RPG Review, Issue 43, June 2019
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MAY 19Th 2018
5z May 19th We love you, Archivist! MAY 19th 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc. -
MARCH 1St 2018
March 1st We love you, Archivist! MARCH 1st 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc. -
UNIVERZITA KARLOVA V PRAZE Diplomová Práce 2013 Petra Št
UNIVERZITA KARLOVA V PRAZE FAKULTA SOCIÁLNÍCH V ĚD Institut komunika čních studií a žurnalistiky Diplomová práce 2013 Petra Št ěpánová UNIVERZITA KARLOVA V PRAZE FAKULTA SOCIÁLNÍCH V ĚD Institut komunika čních studií a žurnalistiky Katedra mediálních studií Petra Št ěpánová Virtuální smrt v po číta čových hrách Diplomová práce Praha 2013 Autor práce: Bc. Petra Št ěpánová Vedoucí práce: Mgr. Jaroslav Švelch Rok obhajoby: 2013 Bibliografický záznam Št ěpánová, Petra. Virtuální smrt v po číta čových hrách. Praha, 2013. 98 s. Diplomová práce (Mgr.) Univerzita Karlova, Fakulta sociálních v ěd, Institut komunika čních studií a žurnalistiky. Katedra mediálních studií. Vedoucí diplomové práce Mgr. Jaroslav Švelch. Abstrakt Tato diplomová práce se zabývá problematikou virtuální smrti v po číta čových hrách. Práce se tedy v teoretické části nutn ě nejprve musí v ěnovat definici avataru (hrá čova zastoupení v herním sv ětě) a jaký vztah si k němu hrá č m ůže vytvá řet. Též jsou pojmenovány hlavní vlastnosti avataru. Teoretickým jádrem práce je pokus o uchopení virtuální smrti, jež se ve hrách objevuje v nejr ůzn ějších podobách, a proto zde lze jen obtížn ě kategorizovat. Virtuální smrt je srovnávána se smrtí skute čnou, je odhalována jako zástupné vyjád ření hrá čova selhání. Nedílnou sou částí pojetí virtuální smrti je pak i znovuoživení avataru nebo zp ůsoby, jak se virtuální smrti vyhnout. Ve výzkumné části práce následuje interpretace po číta čové hry Planescape: Torment , která se zabývá životem, smrtí a nesmrtelností. Na p říb ěhu nesmrtelného hlavního hrdiny, do jehož osudu se hrá č vžívá, je podrobn ěji popsán vztah hrá če a avataru v praxi. -
Planescape: Torment Guide
Presents an Unofficial Guide to: Planescape: Torment By Samuel Brown Baker, II Brought to you by: Introduction This is not a complete walkthrough of Planescape: Torment. Short of playing the game several times as different classes, exhaustively going through every dialog path with every possible set of stats, spending months of time to do so, there’s no way to do that. This is how I played through the game, step by step. I won't even say it is the best way. I sometimes missed and forgot things and had to come back to them. So do what you want to do, play how you want to play. It's your game. The conversation paths that I took playing the game are presented here as a narrative and will not necessarily match the choices on screen or the responses word for word and frequently differ in tense. They are also truncated and condensed where I could do so without spoiling the flow of the tale. However in every case where a conversational choice is made I included key phrases so that someone reading along could easily tell which path I followed. There are conversations that took place that I did not include because they offered no new information or experience, or were short and without branches. Planescape is the most amazing computer role-playing game I've ever had the pleasure of playing. In many respects I feel it is the first CRPG that is really worthy of the name. I found myself thinking about how I felt about people and actions in the course of play, being drawn further into the game and the persona of my character the longer I played. -
Celestial Wisdom 7714545.Pdf
i ii Celestial Wisdom Writing, Artwork, Layout, and Editing by Ryan Chaddock Additional Editing by Katherine Gohring Copyright Ryan Chaddock Games 2013 This product was created under license from Monte Cook Games, LLC. Numenera and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. iii Creative Commons Source Images The source images for the following artwork are used under this license: http://creativecommons.org/licenses/by/2.0/deed.en : Original photo for the Brethsid image: Copyright fdecomite Original photo for the Channels a Deity focus image: Copyright Rex Harris Original photo for the cover image: Copyright Victor Andafrous Original photo for the Cyborg Descriptor image: Copyright KRAANIKA Original photo for the Domed City image: Copyright Jeff Kubina Original photo for the Grahast image: Copyright Karen Roe Original photo for the Handy image: Copyright The Hague, The Netherlands Original photo for the Knows Too Much focus image: Copyright mazaletel Original photo for the Ultrenara image: Copyright Devin Moore Original photo for the Walks the Datasphere focus image: Copyright Chris Dlugosz The source images for the following artwork are used under this license: http://creativecommons.org/licenses/by-sa/3.0/ : Original photo for the Cloudseed image: Copyright Derrich Original photo for the Old Ones image: Copyright Hans Hillewaert Original photos for the Vradredal-5 and Praeten images as well as the image in the Introduction about the Datasphere: Copyright Matteo Turner iv ~Table of Contents~ Introduction pg 1 Chapter I: THE DATA GODS pg 4 Chapter II: THE LOST POWER pg 16 Chapter III: THE DRITTY TOOLS pg 31 Chapter IV: THE AZURE STEEL SEEDS pg 46 v ~Introduction~ “The desert stirred with wind and glass, Beneath the land she trekked. -
Foundationpaper Planescape Torment Updated
IT UNIVERSITY OF COPENHAGEN SUBMISSION OF WRITTEN WORK Class code: Name of course: Course manager: Course e-portfolio: Thesis or project title: Supervisor: Full Name: Birthdate (dd/mm-yyyy): E-mail: 1. @itu.dk 2. @itu.dk 3. @itu.dk 4. @itu.dk 5. @itu.dk 6. @itu.dk 7. @itu.dk Abstract This paper focus on the enacted experiences in games. The game in question is Planescape Torment. Quest theory, enacted experiences and the importance of context will be used in the analysis of the game. The final result of the paper is that because the game and subsequent play session is both the player and the artifact some of the presented theories does not truly hold up. This does not mean that it is wrong but can be used to further a debate. Keywords Games, Players, RPG, Enacted Experiences, context, Quest theory Introduction Quests are an essential part of most digital roleplaying games. One can say it is part of their nature. Both in order to let a player progress in a story, but also to get the player to engage in tasks that sometimes are not necessarily tied to the story but more as a progression of a given player. The act of questing comes in many sizes and shapes. Some are simple fedex quests meaning that the objective of it can be summed up as following; collect the sword, deliver it to the owner and get a reward, while other quests can be more elaborate and deep. Quests in role playing games are often a lot more open for interpretation than similar quests in more linear games like first person shooters like Halflife [8]. -
Sample File Sample File CREDITS
Sample file Sample file CREDITS Writer/Designer Monte Cook Rule Developers Monte Cook and Sean K. Reynolds Additional Writing Shanna Germain Lead Editor Shanna Germain Editor Ray Vallese Proofreader Michele Carter Cover Designer and Lead Artist Kieran Yanner Graphic Designer Sarah Robinson Artists Samuel Araya, Helge Balzer, Mark Buhalo, Chrom, Florian Devos, Sara Diesel, Dreamstime.com, Jason Engle, Kali Fitzgerald, Guido Kuip, Eric Lofgren, Patrick McEvoy, Jeremy McHugh, Brynn Metheny, Michael Perry, Roberto Pitturru/Fabio Passamonti, Scott Purdy, Lee Smith, Matt Stawicki, Mark Tarrisse, Keith Thompson, Prosper Tipaldi, Cory Trego-Erdner, Shane Tyree, Bear Weiter, Adrian Wilkins, Kieran Yanner Cartographer Christopher West Alpha Playtesters Shanna Germain, Ray Vallese, Colin McComb, James Bell, Erik Mona, Danica King, Sean Reynolds, Stan!, Hyrum Savage Dedicated to JD Sparks (Jay Peterson), who journeyed with me all through the lead-up to Numenera, helping to form my view on science fiction, fantasy, and everything that is cool about wild and wonderful ideas. Sample file © 2013 Monte Cook Games, LLC NUMENERA and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Printed in Canada. TABLE OF CONTENTS 1 2 3 4 NEW WORLD, NEW GAME PART 6: THE NUMENERA 275 Dreaming of the Future 4 Chapter 17: Technology 276 The Amber Monolith 6 Chapter 18: Cyphers 278 Chapter 19: Artifacts 298 -
Planescape: Torment Walkthrough by Stefanos Koutsoukos
Planescape: Torment Walkthrough by Stefanos Koutsoukos Greetings adventurers!!! We are well met once again, even though we may walk the shadows of Sigil this time around! ‘Tis a strange, yet most wonderful world that the good folks at Black Isle Studios have put together for us to enjoy. Personally, I consider Torment the BEST RPG I’ve ever experienced, far surpassing Baldur’s Gate and even the divine Fallout series. And why is that, I hear you ask? Simply, because Torment takes the best elements of Fallout and combines them with the very best of Baldur’s Gate!!!! But enough with the chatter! Some big,scarred and tattooed guy has just risen (Am I Dead?) in the strangest of places.... Character Generation and Gameplay Torment is quite different -in regard to the character generation system that is- than any other RPG that ever graced the PC. First of all, you don’t get to choose a class. You start out as a fighter, but if you wish, you can become a Mage or a Thief as the game progresses. You start out at Level 3 with 21 points to add to your basic attributes. CAUTION HERE! You probably have an idea of what kind of character you’ll want to be in the game (Once again, I did a paladin style fighter) so make sure that you raise the relevant ability/abilities now. Strength is quite important for fighters, Dexterity is also important to a fighter but benefits the Thief most of all, high intelligence is a must if you intend on practicing The Art, but also gives you more conversation options and allows you to outsmart people on a regular basis (and in this game it will help you gain memories faster, meaning that your skills will improve faster under the right conditions). -
Amnesiac Avatars – the Role of Memory Loss in Fantasy and Game
AMNESIAC AVATARS – THE ROLE OF MEMORY LOSS IN FANTASY AND GAME Lenny James Valentine A Thesis Submitted to the University of North Carolina Wilmington in Partial Fulfillment of the Requirements for the Degree of Master of Arts Department of English University of North Carolina Wilmington 2010 Approved by Advisory Committee ______ Colleen Reilly ________ _________Anthony Atkins __________ ________Nicholas Laudadio ________ Chair Accepted by _________________________________ Dean, Graduate School TABLE OF CONTENTS ABSTRACT .................................................................................................................. iii ACKNOWLEDGMENTS .............................................................................................. iv DEDICATION ............................................................................................................... v PART 1 ........................................................................................................................... 1 PART 2 ........................................................................................................................... 9 PART 3 ......................................................................................................................... 23 PART 4 ......................................................................................................................... 48 WORKS CITED ........................................................................................................... 53 ii ABSTRACT Within the -
Planescape: Torment: Enhanced Edition Manual Table of Contents
Planescape: Torment: Enhanced Edition Manual Table of Contents Welcome from Chris Avellone I: Introduction II: Character Generation III: The Interface IV: Gameplay V: Life and Death in Planescape VI: The Planes VII: Walkthrough VIII: Manual Credits Welcome from Chris Avellone Welcome to Sigil, the City of Doors... ...and maybe for some of you, like me - welcome back! It's been almost twenty years since the first edition of Planescape: Torment™ was released. It was an uncertain time, and I was afraid it would be poorly-received and the last title I'd ever work on. To my surprise, it gathered a great deal of attention and support from the RPG community, some fans of CRPGs, others who were fans of the Wizards of the Coast's campaign setting, and often, players who were a blend of both. If not familiar with it already, you're in for a treat. Planescape™ is Wizards' fascinating outlook on the Dungeons & Dragons multiverse. Inhabitants wage war, not for territory, but for belief... for what you believe creates reality. The "cant" (the language, slang of Planescape) can be a surprise to newcomers, but you'll pick it up fast. And you'll find friends, companions, and allies across the planes willing to join you on your journey as the Nameless One... and to discover why you cannot die. I never thought I'd have the chance to revisit Sigil, but when Beamdog laid out their plans for an Enhanced Edition and the chance to polish and re-release the original for another generation of gamers, I couldn't say no (and embarrassingly enough, would also allow me to fix countless text errors that had made it into the original - let's hear it for editors, shall we? They are often overlooked in our industry, even in RPGs.). -
Guide to Combat
GUIDE TO COMBAT WITH ESSAYS BY RICHARD PETT WOLFGANG BAUR CHRIS PRAMAS KEITH R.A. DECANDIDO ELIZABETH ANN SCARBOROUGH ED GREENWOOD JOHN A. PITTS & KEN SCHOLES JEFF GRUBB STEVE WINTER ROB HEINSOO AND MANY MORE EDITED BY JANNA SILVERSTEIN Praise for Complete KOBOLD Guide to Game Design “A must-have book for both those looking to get into this industry, and those who merely want to play.” —NerdTrek.com “Highly recommended for gaming nerds everywhere.” —citybookreview.com Winner, 2012 Gold ENnie Award for Best RPG-Related Accessory KOBOLD Guide to Worldbuilding “Class is in session . The Kobold Guide to Worldbuilding SHOULD be considered a textbook on intelligent setting creation.” —Dave Hinojosa, The Gaming Gang “While the book is aimed at the RPG crowd, a huge percentage of the material would be just as valuable to an author writing a novel set in an original world. The Kobold Guide to Worldbuilding will spark some new ideas and help you add the proper doses of verisimilitude and outlandishness.” —Ed Grabianowski, i09 “A really great work … if you’re seriously pursuing worldbuilding as a hobby, I think it’s a worthy investment .” —Martin Kallies, RPG.net Winner, 2013 Gold ENnie Award for Best RPG-Related Accessory Winner, 2013 Gold ENnie Award for Best Writing Kobold Guide to Combat other books in the award-winning kobold guide series Complete Kobold Guide to Game Design Kobold Guide to Board Game Design Kobold Guide to Worldbuilding Kobold Guide to Magic Find all Kobold Press titles at www.koboldquarterly.com Kobold Guide to Combat With essays by Wolfgang Baur Clinton J. -
Planescape Torment, La Obra Maestra De Black Isle, El Gran Legado Que Dejaron Al Mundo
PRESURA VIDEOJUEGOS, CULTURA Y SOCIEDAD NÚMERO XIV BLACK ISLE Este número es un milagro. Hace unos días lo cancelé y pasé al siguiente pero ante este he- cho varias personas, entre ellas Javier Alemán (quien escribe en este mismo número), pidieron lo contrario y gracias a esos men- sajes lanzados en una red el nú- mero se hizo posible. Este tomo me hace especial ilusión. “Baldur´s Gate II” es mi juego favorito. Existen otros, muchos, y muy cerca de “Bal- dur´s Gate II”, como “Crusader Kings II”, pero el juego de Biowa- re tiene un lugar especial por el lugar y el momento en el que lo jugué. Y este juego, como este número, no hubiera sido posible sin la ayuda de otros, en mi caso los dos ha realizado y con el peso del trabajo y colaboradores citados en el siguiente estudios que acumulo es todo un mila- pliego, en el caso de Bioware gracias a gro que se haya hecho realidad. Por esto Black Isle. mismo disfrutadlo y leedlo tranquila- Pero no solo dio este fruto, Black Isle mente y si os ha gustado, por favor, di- fue un árbol fecundo y próspero, una fundilo, Presura es todavía un proyecto cornucopia de grandiosos juegos de rol muy frágil que necesita toda la ayuda como “Icewind Dale” o “Planescape Tor- de todos los que estén interesados por ment”, su gran legado al mundo digital. él porque al ser abierto y libre su par- Y como tal, gracias a su peso cultural, se ticipación depende exclusivamente de merecía un número de Presura.