Life and Death in the Second Person: Identification, Empathy And
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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. -
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 -
Introduction
Small But Vicious Dog (B/X+WFRP hack), ver0 3 Introduction Welcome to a fantasy world where the men are Baldrick, the dwarves are punk, and the dogs are small but vicious. Welcome to a world of bawds, grave robbers, excisemen and witch-hunters; a place where “Blather , “Flee" and “Mime are legitimate skill choices; and where all material on the insidious threat of Chaos is officially interchangeable between settings. Welcome (back) to the Grim World of Perilous Adventure. Whisper it (that fanboys may not hear and descend a-squealing), but for all the charm of its skewed-familiar 1,th century milieu and the lurking horror of Chaos, Warhammer Fantasy Role-Play was little more than a modcop of classic Dungeons & Dragons . -es, our beloved WF.P was yet another /fix 0102 fantasy heartbreaker, albeit one which had the clout of the biggest name in British gaming behind it. Whole chunks of the system were lightly disguised 010 mechanics adapted to a roll-under d3 system 1, and many setting elements not gleefully ripped off from Tolkien, 5eiber or Moorcock were already established 010 tropes by the time WF.P was published. 2 But that7s ok. Indeed, that7s part of why all right-thinking people 9 Brits, Italians and Poles especially 9 love WF.P. To paraphrase a better man than I: we took an American invention, soaked it in a witches7 brew of Bosch, 0urer and 0or;, Mervyn Peake and Tom Sharpe, Blackadder , The Young Ones , pints of bitter, cheap weed, Iron Maiden and The Damned , and then we played the hell out of it. -
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. -
1437595526231.Pdf
QUICK RULES CODEWORDS To use an ability (COMBAT, THIEVERY, and so on), ! Face ! Fortress roll two dice and add your score in the ability. To ! Faded ! Fossil succeed you must roll higher than the Difficulty of ! Farm ! Fracas the task. ! Feral ! Frame ! Fern ! Fresco Example: ! Fire ! Fright You want to calm down an angry innkeeper. This requires a ! Fist ! Friz CHARISMA roll at a Difficulty of 10. Say you have a ! Flag ! Frog CHARISMA score of 6. This means that you would have to ! Fleet ! Fruit roll 5 or more on two dice to succeed. ! Flimsy ! Fuligin ! Flood ! Fuchsia Fighting involves a series of COMBAT rolls. The ! Flux ! Fusty Difficulty of the roll is equal to the opponent’s ! Foment ! Future Defence score. (Your Defence score is equal to your ! Fog Rank PLUS your armour bonus PLUS your COMBAT score.) The amount you beat the Difficulty by is the number of Stamina points that your opponent loses. That’s pretty much all you need to know. If you have any detailed queries, consult the Adventuring in the Fabled Lands 6 document. Adventurer’s Journal For the keeping of notes Adventuring in the Fabled Lands Fabled Lands is unlike any other gamebook series. The reason is Wayfarer: CHARISMA 4, COMBAT 7, MAGIC 4, SANCTITY 4, that you can play the books in any order, coming back to earlier SCOUTING 8, THIEVERY 6 books whenever you wish. You need only one book to start, but by collecting other books in the series you can explore more Fill in the Adventure Sheet included in the Adventure Pack 6 of this rich fantasy world. -
9780140318074 #Steve Jackson #1984 #Puffin Books, 1984 #The Shamutanti Hills
9780140318074 #Steve Jackson #1984 #Puffin Books, 1984 #The Shamutanti Hills, The Shamutanti Hills, Steve Jackson and Ian Livingstone Present The Keep of the Lich-lord Starship Traveller Sword of the Samurai Freeway Fighter Armies of Death Deathtrap Dungeon Without the guidance of the Crown, your homeland is lost The Shamutanti Hills is Book One of Steve Jackson's four-part Sorcery! epic. In this gargantuan quest, you must journey from the Shamutanti Hills (Book One), through the dangerous streets of Kharé (Book Two), across the wilderness of the Baklands (Book Three) and finally (Book Four) to the terrifying Mampang Fortress itself. Sorcery! introduces an exciting new system of magic to the Fighting Fantasy genre. The Sorcery Spellbook and The Shamutanti Hills (Collection) Sorcery! Box Set (Collection). Translated Into: Der Abenteurer aus Analand (German) Las colinas de 20 (not including death by Stamina loss). User Summary: You set off on a mission to recover the Crown of Kings, a vitally important magic item which has been stolen by an evil Archmage. Demian's Thoughts: This is an excellent gamebook. The cover of The Shamutanti Hills, the first book in the storyline (1983). Art by John Blanche. The Shamutanti Hills. Kharé: Cityport of Traps. The Seven Serpents. A boxed set titled Sorcery! was released, containing both The Shamutanti Hills and the spellbook. The series was reissued by Wizard Books in 2003. Rules[edit]. Paradoxically, the Shamutanti Hills actually proved much tougher to plan than the other books, because whenever I missed something in the later books, I had to almost completely re-write the start from scratch (damn you, borrinskin boots!) Anyway, let's go give that pesky Archmage a wedgie! Day One - Analand; Nation Of Magic, Posterity And Wisdom, But Apparently No Horses. -
Warlock Will Probably Read Quickly Through These Opening Fighting Fantasy Competition
1 2 All of you who have been eagerly awaiting this second issue of We would also like to thank all readers who entered the Warlock will probably read quickly through these opening Fighting Fantasy competition. The standard of adventures was words. Having waited patiently at the top of the stairs for a exceptionally high and it will be a difficult decision to choose month or so after perilous ordeals with the undead, the the winning entry. completion of your Warlock of Firetop Mountain adventure will be your first objective. However, for the survivors of In the next issue we will be featuring a Fighting Fantasy Firetop Mountain, or for newcomers to Fighting Fantasy, a adventure written by Steve, together with one of the compe- new challenge awaits you – Caverns of the Snow Witch , tition entries. Until then, Test your Luck. If you are Lucky, turn written by Ian. Once again, you must set off on a dangerous to page 4. If you are Unlucky, give this copy of Warlock to a quest, but this time to Icefinger Mountains in the frozen north. friend. We would like to thank all those people who have sent us encouraging letters. We are still sorting through the pile, and will be printing some of them in the next issue. One reader told us that his father thought there was something wrong with him, as he read through Warlock of Firetop Mountain oblivious to the world, flicking backwards and forwards between the pages. Little did his father know that that is exactly what you have to do in Fighting Fantasy. -
Flight from the Dark
Flight from the Dark Joe Dever Illustrated by Gary Chalk You are Lone Wolf. In a devastating attack the Darklords have destroyed the monastery where you were learning the skills of the Kai Lords. You are the sole survivor. In Flight from the Dark, you swear revenge. But first you must reach Holmgard to warn the King of the gathering evil. Relent- lessly the servants of darkness hunt you across your country and every turn of the page presents a new challenge. Choose your skills and your weapons carefully—for they can help you succeed in the most fantastic and terrifying journey of your life. Text copyright c 1984 Joe Dever. Illustrations copyright c 1984 Gary Chalk. Distribution of this Internet Edition is restricted under the terms of the Project Aon License. Publication Date: 10 May 2010 Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata. This PDF was typeset with LATEX. To Mel and Yin Contents About the Author and Illustrator 9 Acknowledgements 11 The Story So Far . 13 The Game Rules 15 Kai Wisdom 29 Numbered Sections 31 Action Chart 200 Combat Rules Summary 203 Combat Results Table 204 Random Number Table 206 Errata 207 Project Aon License 211 Map of the Lastlands 216 About the Author and Illustrator Joe Dever, the creator of the bestselling Lone Wolf adven- ture books and novels, has achieved world-wide recognition in three creative fields—as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games. -
February 6Th
February 6th We love you, Archivist! FEBRUARY 6th 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc. -
Players Helped Develop Computer Games in Britain(Paul Mason)
A Case Study of the Influence of Fandom: How Role-players Helped Develop Computer Games in Britain(Paul Mason) A Case Study of the InÀuence of Fandom: How Role- players Helped Develop Computer Games in Britain Paul Mason Abstract Fandom is widely regarded as a form of excessive consumption, an essentially reactive activity. Work in the ¿eld of fan studies has drawn attention to its creative aspects, but these are still often deemed to be expanding on or embellishing the work of creative professionals. The present study explores the ambiguity of the boundary between fan creators and professional creators in order to illustrate how fans were instrumental in the creation of a new form of expression. It charts aspects of the history of computer games development in the UK, and shows how that development was driven by the interplay between fans and professionals in related ¿elds. Introduction In a basement room at a school in Britain in the early 1970s sits a strange machine. At ¿rst glance it seems to be a large typewriter, but closer inspection reveals it to be a teleprinter. It is connected to the mainframe computer of the city treasurer’s department. A schoolboy is operating the teleprinter, periodically typing in short commands, and then watching intently as the results of those commands are printed out: a grid formed of dots occasionally replaced by other symbols, with some terse accompanying text and data. The boy is playing Blake's 7, attempting to steer the spaceship Liberator and successfully defeat pursuing Federation craft. The teachers at the school are aware of student use of the computer terminal and its teleprinter, but allow it, perhaps because they are unaware that it is being used to play a game, or even because the whole concept of games using computers is so new that it has not yet been recognized as a bad thing. -
Adventure Quest I Spent the Spring Break of My Junior Year of College
Adventure Quest I spent the spring break of my Junior year of college going through my basement. My mother had charged me with combing my things, throwing out everything I didn’t need and picking what I would take when my family moved to Atlanta, Georgia later the next month. In a box of old papers and binders from high school, I found a notebook containing one of the many “choose your own adventure” stories my best friend, Josh Saville, and I had written. Flipping through the pages it became clear to me what I wanted to spend the next year working on. Excited at my idea, I quickly told Josh of my plans, and he joined my excitement for our future project. That summer we began writing the original story that I would adapt into a choose-your-own-adventure-style comic book that would become Adventure Quest. Then, as well as now, my first interest when it comes to this project is branching storytelling. My first encounter with this type of narration, like many people, was with the classic Choose Your Own Adventure book series. As a child, the ability to have agency in the story in front of me was exhilarating. It wasn’t until later in High School that I, along with Josh, became fascinated with the underlying structure and framework of these stories as well as the unique possibilities second person narration gives to a work of prose. My second interest in this project is the problem of adapting prose in a visual way for a comic book. -
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.