The Mud Sorcererss Tomb
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The New Zork Times Dark – Carry a Lamp VOL
“All the Grues New Zork Area Weather: That Fit, We Print” The New Zork Times Dark – carry a lamp VOL. 3. .No. 1 WINTER 1984 INTERNATIONAL EDITION SORCERER HAS THE MAGIC TOUCH InfoNews Roundup New Game! Hint Booklets Sorcerer, the second in the In December, Infocom's long- Enchanter series of adventures in the awaited direct mail operation got mystic arts, is now available. The underway. Many of the functions game was written by Steve formerly provided by the Zork Users Meretzky, whose hilarious science Group were taken over by Infocom. fiction game, Planetfall, was named Maps and InvisiClues hint booklets by InfoWorld as the Best Adventure were produced for all 10 of Game of 1983. In Sorcerer, you are a Infocom's products. The games member of the prestigious Circle of themselves were also made available Enchanters, a position that you primarily as a service to those of you achieved in recognition of your in remote geographical areas and to success in defeating the Warlock those who own the less common Krill in Enchanter. computer systems. When the game starts, you realize Orders are processed by the that Belboz, the Eldest of the Circle, Creative Fulfillment division of the and the most powerful Enchanter in DM Group, one of the most the land, has disappeared. Perhaps he respected firms in direct mail. Their has just taken a vacation, but it facilities are in the New York metro- wouldn't be like him to leave without politan area, which explains the letting you know. You remember strange addresses and phone num- that he has been experimenting with bers you'll see on the order forms. -
Undermountain: the Lost Level by Steven E
Undermountain: The Lost Level by Steven E. Schend Table of Contents Credits Introduction . 2 Design: Steven E. Schend Hidden Stories . 2 Editing: Bill Olmesdahl Ways In and Out . 3 Cover Art: Alan Pollack Interior Art: Earl Geier Rumors Of Undermountain . 4 Cartography: Dennis Kauth Notes On The Lost Level . .4 Typography: Tracey L. Isler The Lost Level . .6-28 Art Coordination: Robert J. Galica Entry Portal: Room #1 . .6 Melairest: Rooms #2-#17 . .6-19 A DVANCE DUNGEONS & DRAGONS, AD&D, FORGOTTEN Sargauth Falls: Room #18 . 19 REALMS and DUNGEON MASTER are registered trademarks The Prison: Rooms #19#24 . .20-22 owned by TSR, Inc. DUNGEON CRAWL, MONSTROUS MANUAL, The Hunters Lair: Rooms #25--#28 . .22-26 and the TSR logo are trademarks owned by TSR, Inc. Egress Perilous: Rooms #29 & #30 . 26-28 Lost NPCs and Magic . .29-32 Random House and its affiliate companies have worldwide dis- tribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1996 TSR, Inc. All rights reserved. Made in the U.S.A. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge CB1 3LB U.S.A. United Kingdom ISBN 0-7869-0399-6 9519 Introduction elcome to the first official DUNGEON CRAWLS™ adventure module, where we return to the timeless depths of the Realms’ oldest and greatest dungeon: Un- dermountain! DUNGEON CRAWL adventures are created as stand-alone quests, but can easily be adapted to existing campaigns. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
How to Build a Dungeon Crawl for Heroic and Paragon Tiers • Rob Bodine
HOW TO BUILD A DUNGEON CRAWL For Heroic and Paragon Tiers • Rob Bodine ’ve recently converted a few of classic Advanced Dungeons that definition is technically correct, dungeon crawls don’t have to & Dragons (1st Edition) adventures to 4th Edition (in be short on story or role-playing. Every system is what you make Iwhole or in part): C1: The Hidden Shrine of Tomoachan of it, and the 1st Edition dungeon crawls demonstrate that by (long before I heard that Stephen Radney-MacFarland was being rich in story and role-playing opportunities. doing it for the Wizards of the Coast officially), C2: The Ghost Tower of Inverness, G1: The Steading of the Hill Giant Chief, L1: In the end, building a dungeon crawl represents a change to The Secret of Bone Hill (though with a complete change of back encounter design from the standard system as presented in the story), and Q1: Queen of the Demonweb Pits. When I converted Dungeon Master’s Guide (“DMG”) and other official Wizards my first project, Inverness, my intent was to make a Living of the Coast (“WotC”) resources. Even when using WotC’s Forgotten Realms (“LFR”) MyRealms adventure out of it. Thus, guidelines, encounter design is an art form. When using the it was truly just a conversion: an ordinary 1st Edition adventure dungeon crawl system, that makes it even harder to pin down. modified for a different ruleset. It worked out to be four LFR Use these guidelines as a starting point for heroic and paragon adventures. I received some great feedback on my conversion, tiers. -
Dungeon Crawl Solo
Dungeon Crawl Solo PARTS PER MILLION PartsSample Per Million file Page 1 CREDITS Writing: Peter Rudin-Burgess Cover Art: Parker West Interior Art: W. Caddell, Gordon Johnson Some artwork copyright Daniel F. Walthall, used with permission. This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit www.goodmangames.com or contact [email protected]. Dungeon Crawl Solo © 2021 Parts Per Million Limited, International House, 12 Constance Street, London E16 2DQ. 978-1-008-96634-5 Imprint: Lulu.com Sample file Page 1 Contents Credits 1 Foreward 3 Introduction 3 The Humble Question 5 Interpreting Answers 5 Fumbles 6 Criticals 6 NPC Reactions 6 Taking Control of an NPC 7 What Questions to Ask 7 Event Dice 8 Clocks 10 The Drama Pool 11 Mighty Deeds and Magic 12 Movement & Environment 12 Mighty Deeds of Arms 13 Open-Ended Questions 14 Icons 14 Words 15 Create a Campaign 16 Icons 18 Special Icons 18 Special Collections 28 Traps 28 Monsters & Threats 29 Playing a Published Adventure 30 Skim and DC 30 The Flow of the Adventure 32 Judge First 33 Mix and Match 33 Sandbox Play 34 Campaign Villains 36 Short Campaigns 37 SampleLong Campaigns file37 Page 2 FOREWARD hen I started out, I used to create solo rules for games purely for my own benefit. Then it turned Winto one of those side hustles where I could fund my game buying habits by selling a few PDFs here and there. -
A Player's Guide to Tabletop Role-Playing Games in Libraries
Western University Scholarship@Western FIMS Publications Information & Media Studies (FIMS) Faculty 2019 Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries Carlie Forsythe University of Western Ontario, [email protected] Follow this and additional works at: https://ir.lib.uwo.ca/fimspub Part of the Library and Information Science Commons Citation of this paper: Forsythe, Carlie, "Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries" (2019). FIMS Publications. 343. https://ir.lib.uwo.ca/fimspub/343 Running head: ROLL FOR INITIATIVE: A PLAYER’S GUIDE TO TTRPGS IN LIBRARIES 1 Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries Submitted by Carlie Forsythe Supervised by Dr. Heather Hill LIS 9410: Independent Study Submitted: August 9, 2019 Updated: February 4, 2020 ROLL FOR INITIATIVE: A PLAYER’S GUIDE TO TTRPGS IN LIBRARIES 2 INTRODUCTION GM: You see a creepy subterranean creature hanging onto the side of a pillar. It is peering at you with one large, green eye. What do you do? Ranger: I’m going to drink this invisibility potion and cross this bridge to get a closer look. I’m also going to nock an arrow and hold my attack in case it notices me. Cleric: One large green eye. Where have I seen this before? Wait, I think that’s a Nothic. Bard Can I try talking to it? GM: Sure, make a persuasion check. Bard: I rolled a 7, plus my modifier is a 3, so a 10. What does that do? GM: The Nothic notices you and you can feel its gaze penetrating your soul. -
Jay Simon 3/18/2002 STS 145 Case Study Zork: a Study of Early
Jay Simon 3/18/2002 STS 145 Case Study Zork: A Study of Early Interactive Fiction I: Introduction If you are a fan of interactive fiction, or have any interest in text-based games from the early 1980’s, then you are no doubt familiar with a fascinating series known as Zork. For the other 97 percent of the population, the original Zork games are text-based adventures in which the player is given a setting, and types in a command in standard English. The command is processed, and sometimes changes the state of the game. This results in a new situation that is then communicated to the user, restarting the cycle. This type of adventure game is classified as belonging to a genre called “interactive fiction”. Zork is exceptional in that the early Zork games are by far the most popular early interactive fiction titles ever released. It is interesting to examine why these games sold so well, while most other interactive fiction games could not sell for free in the 1980’s. As we will see, this is a result of many different technological and stylistic aspects of Zork that separate it from the rest of the genre. Zork is a unique artifact in gaming history. II: MIT and Infocom – The Prehistory of Zork Zork was not a modern project developed under a strict timeline by a designated team of programmers, but credit is given to two MIT phenoms named Marc Blank and Dave Lebling. Its history can be traced all the way back to the invention of a medium-sized machine called the PDP-10, in the 1960’s. -
Reading and Acting While Blindfolded: the Need for Semantics in Text Game Agents
Reading and Acting while Blindfolded: The Need for Semantics in Text Game Agents Shunyu Yaoy∗ Karthik Narasimhany Matthew Hausknechtz yPrinceton University zMicrosoft Research {shunyuy, karthikn}@princeton.edu [email protected] Abstract et al., 2020), open-domain question answering systems (Ammanabrolu et al., 2020), knowledge Text-based games simulate worlds and inter- act with players using natural language. Re- graphs (Ammanabrolu and Hausknecht, 2020; Am- cent work has used them as a testbed for manabrolu et al., 2020; Adhikari et al., 2020), and autonomous language-understanding agents, reading comprehension systems (Guo et al., 2020). with the motivation being that understanding Meanwhile, most of these models operate un- the meanings of words or semantics is a key der the reinforcement learning (RL) framework, component of how humans understand, reason, where the agent explores the same environment and act in these worlds. However, it remains in repeated episodes, learning a value function or unclear to what extent artificial agents utilize semantic understanding of the text. To this policy to maximize game score. From this per- end, we perform experiments to systematically spective, text games are just special instances of reduce the amount of semantic information a partially observable Markov decision process available to a learning agent. Surprisingly, we (POMDP) (S; T; A; O; R; γ), where players issue find that an agent is capable of achieving high text actions a 2 A, receive text observations o 2 O scores even in the complete absence of lan- and scalar rewards r = R(s; a), and the under- guage semantics, indicating that the currently lying game state s 2 S is updated by transition popular experimental setup and models may 0 be poorly designed to understand and leverage s = T (s; a). -
Zork • Manual Cover C M Y K August 1993
It was once believed that evil magic had been defeated and cast from the lands forever…that a once great underground empire had collapsed, never to rise again. This was foolish, wishful thinking…prayers of the innocent and naive. Evil magic can not die…it waits. Waits for the precise moment in time to regroup and return to claim its dominance. In the dark recesses of every shadow… In the heart of every terrifying nightmare… In the echo of every painful shriek… These are the way stations for the dark An Epic Adventure elements! in the And now is the moment of their return… Great ™ Underground Empire ™ ™ An Activision™ Company An Activision Company 28849 The Disc Company Return To Zork • Manual Cover C M Y K August 1993 25% 75% 100% 50% 50% 25% 75% 100% 50% 50% 25% 75% 100% 50% 50% 25% 75% 100% 50% 50% 25% 75% 100% 50% 50% 25% 75% 100% 50% 50% 25% 75% 100% 50% 50% 25% 75% 100% 50% 50% 2% 97% 2% 97% 2% 97% 2% 97% 2% 97% 2% 97% 2% 97% 2% 97% 3% 95% 3% 95% 3% 95% 3% 95% 3% 95% 3% 95% 3% 95% 3% 95% 4% 93% 4% 93% 4% 93% 4% 93% 4% 93% 4% 93% 4% 93% 4% 93% C+M+Y K C+Y C C+M M M+Y Y 3x80% 3x50% 50% K 50% C, 41% M, 41% Y C+M+Y K C+Y C C+M M M+Y Y 3x80% 3x50% 50% K 50% C, 41% M, 41% Y Manual 6/9/99 12:17 PM Page 1 TABLE OF CONTENTS HOW TO PLAY RETURN TO ZORK .........................................................¤ Navigating through the Empire of Zork .............................................¤ Using your Inventory.........................................................................› Action Interface.................................................................................‡ -
Dungeon Crawl Stone Soup (1997/2006-Present)
Handmade Detail in a Procedural World Dr Mark R Johnson (@UltimaRegum) Postdoctoral Fellow in Game Studies Independent Game Developer Retired Professional Gamer Outline • Introduction • Benefits of procedural (PCG) & hand-made (HM) • Attempted Integrations • Hiding Integration? • Conclusion Elite (1984) Civilization (1991) Background • PCG has a long history in many genres • Various kinds of PCG: TES: Daggerfall (1996) Spelunky (2008-2014) • Solar systems • World map • Dungeon levels • Platforming levels Roguelikes NetHack (1987-2003?) ADOM (1994-Present) • The potential of procedural gen • Replay value, challenge, and Angband (1990-Present(ish)) DCSS(1997/2006-Present) complexity • Roguelites? Roguelikelikes? PDLs? Procedural or Hand-Made? Procedural or Hand-Made? Benefits of Procedural (Dev) • PCG as a time saving system • “Have the game make the levels!” • Quicker than making a large set of hand-made levels? • The effort needed in interesting procedural generation algorithms • Ensuring level solvability… Benefits of Procedural (Dev) • PCG systems can create emergent gameplay • Challenges or situations the developers could not have anticipated • “Simulationism” in PCG (e.g. NetHack) • Allows for player discovery… • …but risks imbalance? Benefits of Procedural (Dev) • Historically, PCG was also used to handle memory issues and technical constraints • Less relevant these days… or is it? • No Man’s Sky, URR, etc • Low saved content, replicability, seeds… Benefits of Procedural (Player) • Replay value: the game is “the same” on a meta-level, but the specifics vary each playthrough • The player doesn’t learn a level or enemy or item location, but the possibility space • Game feels fresh and new… Benefits of Procedural (Player) • …but the player can still learn • Many PCG games have very high skill ceilings • Challenging and compelling to master, and cannot simply be rote- learned • However, some players struggle with this learning process (e.g. -
Z-Machine and Descendants
Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Glk! A universal user interface! for interactive fiction! Relatively universal, anyhow. Universal-ish. # 1 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Andrew Plotkin [email protected] http://zarfhome.com/ https://github.com/erkyrath @zarfeblong on Twitter Glk, Glulx, Hadean Lands, System’s Twilight, Spider and Web, Capture the Flag with Stuff, Shade, this t-shirt I’m wearing, Seltani, The Dreamhold, Branches and Twigs and Thorns, quite a lot of adventure game reviews, Praser 5, Boodler, A Change in the Weather, an imperfect diagram of the Soul Reaver timeline, Dual Transform, Draco Concordans, and you know how that game Mafia is also called Werewolf? Ok, funny story there — # 2 Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Zork 1 (Infocom) # 3 GrueFacts™: A grue can eat doughnuts indefinitely. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 Z-machine and descendants 1979: Z-machine design 1980: Z-machine version 3 (Zork 1) 1985: Z-machine version 4 (A Mind Forever Voyaging) 1987: ITF (first open-source Z-interpreter) 1988: Z-machine version 6 (Zork Zero) 1989: Infocom shuts down 1993: Inform (Curses) 1994: Inform 5 1996: Inform 6 1997: Glk spec 1999: Glulx spec 2006: Inform 7 2008: Parchment (first Javascript Z-interpreter) # 4 GrueFacts™: The first grue to swim around the world was named Amelia Nosewig. Glk! A universal user interface for IF! Andrew Plotkin — BangBangCon ’17 XZip (Curses, Graham Nelson) # 5 GrueFacts™: Grues live an average of 67 years, after which they retire to Iceland. -
Dungeon Crawl Player's Guide (Paul Shoemaker).Pdf
PLAYER’S GUIDE Based on the game Telengard © 1982 by Avalon Hill For the Tandy Color Computer Additional design, programming, production and marketing by Paul Shoemaker Copyright 2019 2 DUNGEON CRAWL 3 CAN YOU BECOME A LEGEND? Welcome to Dungeon Crawl, brave adventurer! Many before you have descended into the dark dungeon, never to be heard from again. The few who have returned tell tales of horror and despair – but also of great treasure and magic. Do you have the courage to try? LOADING INSTRUCTIONS Dungeon Crawl will run on a Tandy Color Computer 1, 2 or 3 with a minimum of 64K RAM. The game is provided as two DSK images: A Play Disk and a Map Disk. If you have a CoCoSDC or DriveWire configuration, mount the Play Disk into drive 0 and the Map Disk into drive 1. With both disks mounted, type: RUN “RUNME” and press [ENTER]. Dungeon Crawl uses the PMODE 4 hi-res screen but does not utilize the red/blue artifact colors in its artwork. While the game looks just fine on any video monitor or TV, it looks best with no artifacting, such as on a Color Computer 3 using an RGB monitor. If you have a CoCoVGA installed in your CoCo 1 or 2, disable artifact colors by pressing the right-hand CoCoVGA switchboard button five times after the title screen has loaded. 4 OBJECTIVE Dungeon Crawl is a real time fantasy role-playing game where you control a character that you create. As you direct your character into the dungeon depths, over time you will grow stronger, gain more powerful spells and find better equipment.