Finding Aid to the Paul Reiche III Papers, 1979-2018
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The Apocalyptic Post Table of Contents; for Both the Lazy and the Organized
Volume 1: The Issue 5: Winter/Spring Apocalyptic Post An Unofficial Gamma World E-zine Moses "Wolfy" Includes original content by: Derek Holland Derek Winston Wildermuth Kerry Jordan Randy Messick Sean Kindred • Volume 1: Issue 5: Winter/Spring The Apocalyptic Post Table of Contents; for both the lazy and the organized THE SLEETH SPEAKS Table of Contents It seems that these days we are only three steps from living Gamma World. Problem is that when the bombs - The Mutant Menagerie drop, we aren't going to be sprouting any wings. However The Ecology of the Land Shark - Kerry Jordan 1 - 3 the idea of humans with wings is something not so far fetched anymore anyways. Before Gamma World, we get The Ecology of the Borer Beetle - Kerry Jordan 4 - 5 to live in Cyberpunk, remember. Various Mutant Plants and Animals - Derek Holland 6 Giant worms - Derek Holland 7-8 Already we have robots to fight our wars. A recent article in the New York Times talks all about the uses of robots in - Gamma Flora the combat field ranging from spotting to killing. Laser light Thorny - 4th ed. Plant critter - Derek Holland 8 weapons are not a thing of the future, but rather a reality today. Taking animal husbandry to the next level all together, we have found both the human genome code - The Arms Race and the secrets to cloning. New weapons for 1st edition - Randy Messick 9 - 11 Primitive Ranged Weapons - Derek Holland 12 Without the benefit of DNA level manipulation, people GW5 Bio-Weapons - Sean Kindred 13 - 16 have done some pretty crazy things with our animals The Gamma World Shopper - Derek Winston 19 - 26 already. -
Ssi-87-88Catalog
NEW GAMES NEW GAMES In the 21st century, Europe suffered the same bio-war that devas PANZER STRIKE!'" boasts the highest resolution of any of our World tated America, a holocaust that established the deadly scenario for War 11 titles. Each unit symbol represents either one tank/gun or a squad SSl 's exciting ROADWAR 2000 ".' of infantry; each square of the 60 x60 map, 50 yards. The action is so Now this sequel creates a post-doomsday Europe held hostage detailed, you 'll feel like you 're caught in the middle of the blitzkrieg of by maniacal terrorists who are threatening the German Army in all its major campaigns . to detonate five nuclear devices across the Three theaters are covered: The entire continent. Before the United Nations caves Eastern Front, the Western Front in 1940, in to their demands, it has agreed to a last and the North African campaign. This tactical desperate measure - send in the one man game includes practically every ground who can save Europe: You . weapon used in those theaters - from ROADWAR EUROPA starts off with tanks, tank destroyers and artillery to trucks, llU APPLE (Dec.) APPLE (low) you as the leader of a large road gang mortars and machine guns. C·H/128 (low) equipped with cars, trucks, and motorcycles C·H/128 (Jan.) AlllGA (low) Advanced . The ratings for armored vehicles go IBM (Nov.) of your own design. Transfer your crew from beyond even our usual high standards for ATARI ST (low) ROADWAR 2000 or create a new elite band. realism. For example, armor is segmented Introductory. -
A Free Fanmade Setting Conversion for Dungeons and Dragons 5E Written
a free fanmade setting conversion for DUngeons and Dragons 5e written by Emanuele Galletto Original Gamma worlD seTting by James M. Ward and Gary Jaquet RuLes conversion parTially based on Omega World, by Jonathan Tweet, Polyhedron Magazine #153 Wizards of the Coast’s D&D Gamma World line, by Richard Baker, Bruce R. Cordell and Robert J. Schwalb Disclaimer I do not own any rights on Gamma World, Dungeons and Dragons, or any of the creatures and/or characters, places and rules in this document. This PDF is and will always be available for FREE, and is nothing but a personal tribute to a great setting and an exciting rules system. TabLe of coNTeNTs CHAPTER or SECTION PAGE__ ✇ INTRODUCTION PAGE 3 - The Setting… What’s Up? PAGE 3 - The Rules… What’s New? PAGE 3 ✇ CHARACTER CREATION PAGE 4 - Summary PAGE 4 - Bios PAGE 5 - Mutations PAGE 8 - Gamma Wanderer Class and Level Progression PAGE 15 ✇ SKILLS PAGE 17 - New SKills Descriptions PAGE 17 ✇ EQUIPMENT PAGE 18 - Economy PAGE 18 - Armor PAGE 18 - Weapons PAGE 19 - Wanderer’s PacK PAGE 20 - Scavenged JunK PAGE 20 - Ancient Gear PAGE 22 ✇ RUNNING A GAMMA FIVE GAME PAGE 27 - Having Fun PAGE 27 - Terrain and Hazards PAGE 28 2 inTroDucTion Gamma World is a very special setting. First of all, it’s crazy, blending together sci-fi, fantasy, post-apocalypse, pulp narrative and humor. But there’s more to it than that. From its very beginning in 1978, Gamma World dared to thread on fears and anxieties that each and every one of us might face one day: nuclear conflict, radiation, aliens, the singularity complex. -
Fantasy Adventure Game Expert Rulebook
TABLE OF CONTENTS Reference Charts from D&D® Basic X2 Character Attacks X26 PART 1: INTRODUCTION X3 Monster Attacks X26 How to Use This Book X3 PART 6: MONSTERS X27 The Scope of the Rules X3 MONSTER LIST: Animals to Wyvern . X28 Standard Terms Used in This Book X3 PART 7: TREASURE X43 Assisting A Novice Player X3 Treasure Types X43 The Wilderness Campaign X3 Magic Items X44 High and Low Level Characters X4 Explanations X45 Using D&D® Expert Rules With an Early Swords X45 Edition of the D&D® Basic Rules X4 Weapons and Armor X48 PART 2: PLAYER CHARACTER INFORMATION X5 Potions X48 Charts and Tables X5 Scrolls X48 Character Classes X7 Rings X49 CLERICS X7 Wands, Staves and Rods X49 DWARVES X7 Miscellaneous Magic Items X50 ELVES X7 PART 8: DUNGEON MASTER INFORMATION X51 FIGHTERS X7 Handling Player Characters X51 HALFLINGS X7 Magical Research and Production X51 MAGIC-USERS X7 Castles, Strongholds and Hideouts X52 THIEVES X8 Designing a Dungeon (recap) X52 Levels Beyond Those Listed X8 Creating an NPC Party X52 Cost of Weapons and Equipment X9 NPC Magic Items X52 Explanation of Equipment X9 Designing a Wilderness X54 PART 3: SPELLS Xll Wandering Monsters X55 CLERICAL SPELLS Xll Travelling In the Wilderness X56 First Level Clerical Spells Xll Becoming Lost X56 Second Level Clerical Spells X12 Wilderness Encounters X57 Third Level Clerical Spells X12 Wilderness Encounter Tables X57 Fourth Level Clerical Spells X13 Castle Encounters X59 Fifth Level Clerical Spells X13 Dungeon Mastering as a Fine Art X59 MAGIC-USER AND ELF SPELLS X14 Sample Wilderness Key and Maps X60 First Level Magic-User and Elf Spells SampleX14 fileHuman Lands X60 Second Level Magic-User and Elf Spells X14 Non-Humans '. -
Case History
Page 1 of 15 Case History: Yinjie Soon STS 145, Winter 2002 Page 2 of 15 Yinjie Soon STS145: History of Computer Game Design Final Paper 12 February 2002 Case History Star Control II: The Ur-Quan Masters In July 1990, the two partners who formed the software company Toys for Bob released their first game, Star Control, under game publisher Accolade for the personal computer system. These two men – Paul Reiche III and Fred Ford – were big fans of science fiction, and in Reiche’s case, fantasy role playing games (especially Dungeons and Dragons). Unsurprisingly, the game had a strong science fiction theme and heavy doses of traditional role-playing elements, wherein the player controlled one of two sides in an effort to either take over the universe as the marauding conquerors of the Ur-Quan Hierarchy, or save the universe as the brave defenders of the Alliance of Free Stars. Star Control effectively interleaved elements of strategy and action; the player tried to outwit the opposing forces in various turn-based inter-planetary strategic scenarios, and subsequently engaged enemy ships in real-time “space melee” one-on-one spaceship dogfights, similar in style to Spacewar, the earliest of video games (Derrenbacker). Many of the sequel’s most interesting elements, such as the unique characteristics of each race’s ships and behaviors, were established in this game and would carry on to Star Control 2. Figures 1a and 1b show some scenes from Star Control, illustrating how advanced some of the graphics from the game were for the time (figure 1a is also an early manifestation of the creators’ sense of humor – the ship shown in the middle of the picture is the flagship of an all-female race of humanoids; the explanation behind the visual is left to the reader’s imagination.). -
Dragon Magazine
May 1980 The Dragon feature a module, a special inclusion, or some other out-of-the- ordinary ingredient. It’s still a bargain when you stop to think that a regular commercial module, purchased separately, would cost even more than that—and for your three bucks, you’re getting a whole lot of magazine besides. It should be pointed out that subscribers can still get a year’s worth of TD for only $2 per issue. Hint, hint . And now, on to the good news. This month’s kaleidoscopic cover comes to us from the talented Darlene Pekul, and serves as your p, up and away in May! That’s the catch-phrase for first look at Jasmine, Darlene’s fantasy adventure strip, which issue #37 of The Dragon. In addition to going up in makes its debut in this issue. The story she’s unfolding promises to quality and content with still more new features this be a good one; stay tuned. month, TD has gone up in another way: the price. As observant subscribers, or those of you who bought Holding down the middle of the magazine is The Pit of The this issue in a store, will have already noticed, we’re now asking $3 Oracle, an AD&D game module created by Stephen Sullivan. It for TD. From now on, the magazine will cost that much whenever we was the second-place winner in the first International Dungeon Design Competition, and after looking it over and playing through it, we think you’ll understand why it placed so high. -
Atari 8-Bit Family
Atari 8-bit Family Last Updated on October 2, 2021 Title Publisher Qty Box Man Comments 221B Baker Street Datasoft 3D Tic-Tac-Toe Atari 747 Landing Simulator: Disk Version APX 747 Landing Simulator: Tape Version APX Abracadabra TG Software Abuse Softsmith Software Ace of Aces: Cartridge Version Atari Ace of Aces: Disk Version Accolade Acey-Deucey L&S Computerware Action Quest JV Software Action!: Large Label OSS Activision Decathlon, The Activision Adventure Creator Spinnaker Software Adventure II XE: Charcoal AtariAge Adventure II XE: Light Gray AtariAge Adventure!: Disk Version Creative Computing Adventure!: Tape Version Creative Computing AE Broderbund Airball Atari Alf in the Color Caves Spinnaker Software Ali Baba and the Forty Thieves Quality Software Alien Ambush: Cartridge Version DANA Alien Ambush: Disk Version Micro Distributors Alien Egg APX Alien Garden Epyx Alien Hell: Disk Version Syncro Alien Hell: Tape Version Syncro Alley Cat: Disk Version Synapse Software Alley Cat: Tape Version Synapse Software Alpha Shield Sirius Software Alphabet Zoo Spinnaker Software Alternate Reality: The City Datasoft Alternate Reality: The Dungeon Datasoft Ankh Datamost Anteater Romox Apple Panic Broderbund Archon: Cartridge Version Atari Archon: Disk Version Electronic Arts Archon II - Adept Electronic Arts Armor Assault Epyx Assault Force 3-D MPP Assembler Editor Atari Asteroids Atari Astro Chase Parker Brothers Astro Chase: First Star Rerelease First Star Software Astro Chase: Disk Version First Star Software Astro Chase: Tape Version First Star Software Astro-Grover CBS Games Astro-Grover: Disk Version Hi-Tech Expressions Astronomy I Main Street Publishing Asylum ScreenPlay Atari LOGO Atari Atari Music I Atari Atari Music II Atari This checklist is generated using RF Generation's Database This checklist is updated daily, and it's completeness is dependent on the completeness of the database. -
Computer Gaming World Issue
VOL. 2 NO. 2 MAR. - APR. 1982 Features SOUTHERN COMMAND 6 Review of SSI's Yom Kippur Wargame Bob Proctor SO YOU WANT TO WRITE A COMPUTER GAME 10 Advice on Game Designing Chris Crawford NAPOLEON'S CAMPAIGNS 1813 & 1815: SOME NOTES 12 Player's, Designer's, and Strategy Notes Joie Billings SO YOU WANT TO WIN A MILLION 16 Analysis of Hayden's Blackjack Master Richard McGrath ESCAPE FROM WOLFENSTEIN 18 Short Stay Based on the Popular Game Ed Curtis ODE TO JOY, PADDLE AND PORT: 19 Some Components for Game Playing Luther Shaw THE CURRENT STATE OF 21 COMPUTER GAME DOCUMENTATION Steve Rasnic Tern NORDEN+, ROBOT KILLER 25 Winner of CGW's Robotwar Tournament Richard Fowell TIGERS IN THE SNOW: A REVIEW 30 Richard Charles Karr YOU TOO CAN BE AN ACE 32 Ground School for the A2-FS1 Flight Simulator Bob Proctor BUG ATTACK: A REVIEW 34 Cavalier's New Arcade Game Analyzed Dave Jones PINBALL MANIA 35 Review of David's Midnight Magic Stanley Greenlaw Departments From the Editor 2 Hobby & Industry News 2 Initial Comments 3 Letters 3 The Silicon Cerebrum 27 Micro Reviews 36 Reader's Input Device 40 From the Editor... Each issue of CGW brings the magazine closer Input Device". Not only will it help us to know just to the format we plan to achieve. This issue (our what you want to read, it will also let the man- third) is expanded to forty pages. Future issues ufacturers know just what you think about the will be larger still. games on the market. -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Dragon Magazine #112
DRAGON 1 SPECIAL ATTRACTIONS 41 The Ultimate Article Index compiled by Jean Black Publisher After this, an update is all youll ever need Mike Cook 51 TSR staff GEN CON® Event Listing Editor-in-Chief Better late than never and besides, theyre free! Kim Mohan Editorial staff OTHER FEATURES Patrick Lucien Price Roger Moore 8 Dawn of a new age Kim Mohan Robin Jenkins A fresh look, and outlook, for DRAGON Magazine Editorial assistance 10 DINOSAURS Steven Inniss Eileen Lucas A monstrous article on the beasts of the Mesozoic Era Art, graphics, production 19 Revenge of the nobodies Joseph R. Ravitts Roger Raupp When a grass-roots movement grows, watch out! Kim Lindau 23 The role of computers Hartley and Pattie Lesser Advertising Our second foray into the world of electronic role-playing games Mary Parkinson 27 Cloaked in magic Ed Greenwood Subscriptions Elminster returns with some wise words about windbreakers Pat Schulz 35 Armor, piece by piece Matt Bandy This issue’s contributing artists A partial armor system for non-Oriental AD&D® games Daniel Horne Jim Holloway 81 Dire Invasion — William Tracy Marvel Bullpen Rom and the Dire Wraiths in the MARVEL SUPER HEROES game Dave LaForce Lawrence Raimonda 88 For a Fistful of Credits David “Zeb” Cook Richard Tomasic New equipment for STAR FRONTIERS® gamers Joseph Pillsbury Bill Cleveland Larry Elmore DEPARTMENTS Dave Trampier 3 Letters 38 TSR Previews96 Dragonmirth 4 World Gamers Guide 92 Convention calendar 98 Snarfquest 6 The forum 94 Gamers' Guide 101 Wormy COVER This is probably the first cover painting weve ever published that owes its existence to a real-life experience. -
Instruction Booklet Please Carefully Read the Nintendo 3Dstm Operations Manual Before Using Your System, Game Card Or Accessory
INSTRUCTION BOOKLET PLEASE CAREFULLY READ THE NINTENDO 3DSTM OPERATIONS MANUAL BEFORE USING YOUR SYSTEM, GAME CARD OR ACCESSORY. THIS MANUAL CONTAINS IMPORTANT HEALTH AND SAFETY INFORMATION. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES. WARNING - 3D FEATURE ONLY FOR CHILDREN 7 AND OVER Viewing of 3D images by children 6 and under may cause vision damage. Use the Parental Control feature to restrict the display of 3D images for children 6 and under. See the Parental Controls section in the Nintendo 3DS Operations Manual for more information. WARNING - SEIZURES • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, and this may occur while they are watching TV or playing video games, even if they have never had a seizure before. • Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition should consult a doctor before playing a video game. • Parents should watch their children play video games. Stop playing and consult a doctor if you or your child has any of the following symptoms: Convulsions Eye or muscle twitching Loss of awareness Altered vision Involuntary movements Disorientation To reduce the likelihood of a seizure when playing video games: 1. Sit or stand as far from the screen as possible. 4. Play in a well-lit room. 2. Play video games on the smallest available television screen. 5. Take a 10 to 15 minute break every hour. 3. Do not play if you are tired or need sleep. WARNING - EYESTRAIN AND MOTION SICKNESS Playing video games can result in eyestrain after a sustained period of time, and perhaps sooner if using the 3D feature. -
Dragon Magazine
Blastoff! The STAR FRONTIERS™ game pro- The STAR FRONTIERS set includes: The work ject was ambitious from the start. The A 16-page Basic Game rule book problems that appear when designing A 64-page Expanded Game rule three complete and detailed alien cul- book tures, a huge frontier area, futuristic is done — A 32-page introductory module, equipment and weapons, and the game Crash on Volturnus rules that make all these elements work now comes 2 full-color maps, 23” x 35” together, were impossible to predict and 10¾" by 17" and not easy to overcome. But the dif- A sheet of 285 full-color counters the fun ficulties were resolved, and the result is a game that lets players enter a truly wide-open space society and explore, The races wander, fight, trade, or adventure A quartet of intelligent, starfaring by Steve Winter through it in the best science-fiction races inhabit the STAR FRONTIERS tradition. rules. New player characters can be D RAGON 7 members of any one of these groups: The adventure ple who had never played a wargame or a Humans (basically just like you With the frontier as its background, role-playing game before. In order to tap and me) the action in a STAR FRONTIERS game this huge market, TSR decided to re- Vrusk (insect-like creatures with focuses on exploring new worlds, dis- structure the STAR FRONTIERS game 10 limbs) covering alien secrets or unearthing an- so it would appeal to people who had Yazirians (ape-like humanoids cient cultures. The rule book includes never seen this type of game.