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Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
Sample 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. -
Spring 2008 Issue
www.diplomacyworld.net Variety Melange Variants: The Spice of Life Notes From the Editor Welcome back to another issue of Diplomacy World. that continues in the coming issues as well! This is now my fifth issue since returning as Lead Editor, and in some ways it was the hardest issue to do. I This issue you’ll also find the results of the latest believe this was simply a case of all the additional time Diplomacy World Writing Contest. While I would have and effort that went into doing Issue #100. It wasn’t until liked to get more entries than I did, at least we received #100 was finished and uploaded to the web site that I enough to actually award the prizes this time! realized how many extra hours I’d been spending each Congratulations to our winners, and keep your eyes week trying to assemble all that material. Sitting back open for future writing contests, or contests of other the next day, I was a bit worried about whether I had run types. If you have suggestions, please let me know. the well (or my personal gas tank) dry. Which leads me into the usual quarterly mantra: this Fortunately, that wasn’t the case. First of all, we had a particular issue, and Diplomacy World as a whole, is few wonderful pieces of material set aside for this issue, only as good as the articles you hobby members submit. starting with Stephen Agar’s variant symphony and I can’t write the whole thing myself, not even with the David McCrumb’s designer notes on 1499: The Italian assistance of the DW Staff…we need your ideas, your Wars. -
Russian Front Consolidated Rulebook
Russian Front – Consolidated Rulebook – Version 12132009 4.8 MARKING BATTLE LOCATIONS: .......... 6 7.3.5 EFFECTS OF HITS:............................. 9 5.0 THE BASIC GAME PREPARATION PHASES 6 7.3.6 RETREATS DUE TO ELIMINATION: 5.1 THE OUT OF SUPPLY MARKING ........................................................................ 9 STEPS: ............................................................... 6 7.4 ADDITIONAL ROUNDS OF COMBAT: .. 9 5.2 THE BASIC GAME REINFORCEMENT 7.4.1 VOLUNTARY RETREAT CHOICES:9 STEPS: ............................................................... 6 7.4.2 CHANGING ENGAGED UNITS:....... 9 5.2.1.1 REINFORCEMENTS ARRIVE 7.5 RETREATS: ................................................ 9 IN NAMED CITY:.................................. 6 7.5.1 RETREAT MOVEMENT: ................... 9 5.2.1.2 REINFORCEMENTS ARRIVE 7.5.2 RETREAT DIRECTIONS: .................. 9 “ANY”:.................................................... 6 7.5.2.1 AIR UNIT RETREATS:.............. 9 5.2.1.3 REINFORCEMENT ARRIVAL 7.5.2.2 GROUND UNIT RETREATS: ... 9 TABLE OF CONTENTS RESTRICTIONS:.................................... 6 7.5.3 UNITS INVOLVED IN RETREATS:10 THE BASIC GAME RULES FOLDER 5.2.2 HOLDING BACK 7.5.4 UNITS UNABLE TO RETREAT:..... 10 TABLE OF CONTENTS ...........................................1 REINFORCEMENTS: .................................. 6 7.6 END OF BATTLE–RETURN TO THE RUSSIAN FRONT BASIC GAME RULES 6.0 THE BASIC GAME MOVEMENT PHASES.... 6 MAPBOARD:.................................................... 10 FOLDER....................................................................3 -
|||GET||| the Struggling State 1St Edition
THE STRUGGLING STATE 1ST EDITION DOWNLOAD FREE Jennifer Riggan | 9781439912720 | | | | | Supporting Resources How kindergarten entry assessments are used in public schools and how they correlate with spring The Struggling State 1st edition REL — Department of Education and U. October 20, However, when Alan Moonan influential designer of Eurogamesendorsed the game the first printing sold out quickly. As of Novembermore than 80, The Struggling State 1st edition were being served in schools that are in the process of adopting the Kansas Integrated MTSS framework. Table 2. Department of Education USED issued two letters reminding states that intervention strategies cannot be used to delay or deny evaluation of students suspected of having The Struggling State 1st edition disability. In addition, the New Press released an updated version of The Wall Charts for A People's History —a 2-piece fold-out poster featuring an illustrated timeline of The Struggling State 1st edition. Coupled with that is the game's accessibility and the design's cleverness, all of which make Twilight Struggle stand out among the crowd of recent political wargame releases. Is banning mobile phones in schools a good idea? We can identify at-risk students early. High absolute and net teacher turnover—i. For example, some students perform well in some content areas and not others, or they may score too high on assessments used to determine eligibility for special education. Turnover and attrition have been increasing over time Goldring, Taie, and Riddles and are higher for U. Advocates are also exploring data-based individualization DBI for students in the most intensive tier of support. -
The Pennsylvania State University
The Pennsylvania State University The Graduate School Department of Communication Arts and Sciences THE LONG TWILIGHT STRUGGLE: PRESIDENTIAL RHETORIC AND NATIONAL SECURITY IN THE COLD WAR, 1945-1974 A Dissertation in Communication Arts and Sciences by Sara Ann Mehltretter Drury © 2011 Sara Ann Mehltretter Drury Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy August 2011 The dissertation of Sara Ann Mehltretter Drury was reviewed and approved* by the following: J. Michael Hogan Liberal Arts Research Professor of Communication Arts and Sciences Dissertation Advisor Chair of Committee Jeremy Engels Assistant Professor of Communication Arts and Sciences J. Philip Jenkins Edwin Erle Sparks Professor of Humanities Department of History and Religious Studies Thomas W. Benson Edwin Erle Sparks Professor of Rhetoric Head of Department of Communication Arts and Sciences *Signatures are on file in the Graduate School iii ABSTRACT This study explores the discourse of U.S. presidents as they defined and redefined the concept of “national security” during the Cold War. As commander-in- chief and the most visible spokesman for the United States in world affairs, the president has enormous power to shape understandings of national security strategy and foreign policy. The project consists of a series of four case studies in presidential speech making on national security: Harry S. Truman’s “Truman Doctrine” speech; Dwight Eisenhower’s “Age of Peril” radio address; John F. Kennedy’s “Inaugural Address”; and the speeches of Richard Nixon during his February 1972 trip to the People’s Republic of China. I argue that each of these episodes marked a significant moment in the rhetoric of national security, as each president promoted a new understanding of the nature of the threats to U.S. -
THE PRIMORDIAL ECONOMICS of CHEATING: Trading Skill for Glory Or Vital Steps to Evolved Play?
THE PRIMORDIAL ECONOMICS OF CHEATING: Trading Skill for Glory or Vital Steps to Evolved Play? Robert MacBride Games Programs, RMIT University, Melbourne, VIC 3000 Australia (+61 3) 9925-2000 [email protected] [email protected] ABSTRACT firstly outline some of the ways in which ethics have been In a period marked by cultural, industrial and technological conceptualised in game play, following this; a look at a case convergences of new media platforms globally, what study of Melbourne MMO players and their definitions of constitutes ‘Situated play’? One of the key aspects of the the “ethics” in games through the rubric of cheating. global digital industries has been the increasing importance of locality in determining modes of game play. Far from The case study of MMO users in Melbourne will consist of homogenising game play, globalisation has resulted in users from over 10 ethnic backgrounds. The sample study “disjuncture” and “difference” at the level of the local. Take, will ask users about their definition of cheating and right or for example, the considerable successes of the Massively wrong game play so that we may mediate on some of Multiplayer Online scene; despite its movement towards the saliencies and nascent socio-cultural dimensions of play and idea of the connected gaming civilisation model, many locality. MMO are not global but, rather, played by certain communities that share linguistic, socio-cultural or political economy similarities. A considerably poignant example KEYWORDS would be the way in which different aesthetics appeal to Cheat, Debug, Trainer, Twinking, Build & Levelling guides, cultural contexts. The formulation of these distinctive taste Camping, Programming flaw exploitation, Walkthrough, cultures are marked by what Pierre Bourdieu noted as FAQ (Frequently asked question document), Patching, modes of cultural (productions of knowledges), social and Speed run, Gold/Stat farming, Ghosting, Unlockable, Easter economic capital. -
Major Developments in the Evolution of Tabletop Game Design
Major Developments in the Evolution of Tabletop Game Design Frederick Reiber Donald Bren School of Information and Computer Sciences University of California Irvine Irvine, USA [email protected] Abstract—Tabletop game design is very much an incremental these same concepts can and have been used in video game art. Designers build upon the ideas of previous games, often design. improving and combining already defined game mechanics. In Although some of these breakthroughs might be already this work, we look at a collection of the most impactful tabletop game designs, or games that have caused a significant shift in known by long time game designers, it is important to formally the tabletop game design space. This work seeks to record those document these developments. By doing so, we can not only shifts, and does so with the aid of empirical analysis. For each bridge the gap between experienced and novice game design- game, a brief description of the game’s history and mechanics ers, but we can also begin to facilitate scholarly discussion on is given, followed by a discussion on its impact within tabletop the evolution of games. Furthermore, this research is of interest game design. to those within the tabletop game industry as it provides Index Terms—Game Design, Mechanics, Impact. analysis on major developments in the field. It is also our belief that this work can be useful to academics, specifically I. INTRODUCTION those in the fields of game design, game analytics, and game There are many elements that go into creating a successful generation AI. tabletop game. -
Rules of Play
OSTKRIEGOSTKRIEG WW II Eastern Front RULESRULES OFOF PLAYPLAY Game Design: Mitchell Ledford and Gregory M. Smith OSTKRIEG RULEBOOK TABLE OF CONTENTS Counters 1.0 Description .................................................................. 2 2.0 Victory Conditions ..................................................... 2 3.0 Game Components .................................................... 2 4.0 Game Setup ................................................................. 3 5.0 Bidding ......................................................................... 5 German Infantry German Infantry 6.0 Game Play .................................................................... 5 with Entrenchment 7.0 Year Start ..................................................................... 5 8.0 Card Play ...................................................................... 5 9.0 Year End .................................................................... 10 10.0 Play Example .......................................................... 12 11.0 Solitaire Play Aid .................................................... 20 German Armor German Land Air 12.0 Designer’s Notes ..................................................... 20 13.0 Suggested Reading ................................................. 23 1.0 DESCRIPTION Finnish Infantry Bulgarian Infantry Ostkrieg is a strategic level two-player game which represents the Russian Front in World War II. The game is five turns long, with each turn lasting one year. 2.0 VICTORY CONDITIONS Hungarian Infantry Italian -
Interpreting JFK's Inaugural Address
Interpreting JFK’s Inaugural Address Topic: President Kennedy’s Inaugural Speech Grade Level: 9 - 12 Subject Area: US History Time required: 1 class period Goals/ Rationale President Kennedy’s inaugural speech addressed not only the American people, but also people throughout the world—including newly independent nations, old allies, and the Soviet Union. In this lesson plan, students are challenged to consider how the speech might have resonated with some of these audiences. Essential Question: How can a speech or public statement resonate differently with various audiences, depending upon their point of view? Objectives Students will: discuss the significance of events leading up to Kennedy’s inauguration. analyze the inaugural address from three perspectives—a young civil rights activist, a Soviet diplomat, and a Cuban exile. evaluate the speech from one of these perspectives. Connections to Curriculum (Standards) National History Standards U.S. History: Postwar United States (1945 to early 1970s), Era 9: 2A: The student understands the international origins and domestic consequences of the Cold War. 3B: The student understands the “New Frontier” and the “Great Society.” Massachusetts History and Social Science Framework USII.T5.1 - Using primary sources such as campaign literature and debates, news articles/analyses, editorials, and television coverage, analyze the important policies and events that took place during the presidencies of John F. Kennedy, Lyndon B. Johnson, and Richard M. Nixon. Prior Knowledge and Skills Students should have a working knowledge of the Cold War, civil rights movement, and the major events following World War II. Students should also know how to analyze a piece of text, and draw their own conclusions. -
Annual Report 2020
ANNUAL REPORT 2020 The Committee for the Advancement of Role-Playing Games Email: [email protected] Website: car-pga.org 2 TABLE OF CONTENTS To Our Members ________________________________________________ 3 Welcome to Our Report ____________________________________________________ 3 Performance Against Our Goals _____________________________________________ 3 2021 and Beyond _________________________________________________________ 4 Looking Ahead ___________________________________________________________ 5 Tribue to Paul Cardwell ___________________________________________ 6 Digitization of Archives ___________________________________________ 8 Membership Update ____________________________________________ 10 3 TO OUR MEMBERS Welcome to Our Report When I joined the Committee for the Advancement of Role-Playing Games (CAR-PGA) as Committee Chair, I worked with the board to set some basic goals. It’s been two years since we laid out those goals and after discussing with the board, we decided to produce a formal annual report on our progress. Performance Against Our Goals • Broaden Our Mission: It took some effort, but the CAR-PGA's by-laws have been amended to include the importance of diverse players. That's reflected in our Best Practices section on Diversity & Inclusion. • Engage Our Membership: On the one hand, we've added a Gamers in Need page to include a variety of people and organizations who can use our help. On the other, we're just not engaging enough. We have some ideas on how to increase our membership, which we’ll discuss below. • Relaunch the Site: The CAR-PGA site is up and running in no small part thanks to M. Alan Thomas II. Hawke Robinson of RPG Research has taken on the daunting challenge of digitizing the extensive files of Paul Cardwell, Jr., founding member of the CAR-PGA who passed away in March 2020. -
View the Manual
© 2011 1C Company. Developed by Digitalmindsoft. All rights reserved. This product contains technology licensed by Best Way. Index ===== Installation.....................................2 System Requirements ............................2 Installation ...................................3 Launching the Game .............................3 Profile .........................................3 Main Menu........................................3 Single Player....................................4 Game Menu ......................................6 Game Interface .................................8 1. Main Screen ...............................8 2. Minimap ...................................9 3. Squads - Panel of Quick Unit Selection ..10 4. Message History ..........................10 5. Mission Objectives .......................10 6. Control Panel ............................10 Controls........................................12 Alternate Selection ...........................13 Game Controls .................................15 Direct Control ................................19 Context Commands ..............................20 Infantry ......................................21 Vehicles ......................................22 Weapons .......................................24 Inventory .....................................26 Using Items ...................................27 Cover and Camouflage ...........................27 Other Features ................................28 Multiplayer - LAN...............................29 LAN Game Interface ............................29 -
All but War Is Simulation: the Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University To appear in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games.