Realms of Màgia: Exploring Roleplaying Games As Interaction Design Systems
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Steve Jackson
It Takes A Thief. When brute force won’t get the job done, you need someone with . skills. A specialist. Preferably someone who doesn’t let a lot of nagging concerns a b out law or morality get in the way. Whether you’re looking for just the right character to GURPS Basic Set, Third Edi- round out an adventuring party, or a dangerous NPC to tion Revised and GURPS challenge your players, GURPS Rogues has what Compendium I are required to use this book in a GURPS you need – 29 different templates, letting you quickly campaign. While designed create the scoundrel that’s right for the job. for the GURPS system, the Templates include . character archetypes and ! Thieves who are only in it for the money, such as the sample characters in this armed robber, cat burglar, pirate, pickpocket, house- book can be used in any roleplaying setting. breaker, and forger. ! Rogues who have other goals than mere material THE ROGUES’ GALLERY: gain, like the spy, hacker, evil mastermind, mad scientist, and saboteur. Written by Lynette Cowper ! Charmers who work more with people’s minds than with lockpicks and prybars, . the con man, bard, Edited by fixer, gambler, prostitute, and street doctor. Solomon Davidoff ! Mysterious figures who work on the shadowy edges and Scott Haring of society – the tracker, poacher, assassin, Cover by m aster thief, smuggler, mobster, and black marketeer. Ed Cox Each template comes with four complete characters, Illustrated by drawn from a wide range of settings. All told, you Andy B. Clarkson, get 116 ready-to-use sample characters, as well as his- Jeremy McHugh, torical background and information on the Thomas Floyd, Cob Carlos, Bob Cram, t e chnology and tactics that shaped their professions. -
The Resurrection of Permadeath: an Analysis of the Sustainability of Permadeath Use in Video Games
The Resurrection of Permadeath: An analysis of the sustainability of Permadeath use in Video Games. Hugh Ruddy A research paper submitted to the University of Dublin, in partial fulfilment of the requirements for the degree of Master of Science Interactive Digital Media 2014 Declaration I declare that the work described in this research paper is, except where otherwise stated, entirely my own work and has not been submitted as an exercise for a degree at this or any other university. Signed: ___________________ Hugh Ruddy 28th February 2014 Permission to lend and/or copy I agree that Trinity College Library may lend or copy this research Paper upon request. Signed: ___________________ Hugh Ruddy 28th February 2014 Abstract The purpose of this research paper is to study the the past, present and future use of Permadeath in video games. The emergence of Permadeath games in recent months has exposed the mainstream gaming population to the concept of the permanent death of the game avatar, a notion that has been vehemently avoided by game developers in the past. The paper discusses the many incarnations of Permadeath that have been implemented since the dawn of video games, and uses examples to illustrate how gamers are crying out for games to challenge them in a unique way. The aims of this are to highlight the potential that Permadeath has in the gaming world to become a genre by itself, as well as to give insights into the ways in which gamers play Permadeath games at the present. To carry out this research, the paper examines the motivation players have to play games from a theoretical standpoint, and investigates how the possibilty of failure in video games should not be something gamers stay away from. -
Planning for Non-Player Characters by Learning from Demonstration
University of Pennsylvania ScholarlyCommons Publicly Accessible Penn Dissertations 2018 Planning For Non-Player Characters By Learning From Demonstration John Drake University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/edissertations Part of the Computer Sciences Commons Recommended Citation Drake, John, "Planning For Non-Player Characters By Learning From Demonstration" (2018). Publicly Accessible Penn Dissertations. 2756. https://repository.upenn.edu/edissertations/2756 This paper is posted at ScholarlyCommons. https://repository.upenn.edu/edissertations/2756 For more information, please contact [email protected]. Planning For Non-Player Characters By Learning From Demonstration Abstract In video games, state of the art non-player character (NPC) behavior generation typically depends on hard-coding NPC actions. In many game situations however, it is hard to foresee how an NPC should behave to appear intelligent or to accommodate human preferences for NPC behavior. We advocate the creation of a more flexible method ot allow players (and developers) to train NPCs to execute novel behaviors which are not hard-coded. In particular, we investigate search-based planning approaches using demonstration to guide the search through high-dimensional spaces that represent the full state of the game. To this end, we developed the Training Graph heuristic, an extension of the Experience Graph heuristic, that guides a search smoothly and effectively even when a demonstration is unreachable in the search space, and ensures that more of the demonstrations are utilized to better train the NPC's behavior. To deal with variance in the initial conditions of such planning problems, we have developed heuristics in the Multi-Heuristic A* framework to adapt demonstration trace data to new problems. -
Player-Character Is What You Are in the Dark the Phenomenology of Immersion in Dungeons & Dragons
Player-Character Is What You Are in the Dark The Phenomenology of Immersion in Dungeons & Dragons William J. White The idea of role-playing makes some people nervous – even some people who play role-playing games (RPGs). Yeah, sure, we pretend to be wizards and talk in funny voices, such players often say. So what? It’s just for fun. It’s not like it means anything. These players tend to find talk about role-playing games being “art” to be pretentious nonsense, and the idea that there could be philosophical value in a game like Dungeons & Dragons strikes them as preposterous on its face. “RPGs as instruction on ethics or metaphysics?” writes one such player in an online forum for discussing role-playing games. “Utter intellectualoid [sic] bullshit … [from those] who want to imagine they’re great thinkers thinking great thoughts while they play RPGs because they’d otherwise feel ashamed about pretending to be an elf.”1 By the same token, people who don’t play RPGs are often quite mystified about what could possibly be going on in a game of Dungeons & Dragons: There’s no board? How do you win? No winners? Then why do you play?2 Making sense of D&D as Dungeons & Dragons and Philosophy: Read and Gain Advantage Copyright © 2014. John Wiley & Sons, Incorporated. All rights reserved. & Sons, Incorporated. © 2014. John Wiley Copyright on All Wisdom Checks, First Edition. Edited by Christopher Robichaud. © 2014 John Wiley & Sons, Inc. Published 2014 by John Wiley & Sons, Inc. 82 Dungeons and Dragons and Philosophy : Read and Gain Advantage on All Wisdom Checks, edited by Christopher Robichaud, John Wiley & Sons, Incorporated, 2014. -
SILVER AGE SENTINELS (D20)
Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells. -
Mythic: Dynamic Role-Playing
TM Create dynamic role-playing adventures without preparation For use as a stand-alone game or as a supplement for other systems TM Adventure Generator Role Playing System by Tom Pigeon Published by Word Mill Publishing Credits “To help, to continually help and share, that is the sum of all knowledge; that is the meaning of art.” Eleonora Duse The author extends his heartfelt thanks to those friendly souls who helped make this book come true. Without contributors, playtesters, friends, helpful advice, guidance and criticism, there would be no Mythic. ARTISTS MORAL SUPPORT RyK Productions My wife, Jennifer, who believes all things are possible. To contact RyK, you can send email to [email protected], or visit Also, my daughter Ally, just because she’s so darn cute. their webpage at www.ryk.nl RyK Productions is responsible for artwork on pages: 12, 16, TECHNICAL SUPPORT 28, 37, 64, 70, 77, 87, 89, 95, 96, 97, 99, & 119 Apple, for making such an insanely great computer. Karl Nordman OTHER FORMS OF SUPPORT To contact Karl, send email to [email protected]. View Word Mill Publishing, my daytime job. his work on the web at www.angelfire.com/art/xxtremelygraphic/ Karl North is responsible for artwork on pages: 8, 19, 32, 34, 41, 47, 50, 57, 60 PRINTING W RDS Printing in Ontario, California. Thanks to Bob for his W guidance and for investing in technology that allows for the production of digital print-on-demand products. Word Mill Publishing 5005 LaMart Dr. #204 • Riverside, CA 92507 PLAYTESTERS [email protected] • www.mythic.wordpr.com A host of online and real-time gamers whose names are lost Mythic © Copyright 2003 by Tom Pigeon and Word Mill Publishing. -
In- and Out-Of-Character
Florida State University Libraries 2016 In- and Out-of-Character: The Digital Literacy Practices and Emergent Information Worlds of Active Role-Players in a New Massively Multiplayer Online Role-Playing Game Jonathan Michael Hollister Follow this and additional works at the FSU Digital Library. For more information, please contact [email protected] FLORIDA STATE UNIVERSITY COLLEGE OF COMMUNICATION & INFORMATION IN- AND OUT-OF-CHARACTER: THE DIGITAL LITERACY PRACTICES AND EMERGENT INFORMATION WORLDS OF ACTIVE ROLE-PLAYERS IN A NEW MASSIVELY MULTIPLAYER ONLINE ROLE-PLAYING GAME By JONATHAN M. HOLLISTER A Dissertation submitted to the School of Information in partial fulfillment of the requirements for the degree of Doctor of Philosophy 2016 Jonathan M. Hollister defended this dissertation on March 28, 2016. The members of the supervisory committee were: Don Latham Professor Directing Dissertation Vanessa Dennen University Representative Gary Burnett Committee Member Shuyuan Mary Ho Committee Member The Graduate School has verified and approved the above-named committee members, and certifies that the dissertation has been approved in accordance with university requirements. ii For Grandpa Robert and Grandma Aggie. iii ACKNOWLEDGMENTS Thank you to my committee, for their infinite wisdom, sense of humor, and patience. Don has my eternal gratitude for being the best dissertation committee chair, mentor, and co- author out there—thank you for being my friend, too. Thanks to Shuyuan and Vanessa for their moral support and encouragement. I could not have asked for a better group of scholars (and people) to be on my committee. Thanks to the other members of 3 J’s and a G, Julia and Gary, for many great discussions about theory over many delectable beers. -
Earth Power: Techniques of Natural Magic © 1983 and 2006 by Scott Cunningham
About the Author Scott Cunningham was born in Royal Oak, Michigan, on June 27, 1956. He learned about Wicca while still in high school and practiced elemental magic for twenty years. He experienced, researched, then wrote about what he learned in his magical training. Scott is credited with writing more than thirty books (both fiction and nonfiction). He passed from this incarnation on March 28, 1993, but his work and his words live on. Llewellyn Publications Woodbury, Minnesota Copyright Information Earth Power: Techniques of Natural Magic © 1983 and 2006 by Scott Cunningham. All rights reserved. No part of this book may be used or reproduced in any matter whatsoever, including Internet usage, without written permission from Llewellyn Publications, except in the form of brief quotations embodied in critical articles and reviews. As the purchaser of this e-book, you are granted the non- exclusive, non-transferable right to access and read the text of this e-book on screen. The text may not be otherwise reproduced, transmitted, downloaded, or recorded on any other storage device in any form or by any means. Any unauthorized usage of the text without express written permission of the publisher is a violation of the author’s copyright and is illegal and punishable by law. First e-book edition © 2013 E-book ISBN: 9780738716657 Revised Edition Sixth Printing, 2012 First edition, thirty-two printings Book design and layout by Joanna Willis Cover design by Kevin R. Brown Cover illustration © by Fiona King Interior illustrations by Llewellyn art department Revised edition editing by Kimberly Nightingale Llewellyn Publications is an imprint of Llewellyn Worldwide Ltd. -
Download Fullmetal Alchemist Episode 17
Download fullmetal alchemist episode 17 click here to download Watch online and download anime Fullmetal Alchemist Episode 17 english subbed in high quality. Watch online and download anime Fullmetal Alchemist: Brotherhood Episode 17 english subbed in high quality. Download. Add to Favorites. Error loading player: No playable sources found. Fullmetal Alchemist Episode 16 · Fullmetal Alchemist Episode 18 >>. VidstreamingChoose this server; VidcdnChoose this server; StreamangoChoose this server; EstreamChoose this server; OloadChoose this server; OpenUploadChoose this. Download. Add to Favorites. Error loading player: No playable sources found. Fullmetal Alchemist (Dub) Episode 16 · Fullmetal Alchemist (Dub) Episode 18 >>. VidstreamingChoose this server; VidcdnChoose this server; StreamangoChoose this server; EstreamChoose this server; OloadChoose this server. See more of All anime's on Facebook. Log In. Forgot account? or. Create New Account. Not Now. All anime's. · April 12, ·. Fullmetal alchemist episode 17 English dub. K Views. 38 Likes · Share. English (US) · Español · Português (Brasil) · Français (France) · Deutsch · Privacy · Terms · Advertising · Ad Choices. Watch Full Metal Alchemist Episode 17 AnimeSubHD English Subbed in HD. Stream Full Metal Alchemist Missing: download. Fullmetal Alchemist Episode 17 English Dub Online at www.doorway.ru if Fullmetal Alchemist Episode 17 English Dubbed is not working, please select a new video tab or reload the page. View All Missing: download. Fullmetal Alchemist Brotherhood Episode 17 English Dub Online at www.doorway.ru if Fullmetal Alchemist Brotherhood Episode 17 English Dubbed is not working, please select a new video tab or reload the page. View All. Watch Full Metal Alchemist and download Full Metal Alchemist in high quality. Various formats from p to p HD (or even p). -
Rogueandroid RPG for Android
ROGUEANDROID A Diablo inspired role-playing game for Android University of Illinois CS 428 Professor Darko Marinov Spring 2010 Authors Drew Glass Josh Glovinsky Hyun Soon Kim David Kristola Michael Lai Henry Millson John Svitek 1 CONTENTS RogueAndroid ........................................................................................................................................................................... 1 Figures ..................................................................................................................................................................................... 3 Description ............................................................................................................................................................................ 4 Process .................................................................................................................................................................................... 4 Requirements and Specifications ................................................................................................................................. 7 Choose a Character ........................................................................................................................................................ 7 Displaying and Populating the Dungeon .............................................................................................................. 8 Moving the Character .................................................................................................................................................. -
View the Manual
White Pearl Game Mechanics Manual & Full Credits Game Manual & Credits © Harry Gill White Pearl Game Mechanics Manual & Full Credits Use This manual will explain all the main mechanics of the game. For the complete official guide, which contains a story and boss walkthrough (including much more, such as the inclusion of the game’s entire database); please install the Chronicle Edition DLC. Important Terminology Action Button – Refers to the button used to interact with objects and NPCs, as well as confirm selections. Used by pressing Enter/X/Square. Cancel Button – Refers to the button used to cancel selections and sometimes access menus. Used by pressing ESC/B/Circle © Harry Gill White Pearl Game Mechanics Manual & Full Credits Developer Comments It’s been a long time since White Pearl’s launch, after which I have been working tirelessly to update the game, bug fix it, add additional content, while developing my second game Fabrication – which is set to release at the end of 2020. White Pearl is my first ever game project, and admittedly over-ambitious, wouldn’t you agree? While I think the reviews do a good enough job of explains the positives and negatives of the game, sometimes I look back on the game and think “I wish I did this!”. But game development is very difficult. You must work in a certain amount of time and restrictions to get anything done, which is why this game exists in the first place. If I kept asking myself questions and trying to change things here and there, this game would have never been released. -
Game Manual Introduction
GAME MANUAL INTRODUCTION CREATE YOUR CHARACTER ATTRIBUTES SKILLS TRAITS PERSONALITY, HEREDITARY POINTS AND BACKGROUND OPTIONAL MODES LEVEL UP DECK OF DOOM EXPLORING THE WORLD MOVEMENTS MENU AND COMMANDS SAVE AND LOAD YOUR GAME COLLECT FOOD, WATER AND REST WHEN YOU CAN RESOURCES WEAPONS AND ARMOURS SPECIAL ITEMS MIX AND CRAFT CAMPING AND RESTING HUNTING PITS, TRAPS AND SECRETS THE SHELTER EVENTS AND SPECIAL OBJECTS ENEMIES COMBAT COMMANDS AND INTERFACE IN BATTLE STAMINA, EQUIPMENT AND ROUND ORDER CARNAGE ENEMIES SPECIAL ATTACKS MAGIC HOW TO CAST A SPELL EMPOWER A SPELL MAGIC MAP 2 RUNES SUMMON A CREATURE BASIC SPELLBOOK HINTS AND TIPS CREDITS 3 INTRODUCTION In the last few centuries the world population has rapidly fallen. No one knows how many human beings currently live on Earth, but it is assumed that they are less than 100,000. The end of the human race isn't coming because of nuclear wars, pandemics or natural disasters… ...but because Hell has come to Earth. At the end of the 20th century, thousands of demons began to invade our world. The Earth quickly became their hunting ground and the human civilization is now almost completely erased. Few humans survived. You are one of them. 4 CREATE YOUR CHARACTER You can freely create your character choosing how to distribute Stat Points and Skill Points, selecting his Personality and his Background. If you prefer, you can choose an Archetype to automatically set Attributes and Skills; or, you can randomly generate a character and obtain +3 Stat Points. ATTRIBUTES Attributes are the basic stats of your character: ● STRENGTH +5% Melee DMG, +50 Max STAMINA, +35 Max Carry per point.