayne

Universe Machine
2016
nidottu
Blending together the essences of chaos magic and modern Paganism, this book records the emergence of the new tradition of Chaos Craft. Many of the essays presented here were first brewed in the cauldron of theblogofbaphomet.com. Others, published here for the first time, comprise the secret rituals of this unashamedly syncretic form of occultism. The potion you may sample inside is infused with the flavours of Gurdjieff, mindfulness meditation, trance-bodywork, entheogenics, Wiccan and Sabbatic Craft. The mixture has been diligently stirred widdershins for two years as the Wheel of the Year cycled through the Colours of Chaos. The explorations, the questions, the techniques and reflections presented here are part of an ongoing magical work. Like the figure of Baphomet hirself (patron deity of Chaos Craft), the elixir pouring from this cauldron is redolent with the rich alchemy of what modern magicians do. Would you care for a sip?
Worldbuilding for Game Designers

Worldbuilding for Game Designers

Steve Dee

TAYLOR FRANCIS LTD
2025
nidottu
Our modern world is dominated by giant media companies, and increasingly they don’t so much sell story, characters or gameplay as they do their setting. Fictional worlds are big business and represent big value to companies and audiences alike, and they are increasingly expected and demanded by both. As yet, however, the art of building worlds has only been taught to writers of novels or films. The same worlds are frequently used across different modes of media, but successfully adapting them to games or building them for this purpose requires a specific approach. Unlike all other artforms, games mandate participation, with the audience stepping into the world of the game and taking on the roles that the rules and pieces demand of them. Likewise, whenever an audience engages with a fictional world they are inherently playing a game of make-believe and imagining themselves within a different context. This makes worldbuilding and gaming a perfect match, with each element giving more power to the other. This book unlocks exactly how the two disciplines are entwined and work together and how a designer can harness that synergy to the best effect. This text is composed of short, focussed chapters that explain every step of building a compelling world, from getting your first ideas to moving towards publication. It also provides a deeper understanding of the how and why of world creation and why worlds have so much power over us as players and as people. Features: Covers every step of world creation from getting ideas to seeking publication Comprehensive analysis of the field Inspirational tricks to break blocks or find new angles Practical exercises at the end of every chapter Simple and accessible material for every kind of game or game designer
Worldbuilding for Game Designers

Worldbuilding for Game Designers

Steve Dee

TAYLOR FRANCIS LTD
2025
sidottu
Our modern world is dominated by giant media companies, and increasingly they don’t so much sell story, characters or gameplay as they do their setting. Fictional worlds are big business and represent big value to companies and audiences alike, and they are increasingly expected and demanded by both. As yet, however, the art of building worlds has only been taught to writers of novels or films. The same worlds are frequently used across different modes of media, but successfully adapting them to games or building them for this purpose requires a specific approach. Unlike all other artforms, games mandate participation, with the audience stepping into the world of the game and taking on the roles that the rules and pieces demand of them. Likewise, whenever an audience engages with a fictional world they are inherently playing a game of make-believe and imagining themselves within a different context. This makes worldbuilding and gaming a perfect match, with each element giving more power to the other. This book unlocks exactly how the two disciplines are entwined and work together and how a designer can harness that synergy to the best effect. This text is composed of short, focussed chapters that explain every step of building a compelling world, from getting your first ideas to moving towards publication. It also provides a deeper understanding of the how and why of world creation and why worlds have so much power over us as players and as people. Features: Covers every step of world creation from getting ideas to seeking publication Comprehensive analysis of the field Inspirational tricks to break blocks or find new angles Practical exercises at the end of every chapter Simple and accessible material for every kind of game or game designer
The Heretic's Journey: Spiritual Freethinking for Difficult Times
The Heretic's Journey takes you by the hand firmly and gently, through the by-ways of the author's life, sharing tales of his younger years and lessons learned. At once forthright and sensitive, Steve Dee is an accomplished magician of the best sort; one who Does. Here you will find instruction in rituals, self-discovery, and deeply meaningful examples of personal praxis. His fascinating flavour of Gnosticism places the body at the centre of spirituality, enjoying the fruits of embodied wisdom found from engagement with Sophia.
Gods and Monsters

Gods and Monsters

Steve Dee; Lucien Von Wolfe; Matt Anon

Createspace Independent Publishing Platform
2014
nidottu
Gods and Monsters is a collection of five profound and challenging writings by some of the foremost members of The Apophis Club. These essays seek to address the nature and essence of entities such as Gods, D mons and Spirits from both practical and philosophical standpoints, offering up new insights and tools to Initiates of the Draconian current: Vampyric Alchemy by Steve Dee and Lucien von Wolfe. This study examines the archetypes of the Lycanthrope and the Vampyre, and the ways in which they may be awakened and used in the process of Self-transformation. At The Left Hand of the Goddess by Matt Anon and Durga Mahavidya. An in-depth study of Indian Tantric practice (the original Left-Hand Path), with particular emphasis upon the role of taboo-breaking female Divinities within this current. The Dragon in Antiquity by Joyful Hydra. A detailed study of the initiatory importance of the Dragon in the roots of mythic traditions, with particular emphasis upon the Indo-Iranian mythology. Contains the necessary keys to apply such mythology in practice, as well as understanding it within its proper context. Haunters of the Dark by Michael Kelly. A study of ghosts, hauntings and the spirits of the dead. Focuses upon the possible causes of hauntings and culminates in a necromantic experiment to determine the fate of the soul after death. Remanifestations in Rheged by Jez Green. A personal account which demonstrates how Initiates can go about connecting with the mythology and spirit of the landscape that surrounds them, providing themselves with powerful foundations to stand upon. Witty, informative and profoundly practical.