How to Build a Dungeon Crawl for Heroic and Paragon Tiers • Rob Bodine
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Undermountain: the Lost Level by Steven E
Undermountain: The Lost Level by Steven E. Schend Table of Contents Credits Introduction . 2 Design: Steven E. Schend Hidden Stories . 2 Editing: Bill Olmesdahl Ways In and Out . 3 Cover Art: Alan Pollack Interior Art: Earl Geier Rumors Of Undermountain . 4 Cartography: Dennis Kauth Notes On The Lost Level . .4 Typography: Tracey L. Isler The Lost Level . .6-28 Art Coordination: Robert J. Galica Entry Portal: Room #1 . .6 Melairest: Rooms #2-#17 . .6-19 A DVANCE DUNGEONS & DRAGONS, AD&D, FORGOTTEN Sargauth Falls: Room #18 . 19 REALMS and DUNGEON MASTER are registered trademarks The Prison: Rooms #19#24 . .20-22 owned by TSR, Inc. DUNGEON CRAWL, MONSTROUS MANUAL, The Hunters Lair: Rooms #25--#28 . .22-26 and the TSR logo are trademarks owned by TSR, Inc. Egress Perilous: Rooms #29 & #30 . 26-28 Lost NPCs and Magic . .29-32 Random House and its affiliate companies have worldwide dis- tribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1996 TSR, Inc. All rights reserved. Made in the U.S.A. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge CB1 3LB U.S.A. United Kingdom ISBN 0-7869-0399-6 9519 Introduction elcome to the first official DUNGEON CRAWLS™ adventure module, where we return to the timeless depths of the Realms’ oldest and greatest dungeon: Un- dermountain! DUNGEON CRAWL adventures are created as stand-alone quests, but can easily be adapted to existing campaigns. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
Dungeon Crawl Solo
Dungeon Crawl Solo PARTS PER MILLION PartsSample Per Million file Page 1 CREDITS Writing: Peter Rudin-Burgess Cover Art: Parker West Interior Art: W. Caddell, Gordon Johnson Some artwork copyright Daniel F. Walthall, used with permission. This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit www.goodmangames.com or contact [email protected]. Dungeon Crawl Solo © 2021 Parts Per Million Limited, International House, 12 Constance Street, London E16 2DQ. 978-1-008-96634-5 Imprint: Lulu.com Sample file Page 1 Contents Credits 1 Foreward 3 Introduction 3 The Humble Question 5 Interpreting Answers 5 Fumbles 6 Criticals 6 NPC Reactions 6 Taking Control of an NPC 7 What Questions to Ask 7 Event Dice 8 Clocks 10 The Drama Pool 11 Mighty Deeds and Magic 12 Movement & Environment 12 Mighty Deeds of Arms 13 Open-Ended Questions 14 Icons 14 Words 15 Create a Campaign 16 Icons 18 Special Icons 18 Special Collections 28 Traps 28 Monsters & Threats 29 Playing a Published Adventure 30 Skim and DC 30 The Flow of the Adventure 32 Judge First 33 Mix and Match 33 Sandbox Play 34 Campaign Villains 36 Short Campaigns 37 SampleLong Campaigns file37 Page 2 FOREWARD hen I started out, I used to create solo rules for games purely for my own benefit. Then it turned Winto one of those side hustles where I could fund my game buying habits by selling a few PDFs here and there. -
A Player's Guide to Tabletop Role-Playing Games in Libraries
Western University Scholarship@Western FIMS Publications Information & Media Studies (FIMS) Faculty 2019 Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries Carlie Forsythe University of Western Ontario, [email protected] Follow this and additional works at: https://ir.lib.uwo.ca/fimspub Part of the Library and Information Science Commons Citation of this paper: Forsythe, Carlie, "Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries" (2019). FIMS Publications. 343. https://ir.lib.uwo.ca/fimspub/343 Running head: ROLL FOR INITIATIVE: A PLAYER’S GUIDE TO TTRPGS IN LIBRARIES 1 Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries Submitted by Carlie Forsythe Supervised by Dr. Heather Hill LIS 9410: Independent Study Submitted: August 9, 2019 Updated: February 4, 2020 ROLL FOR INITIATIVE: A PLAYER’S GUIDE TO TTRPGS IN LIBRARIES 2 INTRODUCTION GM: You see a creepy subterranean creature hanging onto the side of a pillar. It is peering at you with one large, green eye. What do you do? Ranger: I’m going to drink this invisibility potion and cross this bridge to get a closer look. I’m also going to nock an arrow and hold my attack in case it notices me. Cleric: One large green eye. Where have I seen this before? Wait, I think that’s a Nothic. Bard Can I try talking to it? GM: Sure, make a persuasion check. Bard: I rolled a 7, plus my modifier is a 3, so a 10. What does that do? GM: The Nothic notices you and you can feel its gaze penetrating your soul. -
Dungeon Crawl Stone Soup (1997/2006-Present)
Handmade Detail in a Procedural World Dr Mark R Johnson (@UltimaRegum) Postdoctoral Fellow in Game Studies Independent Game Developer Retired Professional Gamer Outline • Introduction • Benefits of procedural (PCG) & hand-made (HM) • Attempted Integrations • Hiding Integration? • Conclusion Elite (1984) Civilization (1991) Background • PCG has a long history in many genres • Various kinds of PCG: TES: Daggerfall (1996) Spelunky (2008-2014) • Solar systems • World map • Dungeon levels • Platforming levels Roguelikes NetHack (1987-2003?) ADOM (1994-Present) • The potential of procedural gen • Replay value, challenge, and Angband (1990-Present(ish)) DCSS(1997/2006-Present) complexity • Roguelites? Roguelikelikes? PDLs? Procedural or Hand-Made? Procedural or Hand-Made? Benefits of Procedural (Dev) • PCG as a time saving system • “Have the game make the levels!” • Quicker than making a large set of hand-made levels? • The effort needed in interesting procedural generation algorithms • Ensuring level solvability… Benefits of Procedural (Dev) • PCG systems can create emergent gameplay • Challenges or situations the developers could not have anticipated • “Simulationism” in PCG (e.g. NetHack) • Allows for player discovery… • …but risks imbalance? Benefits of Procedural (Dev) • Historically, PCG was also used to handle memory issues and technical constraints • Less relevant these days… or is it? • No Man’s Sky, URR, etc • Low saved content, replicability, seeds… Benefits of Procedural (Player) • Replay value: the game is “the same” on a meta-level, but the specifics vary each playthrough • The player doesn’t learn a level or enemy or item location, but the possibility space • Game feels fresh and new… Benefits of Procedural (Player) • …but the player can still learn • Many PCG games have very high skill ceilings • Challenging and compelling to master, and cannot simply be rote- learned • However, some players struggle with this learning process (e.g. -
Dungeon Crawl Player's Guide (Paul Shoemaker).Pdf
PLAYER’S GUIDE Based on the game Telengard © 1982 by Avalon Hill For the Tandy Color Computer Additional design, programming, production and marketing by Paul Shoemaker Copyright 2019 2 DUNGEON CRAWL 3 CAN YOU BECOME A LEGEND? Welcome to Dungeon Crawl, brave adventurer! Many before you have descended into the dark dungeon, never to be heard from again. The few who have returned tell tales of horror and despair – but also of great treasure and magic. Do you have the courage to try? LOADING INSTRUCTIONS Dungeon Crawl will run on a Tandy Color Computer 1, 2 or 3 with a minimum of 64K RAM. The game is provided as two DSK images: A Play Disk and a Map Disk. If you have a CoCoSDC or DriveWire configuration, mount the Play Disk into drive 0 and the Map Disk into drive 1. With both disks mounted, type: RUN “RUNME” and press [ENTER]. Dungeon Crawl uses the PMODE 4 hi-res screen but does not utilize the red/blue artifact colors in its artwork. While the game looks just fine on any video monitor or TV, it looks best with no artifacting, such as on a Color Computer 3 using an RGB monitor. If you have a CoCoVGA installed in your CoCo 1 or 2, disable artifact colors by pressing the right-hand CoCoVGA switchboard button five times after the title screen has loaded. 4 OBJECTIVE Dungeon Crawl is a real time fantasy role-playing game where you control a character that you create. As you direct your character into the dungeon depths, over time you will grow stronger, gain more powerful spells and find better equipment. -
Soul of Zelda: a Memoir of an Ephemeral Being Mitchell Kopitch A
Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Arts University of Washington 2018 Committee: Ted Hiebert Sarah Dowling Program Authorized to Offer Degree: Interdisciplinary Arts and Sciences ©Copyright 2018 Mitchell Kopitch University of Washington Abstract Soul of Zelda: A Memoir of an Ephemeral Being Mitchell Kopitch Chair of the Supervisory Committee: Ted Hiebert School of Interdisciplinary Arts and Sciences Hybrid document of memoir and fiction concerning fantasy, video games, and the ways in which game design nuance can be found in every day life. Particular attention is put on The Legend of Zelda from 1986, the first 3D Zelda installment, Ocarina of Time in 1998, and Dark Souls from 2011. This is a fictional story heavily inspired by those games and many others, but the story and characters are original, including a queer/gender bending protagonist. The story-line is a creative work that emulates the underlining philosophy of fantasy video games such as Zelda and Dark Souls, re-imagining video game design and personal gaming experiences as prose. 1 ~ Soul of Zelda ~ A Memoir of an Ephemeral Muse by Mitchell Kopitch Turn Page1 1 Book Equivalent of “Press Start”. 2 WORLD SELECTION: Poetics Statement Introduction: By the Author World I I-I: Intro Cinematic Interlude #1 - On Psychiatry I-II: Opening Interlude #2 - A Connection I-III: Character Creator Interlude #3 - Consumption World II II-I: Tutorial Interlude #4 - The Universe as Game II-II: Fast Travel Interlude #5 - On Labors of Love II-III: Mod Interlude #6 - Deprived World III III-I: Open World Interlude #7 - Extremity III-II: Dungeon Crawl Interlude #8 - The Male in the Room III-III: Boss Battle Interlude #9 - Of Demons and Memories Additional Content Attunement Exam 3 Poetics Statement When I parted ways with one of my roommates in college, he gave me his copy of Dark Souls (2011) as a parting gift. -
Analysis and Development of a Game of the Genre Roguelike
UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL INSTITUTO DE INFORMÁTICA CURSO DE CIÊNCIA DA COMPUTAÇÃO CIRO GONÇALVES PLÁ DA SILVA Analysis and Development of a Game of the Roguelike Genre Final Report presented in partial fulfillment of the requirements for the degree of Bachelor of Computer Science. Advisor: Prof. Dr. Raul Fernando Weber Porto Alegre 2015 UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL Reitor: Prof. Carlos Alexandre Netto Vice-Reitor: Prof. Rui Vicente Oppermann Pró-Reitor de Graduação: Prof. Sérgio Roberto Kieling Franco Diretor do Instituto de Informática: Prof. Luís da Cunha Lamb Coordenador do Curso de Ciência da Computação: Prof. Raul Fernando Weber Bibliotecária-Chefe do Instituto de Informática: Beatriz Regina Bastos Haro ACKNOWLEDGEMENTS First, I would like to thank my advisor Raul Fernando Weber for his support and crucial pieces of advisement. Also, I'm grateful for the words of encouragement by my friends, usually in the form of jokes about my seemingly endless graduation process. I'm also thankful for my brother Michel and my sister Ana, which, despite not being physically present all the time, were sources of inspiration and examples of hard work. Finally, and most importantly, I would like to thank my parents, Isabel and Roberto, for their unending support. Without their constant encouragement and guidance, this work wouldn't have been remotely possible. ABSTRACT Games are primarily a source of entertainment, but also a substrate for developing, testing and proving theories. When video games started to popularize, more ambitious projects demanded and pushed forward the development of sophisticated algorithmic techniques to handle real-time graphics, persistent large-scale virtual worlds and intelligent non-player characters. -
This Page Deliberately Left Blank
ONLINE QUIZ LEAGUE Questions set by The Station Agent For use in matches for OQL-USA Season 3 beginning June 8, 2021 Correct as of May 3, 2021 THIS PAGE DELIBERATELY LEFT BLANK Round 1 1a What is the last name of the central family in Gabriel Garcia- Marquez's novel One Hundred Years of Solitude including BUENDIA founding patriarch Jose Arcadio and Colonel Aureliano? 1b The first independent Protestant denomination to be founded by Black Americans, the A.M.E. Church was born in Philadelphia AFRICAN METHODIST in 1816. A church in the Wesleyan tradition, for what words do EPISCOPAL the letters "A.M.E." stand? 2a The assegai (ASS-a-guy) and Shaka Zulu's shorter iklwa (EEK-ull- SPEAR wa) are African versions of what type of basic pointed weapon? 2b A portmanteau of two classic 80s titles by Nintendo and Konami, what style of video game is typically a platform game METROIDVANIA with an explorable, nonlinear layout and upgradeable equipment? 3a What aeronautical-sounding name is given to a fast air current near the level of the tropopause which typically flows west to JET STREAM east? This phenomenon is often represented on weather maps. 3b Beethoven's ninth symphony is known as the "choral," and was the first instance of a major composer using voices in orchestral ODE TO JOY composition. What poem by Friedrich Schiller is far more famous as the fourth movement of this symphony? 4a Chrissy Watkins, Larry Vaughn, and Deputy Hendricks are several of the relatively small number of characters with lines in JAWS what popular film, which focuses primarily on three other main characters including Matt Hooper? 4b Eminent herpetologist Joan Procter popularized many techniques for the handling of reptiles in zoos, including vita- glass which allowed natural ultraviolet light to penetrate the Vitamin D London Zoo's reptile house. -
OLAC Video Games Genre Terms
OLAC Video Games Genre Terms Genre terms from the OLAC Video Games Genre Terms (olacvggt) vocabulary may now be used in Polaris bibliographic records for video games. They may also be used in OCLC records. Do not delete these terms when importing records into Polaris. Feel free to add appropriate terms from the list in addition to terms noted in the SHARE local cataloging standard Video games and computer games. Authority records for OLACVGGT terms have been downloaded so these terms will validate in Polaris records. Guidelines for the OLAC Video Games Genre Terms may be found on the OLAC website here. MARC coding for terms from the OLACVGGT: 655 _7 $aQuiz video games.$2olacvggt Below is the complete list of terms in the OLACVGGT vocabulary. This is a closed list; there are no plans to add additional terms. 2D video games Erotic video games Light gun video games 3D video games Fantasy video games Logic video games 4X video games Fashion and beauty video Management simulation video games games Action adventure video games Fighting video games Maze video games Action video games First person shooter video MMOG (Massively Multiplayer Adventure video games games Online Game) video games Advergames (Video games) First person video games Music and rhythm video Arcade-style video games games Flight simulation video games Artillery video games Open-ended simulation video Gambling video games games Beat ‘em up video games Game show video games Open world video games Brain training video games Graphic adventure video Party video games Casual video -
The Mud Sorcererss Tomb
Confidential information of Wizards of the Coast LLC. Do not distribute. The Mud Sorcerer’s Tomb An adventure for four 14th-level characters By Mike Shel Revision by Chris Sims Revision Developed and Edited by Chris Perkins and Jennifer Clarke Wilkes D&D Next Playtest ©2013 Wizards 1 Confidential information of Wizards of the Coast LLC. Do not distribute. The Jezulein were not ones to rest on their Introduction laurels. Through the use of forbidden oracles, the Centuries ago, the cruel, sadistic mud sorcerers mud sorcerers probed the future, and what they foresaw their cult’s demise and concocted a plan saw displeased them. Their divinations revealed to outlive their adversaries. Retreating beneath that the chaos would soon end, and when a new the surface, the powerful members of the cult’s government subdued the anarchy, efforts to ruling council constructed hidden tombs filled eradicate the Jezulein would begin and succeed. with complex traps and immortal guardians. To This forthcoming doom troubled the Jezulein these crypts they retreated, content to relax in ruling council, the Iron Circle, which met in dark temporal stasis until their enemies had vanished. chambers and fiercely debated methods by which One of these ancient resting places has been the mud sorcerers might thwart fate. discovered, intact and unexplored. Do you have After heated arguments, the council finally what it takes to obtain the fabulous treasures that agreed on an audacious, insidious plan to await you in the mud sorcerer’s tomb? construct labyrinthine crypts beneath the earth. The Mud Sorcerer’s Tomb is a DUNGEONS & There, the most powerful mud sorcerers would DRAGONS® adventure for four 14th-level hide in temporal stasis. -
Bringing Roguelikes to Visually-Impaired Players by Using NLP
Proceedings of the LREC 2020 Workshop Games and Natural Language Processing, pages 59–67 Language Resources and Evaluation Conference (LREC 2020), Marseille, 11–16 May 2020 c European Language Resources Association (ELRA), licensed under CC-BY-NC Bringing Roguelikes to Visually-Impaired Players by Using NLP Jesus´ Vilares, Carlos Gomez-Rodr´ ´ıguez, Lu´ıs Fernandez-N´ u´nez,˜ Dar´ıo Penas, Jorge Viteri Universidade da Coruna,˜ CITIC, LyS Research Group, Dept. of Computer Science & Information Technologies Facultade de Informatica,´ Campus de Elvina,˜ 15071 – A Coruna,˜ Spain fjesus.vilares,carlos.gomez,[email protected] ffernandezn.luis,[email protected] Abstract Although the roguelike video game genre has a large community of fans (both players and developers) and the graphic aspect of these games is usually given little relevance (ASCII-based graphics are not rare even today), their accessibility for blind players and other visually-impaired users remains a pending issue. In this document, we describe an initiative for the development of roguelikes adapted to visually-impaired players by using Natural Language Processing techniques, together with the first completed games resulting from it. These games were developed as Bachelor’s and Master’s theses. Our approach consists in integrating a multilingual module that, apart from the classic ASCII-based graphical interface, automatically generates text descriptions of what is happening within the game. The visually-impaired user can then read such descriptions by means of a screen reader. In these projects we seek expressivity and variety in the descriptions, so we can offer the users a fun roguelike experience that does not sacrifice any of the key characteristics that de- fine the genre.