Mud, Blood, & Glory Mud, Blood, & Glory

Total Page:16

File Type:pdf, Size:1020Kb

Mud, Blood, & Glory Mud, Blood, & Glory mud, blood, & glory the wild west role playing game starter edition Credits Lead Designer: Parker Blau Contributor: Rachel Do Lead Editor: Rachel Do Editor: TJ Kennedy Cover Artist: Liam Reagan Interior Artists: Rosa Bonheur, Frederic Edwin Church, Thomas Eakins, Henry Farny, Liam Reagan, Frederic Remington, Charles Schreyvogel, José María Velasco Playtesters: Brittany Blau, Chris Blau, Jason Bowers, Tim Chen, Nicole ‘Big Hec’ Chodora, Patrick Cunningham, Molly Glasgow, Michael Hess, Ryan Lee, Evan Leu, Jason Masino, Chris Mason, Chris Passarelli, Shane Quigley, Keegan Stanley, Enid Taylor, Myles Taylor, Logan Vinson, Clin Xu Special Thanks to Michael Hess for wanting to rob a train. Created By Parker Blau Copyright © 2019 by Black Hat Games All rights reserved. This book or any portion thereof may not be reproduced or used in any manner whatsoever without the express written permission of the publisher except for the use of brief quotations in a book review. Black Hat Games www.BlackHat-Games.com Starter Edition This is the Starter Edition of Mud, Blood, & Glory. The Starter Edition does not include all of the available weapons, animals, steeds, vehicles, and Exploits present in the full game. The Starter Edition also omits the advanced rules, nor does it include the entirety of the game master's guide. This handbook is subject to further editing and changes. Saddle up, cowboy. Contents Chapter 1: Overview Looking for More? Part 1: The Basic Rules The full version includes: Chapter 2: Abilities & Talents Part 2: The Advanced Rules Shooting. 11 Advanced Combat Grit, Brains. 12 Advanced Combat Rules and Actions Instincts, Charm, Luck . 13 Advanced Gear Chapter 3: Character Creation Advanced Gear Rules Starting Stats, Starting Equipment . 15 Travel & Survival Chapter 4: Progression Rations, Rest, Travel, Navigation, Survival, Leveling Up, Level Rewards. 18 Weather, Night, Shelter, and Terrain rules. Exploits. 19 Conditions Exploit List. 20 Hunger, Maiming, Poisoning, Exhaustion, Chapter 5: Basic Combat Exposure, and Diseases Basic Combat Rules. 21 Leisure & Gambling Basic Combat Actions. 23 Leisure, Lodging, Alcohol, Blackjack, Racing, Chapter 6: Weapons Poker, Roulette, and Banking & Investing Weapon Rules, Weapon Traits. 25 Hunting Blades, Explosives. 25 Tracking, Fishing, Trapping, Harvesting, and Handguns, Long Guns. 25 Gathering Weapon Descriptions. 26 Dogs & Livestock Chapter 7: Gear Dog & Livestock List, Rules, and Details Basic Inventory Rules. 27 Plants & Animals Gear List. 28 Plants & Animals List and Rules Chapter 8: Steeds & Vehicles Part 3: The Game Master Guide Steed & Vehicle Rules. 30 GM Basics List & Details of Steeds & Vehicles. 31 Part 2: The Game Master Guide Goals, Rules, Making Rulings, Description, and Player Agency Chapter 9: Creating and Playing Non-Player The Sandbox Characters Creating the Adventure, Islands of Content, and NPCs, Baddies. 34 Making Encounters NPCs & Animals in Combat . 35 Adventures Chapter 10: Player Rewards and Progression The Adventure, Creating Stories, Towns, Experience, Levels, & Gear. 36 Exploration, and Villians Chapter 11: Languages & Foreign Countries Encounters Languages, Foreign Countries . 37 Wants, Pressure, Decisions, Dynamic, Cinema, Chapter 12: Starter Stories and Solutions The Glanton Brothers. 38 Running Combat Glossary Starting Combat, Turn Order, Combat Turns, A - Z. 49 Baddies, and Ending Combat Character Sheets Goods & Items Basic . 50 Buying, Selling, Trade & Illicit Goods, Land, and Advanced . 51 Pelt Price List Random Tables Random Loot, Social & Challenge Encounters, Combat Encounters, Town Features, and NPC Names & Traits Advanced Combat Handouts Ammo trackers for advanced combat players Chapter 1: Overview This chapter breaks down the very basics of how do and told the game master. The game master decided to play Mud, Blood, & Glory, what to expect, and gives a in her head that asking for a drink at the bar wouldn’t general overview of the whole game require a roll because it’s commonplace and a basic How to Play action, especially in a saloon. However, the game master decided, again in her head, that playing the piano would Mud, Blood, & Glory is a collective storytelling require a Charm roll because it was an old, dusty piano game in which the game master describes the and the player (Rachel) is not a pianist. The game master environment or scenario, and the players tell the game set the challenge at 15: Rachel had to roll above a 15 or master what they would like to do. Sometimes, the game above to be successful at playing the piano - and she did! master will just describe what the players do and how the With her roll of 17, Rachel was successful. There will be world reacts; other times, the game master will ask the more on dice and Ability rolls later. players to roll dice to see if they are successful in their In certain situations, the players might ask intended action. questions of the game master to further flesh out the If the players walk into a saloon, the scenario scene or clarify information. For example, they might might play out as follows: ask if the saloon has a door to the back room. This Game Master: “As you walk into the saloon, you is totally normal, as the game master can’t describe can smell the sweaty ranch hands all crowded together everything the players might see. around a few tables. It looks like they are all betting on The game continues with this back-and-forth some sort of dice game. The bar and the rest of the tables dialogue between the game master and the players until are mostly empty, except for a few old folks drinking the game reaches a good pausing point and the session is alone. In one corner there is a dusty piano that looks like over. Next time, they will pick back up right where they it hasn’t been played in years. Behind the bar stands a left off. large man wiping down glasses. What would you like to do?” Basic vs. Advanced Rules Player 1 (Chris): “I want to check out the old Mud, Blood, & Glory is designed to be easy guys, maybe they know where some old treasure is. But for players of all experience levels to jump in and get first I want to get a drink.” playing. Part of this design is the inclusion of a set of Player 2 (Rachel): “I want to get a drink, too, basic rules and an extended set of advanced rules. but then I want to go play that piano see if I can get any The basic ruleset is everything you need to play tips!” Mud, Blood, & Glory. The basic rules are not a diluted Game Master: “Okay, you both approach the bar, version of the full game. Instead, the basic rules provide and the bartender gives you a nod and says, ‘What’ll it players the opportunity to get role playing quickly be?’” without having to read and remember a bunch of rules. Chris: “Just some sarsaparilla for the two of us.” The advanced rules build on the basic rules Game Master: “The bartender nods and pours and add to the complexity of the game. The advanced two tall glasses of sparkling, golden soda. After taking rulesets add more challenging gameplay and more a few sips, you head over to the piano, Rachel. Make a strictly delineate the rules for given situations. Charm roll to play the piano.” The rulesets are not all-or-nothing: using Rachel: (rolls a d20 and adds her Charm score) the basic rules as your starting point, you can pick “That’s a 17!” and choose which advanced rules you want to use to Game Master: “You sidle up to that piano, and customize the game to the level of complexity and even though it’s out of tune, you begin playing the best challenge that is the most fun for you and your group of ragtime that saloon has ever heard. At first, the crowd friends. doesn’t notice, but after a moment, they’re all stomping and hollering along to the music. You get 3 bucks in tips right away.” In this scenario, the game master described the scene and setting to give the players a good idea of where they were. Then the players decided what they wanted to 6 The Dice The Players In the wide-open world of tabletop gaming, dice Each player will create his or her own character add an element of chance. To determine the outcome to play in Mud, Blood, & Glory. This character will have of most actions, the game master will ask players to their own name, personality, and skill set that influence roll dice. Dice are often referred to by their shorthand role play. Chapter 3 has a step-by-step character creation names. For example, a 6-sided die (the standard type guide. While playing, characters will earn Experience for used in most board games) is called a d6 - the “d” stands completing encounters and gain notoriety. The players for die and the “6” indicates the number of sides. A can then spend Experience to unlock new Exploits and standard set of polyhedral dice has a d4, a d6, a d8, a give their characters better skills. d10, a d12, and a d20. Often, a full set of polyhedral The players have a lot of agency in the game dice will have a second d10, and the two d10’s, rolled world: they can decide where to go and what to do. together, act as a “percentile” roll representing a result of There are, however, some limits. Aside from the dice 1-100. adding chance, the players are banded together, and it is Sometimes you will be asked to roll more than frowned upon to attack or steal from teammates.
Recommended publications
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • Nordic Game Is a Great Way to Do This
    2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique.
    [Show full text]
  • 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.
    [Show full text]
  • Role Playing Games Role Playing Computer Games Are a Version Of
    Role Playing Games Role Playing computer games are a version of early non-computer games that used the same mechanics as many computer role playing games. The history of Role Playing Games (RPG) comes out of table-top games such as Dungeons and Dragons. These games used basic Role Playing Mechanics to create playable games for multiple players. When computers and computer games became doable one of the first games (along with Adventure games) to be implemented were Role Playing games. The core features of Role Playing games include the following features: • The game character has a set of features/skills/traits that can be changed through Experience Points (xp). • XP values are typically increased by playing the game. As the player does things in the game (killing monsters, completing quests, etc) the player earns XP. • Player progression is defined by Levels in which the player acquires or refines skills/traits. • Game structure is typically open-world or has open-world features. • Narrative and progress is normally done by completing Quests. • Game Narrative is typically presented in a non-linear quests or exploration. Narrative can also be presented as environmental narrative (found tapes, etc), or through other non-linear methods. • In some cases, the initial game character can be defined by the player and the initial mix of skills/traits/classes chosen by the player. • Many RPGs require a number of hours to complete. • Progression in the game is typically done through player quests, which can be done in different order. • In Action RPGs combat is real-time and in turn-based RPGs the combat is turn-based.
    [Show full text]
  • Modelling Player Understanding of Non-Player Character Paths
    Proceedings of the Fourteenth Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE 2018) Modelling Player Understanding of Non-Player Character Paths Mengxi Xoey Zhang, Clark Verbrugge McGill University Montreal,´ Canada [email protected], [email protected] Abstract enable an exploration tool to better understand and experi- ment with what information becomes available to a player, Modelling a player’s understanding of NPC movements can given specific NPC routes, level geometry, and incomplete be useful for adapting gameplay to different play styles. For observation. We thus define a baseline system that allows stealth games, what a player knows or suspects of enemy movements is important to how they will navigate towards for exhaustive modelling of possible NPC positions, con- a solution. In this work, we build a uniform abstraction of strained by the gap-time and filtered by knowledge of level potential player path knowledge based on their partial obser- geometry. Players may also attribute movement character- vations. We use this representation to compute different path istics or make assumptions about NPC behaviours as well. estimates according to different player expectations. We aug- Our design naturally incorporates different constraint mod- ment our work with a user study that validates what kinds of els that reduce pathing possibilities to better represent player NPC behaviour a player may expect, and develop a tool that expectation. can build and explore appropriate (expected) paths. We find Algorithmic and representational design is supported by that players prefer short simple paths over long or complex a non-trivial experimentation and visualization tool built paths with looping or backtracking behaviour.
    [Show full text]
  • In This Day of 3D Graphics, What Lets a Game Like ADOM Not Only Survive
    Ross Hensley STS 145 Case Study 3-18-02 Ancient Domains of Mystery and Rougelike Games The epic quest begins in the city of Terinyo. A Quake 3 deathmatch might begin with a player materializing in a complex, graphically intense 3D environment, grabbing a few powerups and weapons, and fragging another player with a shotgun. Instantly blown up by a rocket launcher, he quickly respawns. Elapsed time: 30 seconds. By contrast, a player’s first foray into the ASCII-illustrated world of Ancient Domains of Mystery (ADOM) would last a bit longer—but probably not by very much. After a complex process of character creation, the intrepid adventurer hesitantly ventures into a dark cave—only to walk into a fireball trap, killing her. But a perished ADOM character, represented by an “@” symbol, does not fare as well as one in Quake: Once killed, past saved games are erased. Instead, she joins what is no doubt a rapidly growing graveyard of failed characters. In a day when most games feature high-quality 3D graphics, intricate storylines, or both, how do games like ADOM not only survive but thrive, supporting a large and active community of fans? How can a game design seemingly premised on frustrating players through continual failure prove so successful—and so addictive? 2 The Development of the Roguelike Sub-Genre ADOM is a recent—and especially popular—example of a sub-genre of Role Playing Games (RPGs). Games of this sort are typically called “Roguelike,” after the founding game of the sub-genre, Rogue. Inspired by text adventure games like Adventure, two students at UC Santa Cruz, Michael Toy and Glenn Whichman, decided to create a graphical dungeon-delving adventure, using ASCII characters to illustrate the dungeon environments.
    [Show full text]
  • Med20 Character Creation Rules
    MIDDLE -EARTH D20 CHARACTER CREATION RULES To create characters for this campaign, o +4 racial bonus on any Craft skill of the players will use 25 points to purchase abilities player's choice — it should be noted that according to the Purchase rules on pages 15-16 Ñoldor were legendary for their work with of the Pathfinder Roleplaying Game Core precious metals and jewelry. Rulebook . Then, character creation proceeds as o +2 racial bonus on any Perform (Sing) described in the Pathfinder Roleplaying Game checks. Core Rulebook . Additionally, players will create o +2 racial bonus on saves vs. fire. a 2 nd -level character, but the 1 st -level must be a o +2 racial bonus on saves vs. poison. basic NPC class ! Players may use the Pathfinder o Immune to Aging: Ñoldor Elves are Roleplaying Game Advanced Player’s Guide , immortal unless killed. Pathfinder Roleplaying Game Ultimate Combat , o Ñoldor Elves do not sleep, meditating and Pathfinder Roleplaying Game Ultimate Magic instead for about three hours every day. to create their characters. For all sources, use o Immune to natural cold. the following rules modifications. In addition, o Immune to disease, mundane or magical. the Variant Rules for Armor as Damage o Immune to scarring. Reduction, Called Shots, Piecemeal Armor, o Movement unimpeded by snow or wooded and Wounds and Vigor from Pathfinder terrain. Roleplaying Game Ultimate Combat (pp. 191-207) o Immune to any fear effects caused by are being utilized. Please note that these rules undead. are subject to change at any time without prior o Cannot be turned into undead.
    [Show full text]
  • Living Forgotten Realms Campaign Guide Explains How to Beyond
    LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters.
    [Show full text]
  • Last Children of the Gods
    Last Children of The Gods Adventures in a fantastic world broken by the Gods By Xar [email protected] Version: alpha 9 Portals of Convenience Portals of Convenience 1 List of Tables 3 List of Figures 4 1 Childrens Stories 5 1.1 Core Mechanic ............................................... 5 1.2 Attributes.................................................. 6 1.3 Approaches................................................. 6 1.4 Drives.................................................... 7 1.5 Considerations ............................................... 8 2 A Saga of Heroes 9 2.1 Character Creation............................................. 9 2.2 Player Races ................................................ 9 2.3 Talents.................................................... 11 2.4 Class..................................................... 13 2.5 Secondary Characteristics......................................... 14 2.6 Bringing the character to life ....................................... 14 2.7 Considerations ............................................... 14 3 Grimoire 16 3.1 Defining Mages............................................... 16 3.2 The Shadow Weave............................................. 16 3.3 Elemental Magic .............................................. 16 3.4 Rune Magic................................................. 16 3.5 True Name Magic.............................................. 16 3.6 Blood Magic ................................................ 17 3.7 Folklore ..................................................
    [Show full text]
  • [Thesis Title Goes Here]
    REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE A Thesis Presented to the Academic Faculty by Tanla E. Bilir In Partial Fulfillment of the Requirements for the Degree Digital Media in the School of Literature, Communication, and Culture Georgia Institute of Technology December 2009 COPYRIGHT BY TANLA E. BILIR REAL ECONOMICS IN VIRTUAL WORLDS: A MASSIVELY MULTIPLAYER ONLINE GAME CASE STUDY, RUNESCAPE Approved by: Dr. Celia Pearce, Advisor Dr. Kenneth Knoespel School of Literature, Communication, and School of Literature, Communication, and Culture Culture Georgia Institute of Technology Georgia Institute of Technology Dr. Rebecca Burnett Dr. Ellen Yi-Luen Do School of Literature, Communication, and College of Architecture & College of Culture Computing Georgia Institute of Technology Georgia Institute of Technology Date Approved: July 14, 2009 ACKNOWLEDGEMENTS This thesis has been a wonderful journey. I consider myself lucky finding an opportunity to combine my background in economics with my passion for gaming. This work would not have been possible without the following individuals. First of all, I would like to thank my thesis committee members, Dr. Celia Pearce, Dr. Rebecca Burnett, Dr. Kenneth Knoespel, and Dr. Ellen Yi-Luen Do for their supervision and invaluable comments. Dr. Pearce has been an inspiration to me with her successful work in virtual worlds and multiplayer games. During my thesis progress, she always helped me with prompt feedbacks and practical solutions. I am also proud of being a member of her Mermaids research team for two years. I am deeply grateful to Dr. Knoespel for supporting me through my entire program of study.
    [Show full text]