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												  Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared YouthSample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie.
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												  Rules for Medieval Miniatures Gary Gygax & Jeff Perrenrules for medieval miniatures by Gary Gygax & Jeff Perren 2nd Edition <!CbainmaiI rules for medieval miniatures 2nd Edition by GaryGygax & Jeff Perren ILLUSTRATED BY DON LOWRY With thanks toall the Fantasy and Medieval enthusiasts who offered so many helpful suggestitDns--especially Len Lakofka, Ken Bourne, Stu Trembly and Ernie the Barbarian. 1st Edition., Copyright 1971, Donald S. Lowry 2nd Edition, Copyright 1972, Donald S. Lowry PRINTED IN U.S.A. TABLE OF CONTENTS Page WARGAMING WITH MINIATURES 1 RULES FOR MEDIEVAL MINIATURES 4 Turn Sequence .................. ,....................... 5 Terrain Effects Upon Movement ".......................... 6 Terrain Selection ............ "........................... 6 Movement............................................... 7 Formation and Facing ..........................•......•.. 7 Fatigue .•...........•......•.......•.................... 8 Missile Fire (excluding Gunpowder and Catapults) ........... 8 Catapult Fire ........•.................•................. 9 Gunpowder Weapons ...................................... 10 Melees .....•...........................•............... 12 Melee Optionals ............. "........................... 14 Morale ........ -.......................................... 15 Historical Characteristics <Optional) ...........•.......•.... 16 Weather ........................ -......................... 19 Sieges .•.••.•.............. , . 19 - Man-to-man Combat ......... "............................ 22 Jousting .•.................. "........................... 23 Suggested
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												  Othering” StrategiesBUILDING A WORLD OF WARCRAFT: CYBER-COLONIALISM THROUGH “OTHERING” STRATEGIES by LEVI PRESSNELL BETH S. BENNETT, COMMITTEE CHAIR JASON EDWARD BLACK MATTHEW PAYNE A THESIS Submitted in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Communication Studies in the Graduate School of The University of Alabama TUSCALOOSA, ALABAMA 2013 Copyright Levi Pressnell 2013 ALL RIGHTS RESERVED ABSTRACT This thesis provides a rhetorical analysis of the popular video game World of Warcraft (WoW) and related material. The subscriber base of this game makes it a particularly prominent example of discourse with potentially great influence. Where previous studies have focused less on WoW’s narrative in favor of a psychological or sociological approach, this study attempts to examine the rhetorical implications of the game’s storyline. The study situates WoW within a suitable critical space and shows how strategies used to emphasize racial differences result in a new theoretical framework described by the term “cyber-colonialism.” The study highlights three strategies through which WoW emphasizes the differences between racial groups and thereby creates its cyber-colonial portrayals: constructing opposing binaries, the role of geography and climate, and the use of color as a marker of deviance. These strategies all have an established history within ancient, medieval, and modern literature and likely influence the way in which participants view WoW’s cultures. The remainder of the rhetorical analysis highlights three arguments WoW itself teaches about particular rhetorical strategies. In particular, this study shows how WoW embraces cross- cultural cooperation, rejects scapegoating as an appropriate rhetorical tool, and encourages the involvement of native cultures in solving problems.
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												  Gary's ClarificationsGary’s Clarifications When I saw the Zagyg’s Wisdom super-thread on Dragonsfoot, I thought what a great idea it was to have a section where Gary answered questions about D&D and offered clarifications and interpretations about the game he created. And if he isn’t around to answer more questions, at least we can benefit from what people asked him when they had the chance. Reading through the thread, it occurred to me that all these clarifications could be gathered up into a single document for easier reference, sorted by category. Steve at Dragonsfoot liked the idea, so I got started…and found that sorting them wasn’t as neat and easy as I’d expected. I’ve had to make a lot of judgement calls: for instance, should a question about true neutral clerics go under Classes or Alignment? So I apologize if the organization of this document seems a little haphazard, but I’ve done what I could with it. There are a very few posts from one category that I copied into another, but for the most part I tried to make a single choice and hope it was the right one. I’ve included some categories that aren’t exactly D&D or that wouldn’t be relevant to every campaign (Greyhawk, for example), but they’re in their own sections so they can be ignored by those not interested. These “related” sections are generally unsorted, as they didn't lend themselves as well to discrete categories. In the interest of keeping it short, I generally removed people’s greeting remarks (“Hi Gary,” etc.), though I left in whatever Gary said in case it should be helpful in assessing his “gut feel” reaction to the question.
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												  The Dalluhn ManuscriptTHE DALLUHN MANUSCRIPT: A PRE-PUBLICATION EDITION OF DUNGEONS & DRAGONS Jon Peterson ([email protected]) [Draft—Updated 12/28/2015] 1. SUMMARY The Dalluhn Manuscript is a document with no clear title or attribution which contains gaming rules with a clear relationship to the original edition of Dungeons & Dragons (OD&D). It was found in a long- forgotten box in the collection of an early Twin Cities gamer nearly fifteen years ago, but prior attempts to ascertain the identity of its author(s) or the nature of its relationship to OD&D have proven inconclusive. This analysis reexamines the Dalluhn Manuscript through comparison to other recently rediscovered early documents, through detailed textual criticism and through forensic examinations. One crucial piece of evidence is the Mornard Fragments, a set of 24 pages of draft Dungeons & Dragons text known to have been generated and distributed by Gary Gygax in 1973. This analysis establishes that the text of the Dalluhn Manuscript preserves a transitional system produced during the ongoing development of OD&D. This system was probably circulated in the spring of 1973 for playtesting, and may reflect a format that authors intended for publication at the time. It contains a combination of elements contributed by Dave Arneson and Gary Gygax, including many discarded concepts that can be proven to have been in use at the time Dungeons & Dragons was written. The Dalluhn Manuscript preserves the earliest known near-complete version of the game of Dungeons & Dragons. 2. STRUCTURE OF THE MANUSCRIPT The Dalluhn Manuscript, so called for its discoverer Keith Dalluhn, comprises two booklets designated here by Roman numerals I and II.
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												  Wohnzimmerkriege. Vom Brettspiel Zum ComputerspielSebastian Deterding Wohnzimmerkriege Vom Brettspiel zum Computerspiel Wells könnte nicht rechter haben: Kriegsspiele wa- .»A game for boys from twelve years of age to one ren immer schon ›a boy‘s thing‹. Noch im Kinder- hundred and fifty and for that more intelligent sort garten schmiedeten ›wir Jungs‹ Stöcke zu Maschi- of girls who like boys‘ games and books.« nengewehren. Als Kinder schnippten wir Steine H. G. Wells, Litte Wars gegen Treibholz im Fluss und phantasierten da- bei von Flugzeugträgern und Kamikazes. Unser Taschengeld floss in Transparentbeutel gratiger Plastikheere in Grün, Braun, Grau (leicht entzündliche Heere, wie wir mit Freude und zum Unmut unserer Eltern bald herausfanden), und Playmobil gewann über Lego, weil es Gewehre und Pistolen hatte. Der Blick des Feldherren über seine Truppen hatte etwas unerklärlich Aufregendes und Erhebendes, und standen sie nur auf den Spiel- brettern von Risiko (Parker Bros., 1959), Axis & Allies (Milton Bradley, 1981) oder Advanced Squad Leader (Avalon Hill, 1985). Wenn wir unsere kleinen Panzer aus Plastik (oder Pappe oder Zinn) von Irkutsk nach Kamtschatka schoben und zum Angriff würfelten, dann fühlten wir uns nicht nur wie, wir waren Gene- räle in den Kommandoräumen, die unweigerlich in jedem Film über den Zwei- ten Weltkrieg auftauchten. Selbst wenn wir den Kriegsdienst verweigerten: Im Nachspielen des Krieges lebten wir einen Traum. Und mit Warcraft (Bliz- zard Entertainment, 1994) und Command & Conquer (Westwood Studios, 1995) träumten wir von elektrischen Heeren. Diese imaginierte Nähe von gespieltem und realem Krieg scheint kein Zufall, liest man die bis heute luzideste (Nicht-)Geschichte des Videospiels, Claus Pias‘ Computer Spiel Welten (2002).
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												  Design Agency: Dissecting the Layers of Tabletop Role- Playing Game Campaign DesignDESIGN AGENCY: DISSECTING THE LAYERS OF TABLETOP ROLE- PLAYING GAME CAMPAIGN DESIGN A Thesis Presented to The Academic Faculty by Travis M. Gasque In Partial Fulfillment of the Requirements for the Degree Masters of Science in Digital Media in the School of Literature, Media, and Communication Georgia Institute of Technology May 2016 COPYRIGHT © 2016 BY TRAVIS GASQUE DESIGN AGENCY: DISSECTING THE LAYERS OF TABLETOP ROLE- PLAYING GAME CAMPAIGN DESIGN Approved by: Dr. Brian Magerko, Advisor Dr. Jay Bolter School of Literature, Media, and School of Literature, Media, and Communication Communication Georgia Institute of Technology Georgia Institute of Technology Dr. Janet Murray Dr. Lisa Yaszek School of Literature, Media, and School of Literature, Media, and Communication Communication Georgia Institute of Technology Georgia Institute of Technology Date Approved: April 28, 2016 TABLE OF CONTENTS Page LIST OF TABLES vi LIST OF FIGURES vii LIST OF ABBREVIATIONS viii SUMMARY ix CHAPTER 1 Introduction 1 2 Interactive Narrative Theory 4 3 Narrative Design Languages 10 4 Digital Example of Aesthetic Divergence 16 Spec Ops: The Line 17 Undertale 21 Gone Home 25 Façade 27 5 Tabletop RPG History 34 6 Dungeons and Dragons as a Lens for RPG Medium 44 Original Dungeons and Dragons (1974-1977) 44 Basic Set (1977-2000) / Advanced Dungeons and Dragons (1977-1985) 45 Advanced Dungeons and Dragons 2nd Edition (1989-2000) 47 Dungeons and Dragons 3rd / 3.5 Edition (2000-2008) 48 iv Dungeons and Dragons 4th Edition (2008-2014) 49 Dungeons and Dragons 5th Edition
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												  ALEXANDER-THESIS-2017.Pdf (1.075Mb)Copyright by Benjamin Keith Alexander 2017 The Thesis Committee for Benjamin Keith Alexander Certifies that this is the approved version of the following thesis: Procedural Identification: Algorithmic Role-Playing in Video Games APPROVED BY SUPERVISING COMMITTEE: Supervisor: Suzanne Scott Lalitha Gopalan Procedural Identification: Algorithmic Role-Playing in Video Games by Benjamin Keith Alexander, B.A. Thesis Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin May 2017 Dedication This thesis is dedicated to my mother, Jennifer. Without your love, nothing in my life would be possible. Acknowledgements First, I would like to thank my loving parents for never failing to encourage and support me down any path I chose. Despite our many differences, I knew I could always count on both of you. Thanks to my best and oldest friend, Kevin Ellis. Your compassion, advice and humor helped keep me sane through the many months spent writing this project. Thanks to Randy Bernhoft for introducing me to tabletop games, half of this project never would have happened without your help and friendship. Thanks to the many wonderful friends I made in Austin, particularly Misa Mascovich, Hannah Whitman, Ryan Wen, Ilse García, Nathan Rossi, and Kiwi Lanier. My deep appreciation to Lalitha Gopalan for joining this project and helping me cultivate a deft understanding of formal analysis. Lalitha’s guidance helped shape this project conceptually and opened entirely new avenues of thought and approach. She gave me the support and encouragement necessary to challenge myself to look at everything in entirely new or different ways.
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												  By Gary Gygax MANAGING EDITOR: James MSample file October 2008 • Volume 4 Number 13 P.O. Box 251171 Little Rock, Arkansas 72225 The Crusader is dedicated to exploring the experience of Fantasy and other Role Playing Games. Sold at better hobby shops, bookstores, and by subscription. Subscription Rates for 12 months: UNITED STATES: $36.00 CANADA: $48.00 Outside the U.S. & Canada: $75.00 Checkes should be payable to TROLL LORD GAMES or visit us online at www.trolllord.com/crusader.htm Please allow up to one month for address changes to be processed. CONTENTS PUBLISHER: Stephen Chenault 2 HOW IT ALL HAPPENED: Miscellaneous Make-Believe • by Gary Gygax MANAGING EDITOR: James M. Ward EDITOR/DESIGNER: Elizabeth Stewart 9 ALEA IACTA EST: A Peek Inside VISION KEEPER: Nicole Leigh • by Stephen Chenault COVER ARTIST: Peter Bradley 11 AULD WYRMISH: Of Arms and Armor INTERIOR ARTISTS: Mark Allen, • by Mike Stewart Peter Bradley, Jason Walton, Bryan Sample file Swartz 18 GAME REVIEW: Airship • by James M. Ward Letters of inquiry are welcome and should be sent to the address above or sent via e-mail to thecrusader@ 19 THE ANGRY GAMER: trolllord.com • by Some Angry Troll Dude The Publisher will not assume responsibility for unsolicited materials, which will not be returned 20 THE DWEOMERCRAEFTER'S DEN: unless accompanied by a return envelope and Constructing Castle Zagyg appropriate postage. • by Stephen Chenault and Mark Sandy The Crusader Journal, Castles & Crusades Players Handbook, Castles & Crusades Monsters and Treasures 24 THE AIRHDIAN CHRONICLES: are trademarks of Chenault & Gray Publishing, Tales of the Rings of Brass LLC. Lejendary Adventure, Gygaxian Fantasy Worlds are trademarks of Trigee Enterprises.
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												  PDF of Interview with Lou ZocchiColonel Lou Zocchi: the creator of the 100-sided die, “the original dice guy,” professional magician, and inductee in the Adventure Gaming Hall of Fame. Page 4 An Interview With Colonel Lou Zocchi olonel Lou Zocchi is the creator of the 100-sided die, “the original - C ture Gaming Hall of Fame. In this entertaining interview, he tells how he became one of the earliest distributors of Dungeons & Dragons, how TSR lost $8 million manufacturing dice, how he created a 79-sided Colonel Lou Zocchi has been active published an improved and expanded When you frst bought D&D, it came in the game industry since the early version of Tegal Manor. And of course, in a wood-grain box and had no dice. 1960’s. He has been a game designer, he has designed, published, and sold These wood-grain boxes were origi- publisher, and distributor. Many role- wargames for decades. nally intended to sell pantyhose, and players know him through his infuen- In this interview, DCC RPG creator TSR got them at a good price when the tial work on dice manufacturing. His Joseph Goodman asks Lou to tell us manufacturer in Milwaukee couldn’t company Gamescience produced the a little more about his role in forming move them. As a reseller of D&D, one original precision dice, and Mr. Zoc- the industry we know today. This in- of the things I quickly learned was chi himself created and patented the terview is transcribed from a series of that if I didn’t have dice, I couldn’t sell 100-sided die, which he trademarked phone calls conducted in late 2014.
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												  1. 10 S' BBIGOIS - Rules for Fantastic Med Ieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures.1. 10 S' BBIGOIS - Rules for Fantastic Med ieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures GYGAX & ARNESON .' MEN & MAGIC VOLUME 1 OF THREE BOOKLETS PUBLISHED BY TACTICAL STUDIES RULES Price $3.50 INQUIRIES REGARDING RULES SHOULD BE ACCOMPANIED BY A STAMPED RETURN ENVELOPE AND SENT-TO TACTICAL STUDIES RULES, 542 SAGE STREET, LAKE GENEVA, WISCONSIN ~i3147. ,,"I~M:rE'o 11.5," BUI 8 S le81S VOLUME 1 MEN & MAGIC BY GARY GYGAX & DAVE ARNESON Dedicated to all the fClntasy wargamers who have enthusiastically played and expanded upon the CHAINMAIL Fantasy Rules, with thanks and gratitude. Here is something better! Special thanks to the Midwest Military Simulation Association, the Lake Geneva Tactical Studies Association, Rob Kuntz: and Tom Keogh (in memorium). Illustrations By Keenan Powell, Greg Bell, C. Carey, D. Arnesonand T. Keogh © COPYRIGHT 19'74 • TAC'nCAL STUDIES RULES INDEX Introduction 4 Scope .. 5 Equipment 5 Preparations for the Campaign 5 Characters • . • . • . • . • . 6 Character AI ignment I Inc Iud ing Monsters 9 Determination of Abilities 10 Languages ....•.. 12 Non-Player Characters. 12 Basic Equipment and Costs 13 Encumberance . 15 Weight and Equivalents 15 Levels and Number of Experience Points Necessary to Attain Them 16 Statistics Regarding Classes 17 Alternative Combat System. 19 Saving Throw Matrix .•.• 20 Spells Table -- Magic-Users. 21 Clerics. 22 Explanation of Spells. 23 Magical Research 35 Book of Spells •• 35 2 1fr n f'Ut U r b .•. ONCE UPON A TIME, long, long ago there was a little group known as the Castle and Crusade Society. Th,eir forntasy ru les were published, and to this writer's knowledge, brought abclut much of the current interest in fantasy war gaming.
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												  How Mana Left the Pacific and Became a Video Game Mechanic Alex Golub and Jon Peterson12 How Mana Left the Pacific and Became a Video Game Mechanic Alex Golub and Jon Peterson One of the key insights of this book is that ‘mana’ is not, despite what anthropologists might think, a concept that is uniquely tied to their discipline. True, the term has been important at foundational moments of anthropology, but it is not currently a topic that is the subject of much attention in anthropological theory. Indeed, it appears that mana has the most import amongst non-anthropologists, such as Pacific Islanders pursuing cultural revival (Tengan, this volume) or in Pacific Christian theology (Oroi, this volume). But as we will demonstrate in this chapter, even these uses of the term ‘mana’ are hardly the most common. In fact, the most widespread use of the term ‘mana’ today comes from game players. In video games, trading card games, and tabletop role-playing games, ‘mana’ is a unit of energy used to cast spells. It is this usage, employed by tens of millions of people who participate in the global culture of fantasy game play, that is most common today. How did an Austronesian concept become a game mechanic? In this chapter we present a Boasian culture history (Sapir 1916) of the diffusion of mana from the Pacific into the western academy and American popular culture. Tracing the diffusion of mana is difficult because there are multiple lines of influence, and teasing them apart would require a close analysis of the biographies of dozens of people. 309 NEW MANA Here we will tell this story in broad outlines only, choosing as our end point how mana ended up in the massively multiplayer online game World of Warcraft (or WoW).