Players Helped Develop Computer Games in Britain(Paul Mason)
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Dragon Magazine #151
Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space. -
Alene I Katakombene – Heltedrømmer I Enbrukerrollespill
Alene i katakombene – heltedrømmer i enbrukerrollespill Tarald Reinholt Aas Masteroppgave i medievitenskap Institutt for medier og kommunikasjon Universitetet i Oslo Høsten 2004 2 3 4 Sammendrag I denne oppgaven skal jeg ta for meg hvordan det databaserte enbrukerrollespillet har utviklet seg fra tradisjonelle penn- og papirbaserte terningrollespill. Et nødvendig steg i denne utviklingen var angivelig å tilpasse den tradisjonelle rollen som før ble innehatt av en menneskelig spilleder til en ny og databasert spilleform. Rollen som spilleder ble langt på vei automatisert og usynliggjort på datamaskinen, men mistet samtidig mye av sitt improviserende vesen. Det vil derfor være interessant å se hvordan transformasjonen fra en analog til en digital verden har innvirket på spillbarheten til de databaserte rollespillene. Med utgangspunkt i spillene Baldur’s Gate (1998) og Morrowind (2001), skal jeg granske hvilke muligheter brukeren har til å skreddersy en spillkarakter og siden anvende denne fritt innen spillverdenen. En dårlig spillbarhet vil etter min mening komme til syne nettopp gjennom begrensninger pålagt denne karakteren. Summary This thesis deals with how the single player-based computer role-playing game have evolved from traditional pen-and-paper-based role-playing games. A crucial part in this development seemingly was to adapt the traditional role of the human game master to a new, computerized playing style. When transferred to the computer, the game master virtually disappeared into game, becoming a robotic force, thus losing much the improvising style contained in a human game master. Therefore, I would like to see how the transformation from an analog to a digital world might have affected the playability of single player computer role-playing games. -
Dragon Magazine #158
S PECIAL ATTRACTIONS Issue #158 Vol. XV, No. 1 9 Weve waited for you: DRAGONS! June 1990 A collection of lore about our most favorite monster. The Mightiest of Dragons George Ziets Publisher 10 In the D&D® game, no one fools with the dragon rulers and lives for James M. Ward long. Editor A Spell of Conversation Ed Friedlander Roger E. Moore 18 If youd rather talk with a dragon than fight it, use this spell. The Dragons Bestiary The readers Fiction editor Barbara G. Young 20 The gorynych (very gory) and the (uncommon) common dragonet. Thats Not in the Monstrous Compendium! Aaron McGruder Assistant editor 24 Remember those neutral dragons with gemstone names? Theyre 2nd Dale A. Donovan Edition now! Art director Larry W. Smith O THER FEATURES Production staff The Game Wizards James M. Ward Gaye OKeefe Angelika Lokotz 8 Should we ban the demon? The readers respondand how! Subscriptions Also Known As... the Orc Ethan Ham Janet L. Winters 30 Renaming a monster has more of an effect than you think. U.S. advertising The Rules of the Game Thomas M. Kane Sheila Gailloreto Tammy Volp 36 If you really want more gamers, then create them! The Voyage of the Princess Ark Bruce A. Heard U.K. correspondent 41 Sometimes its better not to know what you are eating. and U.K. advertising Sue Lilley A Role-players Best Friend Michael J. DAlfonsi 45 Give your computer the job of assistant Dungeon Master. The Role of Computers Hartley, Patricia and Kirk Lesser 47 The world of warfare, from the past to the future. -
Solo Play Reviews
RPG REVIEW Issue #41, December 2018 ISSN 2206-4907 (Online) Solo Play Special Issue Tunnels & Trolls ¼ Fighting Fantasy ¼ Papers & Paychecks ... HeartQuest ¼ D&D 5e Solo Game Interview ¼ Avengers Movie Review and more! 1 RPG REVIEW ISSUE 41 December 2018 Table of Contents ADMINISTRIVIA.........................................................................................................................................................2 EDITORIAL AND COOPERATIVE NEWS................................................................................................................2 THE RECOLLECTIONS OF DELECTI.....................................................................................................................10 TUNNELS & TROLLS SOLO PLAY BESTIARY....................................................................................................13 INTERVIEW WITH PAUL BILMER.........................................................................................................................18 DESIGNER'S NOTES FOR MAGELLINICIA..........................................................................................................24 SOLO PLAY REVIEWS.............................................................................................................................................27 RPGaDAY....................................................................................................................................................................34 THE OTHER SOLO PLAY.........................................................................................................................................47 -
Games Workshop Group Plc
PRESS ANNOUNCEMENT GAMES WORKSHOP GROUP PLC For immediate release 26 July 2011 PRELIMINARY RESULTS 2011 Games Workshop Group PLC (“Games Workshop” or the “Group”) announces its preliminary results for the year ended 29 May 2011. Highlights • Revenue at £123.1m (2010: £126.5m) • Revenue at constant currency* at £122.8m (2010: £126.5m) • Operating profit - pre-royalties receivable at £12.8m (2010: £13.0m) • Operating profit at £15.3m (2010: £16.0m) • Pre-tax profit at £15.4m (2010: £16.1m) • Earnings per share of 36.1p (2010: 48.4p) • Year end net funds of £17.6m (2010: £17.1m) • Dividends per share paid in the year of 45p (2010: nil) • Proposed dividend per share of 18p (2010: 25p) Mark Wells, chief executive officer of Games Workshop, said: “2010/11 has seen satisfactory performance, driven by improved gross margins and good cost control leading to a healthy cash inflow. Although sales were down in the first half, Games Workshop delivered improved results in the second half as the focus on customer service training for Hobby centre managers and investment in new product development started to feed through into results. Games Workshop is in good shape. We know what we need to do to remain successful and to grow.” …Ends… For further information, please contact: Games Workshop Group PLC 0115 900 4003 Tom Kirby, chairman Mark Wells, chief executive officer Kevin Rountree, chief operating officer Investor relations website http://investor.games-workshop.com General website www.games-workshop.com The 2011 annual report may be viewed at the investor relations website at the address above. -
TORG: Space Gods (TORG Roleplaying Sourcebook) by Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra Pdf
TORG: Space Gods (TORG Roleplaying Sourcebook) by Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra pdf DOWNLOAD LINKS (Clickable) ISBN: 0874313244 ISBN13: 978-0874313246 Author: Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra Book title: TORG: Space Gods (TORG Roleplaying Sourcebook) Pages: 118 Publisher: West End Games (November 1, 1991) Language: English Size PDF version: 1844 kb Size ePUB version: 1768 kb Size FB2 version: 1243 kb Other formats: mobi doc rtf mobi The Space Gods sourcebook is part of Torg, an epic game of adventure, magic and altered reality. This volume describes the science-fiction reality of the Akashan realm, where biotech, psionics and non-invasive reality combine to make a unique campaign setting. It features source material on the Akashans, the Comaghatz plague, the Star Sphere, and the realm. Included is gamemaster material on biotechnology, psionics, Akashan reality mechanics, world laws, locations, creatures, and new character templates. Related PDF to TORG: Space Gods (TORG Roleplaying Sourcebook) by Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra 1. Experiencing the Promises of God : Make His Provision Your Reality by Pat Francis 2. Complete Psionic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) by Christopher Lindsay,Bruce R. Cordell 3. The Reality Dysfunction: Expansion - Part II (Part 2) by Peter F. Hamilton 4. Reality of God (Rd 241) by Schubert M. Ogden 5. TORG, Revised and Expanded by Greg Gorden 6. Beyond All Belief: Science, Religion and Reality by Peter Lemesurier 7. Virtual Reality and Augmented Reality Applications in Manufacturing by S.K. Ong,A.Y.C. Nee,Soh K. Ong 8. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
Fictional Reality Issue 8
Fictional Reality June 2002 Issue 08 Table of Contents Ah, Summer in Texas. Actually, it’s not to bad right now, but by August we’ll be just dripping with sweat. I guess I’ll have to spend more time inside painting figures and Editorial / TOC 1 playing games. Well, that’s not all that will be taking up Standing Orders: Age of Battles 2 my free hours during the Summer. Baby Megan is Miniature Reviews preparing for her arrival and will join the rest of the brood Wizards of the Coast: Chainmail 5 sometime in late August or early September. That puts a Excelsior: Iron Claw 7 wee dent into my gaming and painting schedules, but also nixes any plans I had of attending Gen Con this year. If Rackham: Confrontation 8 anyone that gets to Gen Con this year would like to write Holistic Design: Fantasy Encounters 9 up a report I’d love to put it in the next issue. Next year Mithril: Lord of the Rings 10 may work out better for me anyway. My oldest son, Excalibur Miniaturen: Fearless 12 Bradley, has been gaming with my Dungeons and Pulp Figures: Lost Tribes / Personalities 15 Dragons group for a while now and has also been trying Reaper Miniatures 16 his hand at some painting. He’s getting the hang of things Larry Leadhead 11 and by next year he should be a pro. Ok, next year will be Game Reviews a go. We should actually start planning for it now. Road Games Workshop: Warhammer Skirmish 17 trip or catch a plane? Excalibur Miniaturen: Magic Challenge 18 Holistic Design: Fading Suns d20 RPG 19 Planning is a huge part of a rather large terrain building article this issue. -
Dragon Magazine #136
Issue #136 Vol. XIII, No. 3 August 1988 SPECIAL ATTRACTION Publisher Mike Cook 7 Urban Adventures: An orc in a dungeon is a foe. An orc in the city could be mayor. Editor 8 Building Blocks, City Style Thomas Kane Roger E. Moore Is there a fishmonger in this town? This city-builder has the answer. Assistant editor Fiction editor 18 The Long Arm of the Law Dan Howard Robin Jenkins Patrick L. Price Crime and punishment in FRPG cities; or, flogging isnt so bad. 22 Taking Care of Business Anthony D. Gleckler Editorial assistants The merchant NPC class: If you like being rich better than anything else. Eileen Lucas Barbara G. Young 28 A Room for the Knight Patrick G. Goshtigian and Nick Kopsinis Art director Rating the inns and taverns of fantasy campaign worlds. Roger Raupp 34 Fifty Ways to Foil Your Players Jape Trostle Mad prophets, con men, and adoring monsters to vex your characters. Production staff Betty Elmore OTHER FEATURES Kim Janke Lori Svikel 40 The Curse of the Magus fiction by Bruce Boston and Robert Frazier Subscriptions U.S. Advertising Even in exile, a wizard is still the most dangerous of opponents. Pat Schulz Sheila Meehan 46 Arcane Lure Dan Snuffin U.K. correspondents Recharge: One simple spell with a lifetime of uses. Graeme Morris Rik Rose 54 The Golems Craft John C. Bunnell To build a golem, you first need a dungeon full of money. U.K. advertising Dawn Carter Kris Starr 58 Through the Looking Glass Robert Bigelow A look at convention fun, deadlines, and a siege-tower giant. -
Campaigns of Legend Think ‘Battle of Legend’ but Even Bigger! by Ken South
Campaigns of Legend Think ‘Battle of Legend’ but even bigger! By Ken South With the Warmaster battles of legend series being a popular part 1 There will be no army definitive lists as such but there will be of the Fanatic literary arsenal I thought that it might well be notes of army sizes as well as sections covering special rules worth exploring the history of the Warhammer world and along with special units and special characters for each battle recreating some of the campaigns that have helped shape the in the campaign. Warhammer world, as we know it. 2 The battles and encounters featured in the col have all been Bearing that in mind I delved into deleted army books and referenced from existing Games Workshop material and as thumb worn copies of White Dwarf to find accounts of battles such was initially designed for Warhammer so although some long since forgot about yet so important to the world that is of the units mentioned may not be available you could convert Warhammer. or repaint existing models in the Warmaster range. The relentless wars of the Empire and the Orcs have been retold 3 The campaign system used to link the battles within the and reinvented since the earliest editions of the Warhammer campaign is the Warmaster adaptation of the Mighty Empires game so I thought that this would be a good place to start my that the late Steve Hambrook worked on. research and after reading trough many books now sadly out of 4 There will also appear army and allies rules this is to allow for print I came across the name Azhag. -
Looting the Dungeon: the Quest for the Genre Fantasy Mega-Text
Looting the Dungeon: The Quest for the Genre Fantasy Mega-Text Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor in Philosophy by Aidan-Paul Canavan. April 2011 Aidan-Paul Canavan University of Liverpool Abstract Popular genre fantasy diverges in a number of significant ways from Tolkien’s mythic vision of fantasy. As a result of the genre’s evolution away from this mythic model, many of the critical approaches used to analyse genre fantasy, often developed from an understanding of Tolkien’s The Lord of the Rings, do not identify new norms and developments. The RPG, a commercial codification of perceived genre norms, highlights specific trends and developments within the genre. It articulates, explains and illustrates core conventions of the genre as they have developed over the last thirty years. Understanding the evolution of the genre is predicated on a knowledge of how the genre is constructed. Assuming the primacy of Tolkien’s text and ignoring how the genre has changed from a literary extension of myth and legend to a market-driven publishing category, reduces the applicability of our analytical models and creates a distorted perception of the genre. This thesis seeks to place the RPG, and its related fictions, at the centre of the genre by recognising their symbiotic relationship with the wider genre of fantasy. By acting as both an articulation of perceived genre norms, and also as a point of dissemination and propagation of these conventions, the RPG is essential to the understanding of fantasy as a genre. -
Warlock Has Been a Lot of Hard Work and a Lot of Fun
1 2 3 4 ISSUE 6 OCTOBER/NOVEMBER CONTENTS Editors-in-chief: Ian Livingstone and Steve Jackson Out of the Pit 6 Assistant Editor: Peter Darvill-Evans Art Editor: Mary Common A Multiplicity of Malevolent Production Assistant: David Chaney Monsters Paste-up Artist: Belinda Robinson Typesetting: Cordelia Springer Cover illustration: Chris Achilleos Omens and Auguries 8 Inside illustrations: Mark Dunn, Bill Despatches from the gamebook Houston, Trevor Hammond Advertising: Jon Sutherland frontier by Jamie Thomson Published by: Games Workshop Ltd, 27–29 Sunbeam Road, London NW10 6JP Publications Manager: Peter Darvill- The Arcane Archive 12 Evans Paul Cockburn reviews some recent releases Tricks and Traps 16 Competition winners’ lethal So far, editing Warlock has been a lot of hard work and a lot of fun. unpleasantnesses This issue sees a change of publisher: Warlock has been passed from Penguin Books to Games Workshop. But if you were hoping to get rid of Strip Cartoon: Arkenor & Max us as editors, you’re going to be disappointed; we are delighted that under part III 18 Games Workshop, Warlock will he able to cover the entire hobby of adventure gamebooks, and we’re more than happy to carry on editing. The plot thickens (a bit like lumpy We will also continue to write and supervise the Fighting Fantasy series custard) for Penguin. But as many of you know, we have equally strong links with Games Workshop – in fact Ian edits their other magazine, White Dwarf, Pearls of Wisdom 20 the monthly for role-playing gainers. A collection of readers’ ideas A constant stream of letters implores us to set up a Fighting Fantasy club.