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Theescapist 065.Pdf
The game was not terribly complex: The were quite familiar, encompassing ideas point of the game is, as CEO, to keep of companies that were no more, such as your fledgling dot-com in business. The “Butler-Hosted search engine,” or “Dot- Allen, I’m in the same boat as you on gameplay emerges through a careful Com Card Game” – whatever that is. this collectible card game thing – I don’t balance of personnel cards and skill And it was these cards that made the To The Editor: If Christian game get it. For those of you wondering, go cards, the personnel cards each carrying game really quite fun in a quirky sort of producers want to be taken seriously by have a read through Allen Varney’s an individual’s burn rate and his skill way, inspiring comments such as, “Wow, the mainstream market (in particularly article in this week’s issue of The level, and the skill cards representing an that really was a bad idea,” and “Yes! I the overseas European and Japanese Escapist, and you’ll see what I mean. action and the personnel skill required to remember the sock puppet!” market) they’re going to have to stop Perhaps this makes me a dimwit, as perform that action. designing their games as blatant well; certainly I’ll admit to some level of But I guess it’s easy to laugh in propaganda and misinformation. dimness on the topic, as many of these During the first couple of dot-com eras hindsight, knowing that these ideas were card games are a smashing success. -
Runequestrunequest
RUNEQUESTRUNEQUEST The Fantasy Role-Playing Game BY STEVE PERRIN RAY TURNEY STEVE HENDERSON WARREN JAMES with editing and special sections by John Sapienza and Greg Stafford illustrations by LUISE PERRIN Sartar and Prax maps by WILLIAM CHURCH based on the universe created by GREG STAFFORD with second-edition clarifications and corrections added by STEPHEN J WELLS 1 This book is dedicated to Dave Arneson and Gary Gygax, who first opened Pandora's box, and to Ken St. Andre, who found it could be opened again. With thanks to the following playtesters and critics - Richard Barnhart Ken Kaufer Greg Stafford Clint Bigglestone Bill Keyes Anders Swenson Ann Bruner Rudy Kraft Art Turney George Bruner Charlie Krank Bill Voorhees Ruth Bruner Jody Lee Warren Walton Mark Chilenskas Les Lugar Al Dewey Steve Marsh special 2nd edition thanks to Don Dupont Hal Moe Mark Chilenskas Tadashi Ehara Gordon Monson Bill Keyes David Forthoffer Hendrik Pfeifer Dan Pierson Hilda Hannifen Dan Pierson John Sapienza Owen Hannifen Hilary Powers Greg Stafford Terry Jackson Zack Richardson Anders Swenson Bill Johnson Rory Root Bill Jouris John Sapienza Sherman Kahn Wayne Shaw and all the playtesters whose names we forgot to get, and the contributors to ALARUMS AND EXCURSIONS, THE WILD HUNT, and THE LORDS OF CHAOS, who helped us find what was needed for the second edition. I INTRODUCTION 3 weapons use and training 24 VII RUNE MAGIC 53 background 4 missile weapons 27 mastering the Runes 53 map: Glorantha 6 shields 28 Rune cults 54 Pelorian Chronology (3rd age) 7 armor 28 -
MARCH 1St 2018
March 1st We love you, Archivist! MARCH 1st 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. -
FANTASY GAMES and SOCIAL WORLDS Simulation As Leisure
>> Version of Record - Sep 1, 1981 What is This? Downloaded from sag.sagepub.com at SAGE Publications on December 8, 2012 FANTASY GAMES AND SOCIAL WORLDS Simulation as Leisure GARY ALAN FINE University of Minnesota As the longevity and success of this journal attest, simulation games have had a considerable impact on the scholarly commun- ity, spawning cottage industries and academic specialties. Simu- lation gaming is now well established as a legitimate academic pursuit and teaching tool. Simultaneous with the growth of educational games, the 1970s witnessed the development and popularity of other role-playing games, essentially simulations, which have enjoyment and fantasy as their major goals. These games are known generically as fantasy role-playing games. My intent in this article is to describe the games, discuss the relationship of these games to similar activities (including educational simulations), describe the players, and examine their reasons for participating in this social world. By studying these play forms, researchers who specialize in educational simulations can observe parallels in this leisure activity. AUTHOR’S NOTE: The author would like to thank Sherryl Kleinman and Linda Hughes for comments on previous drafts of this article. SIMULATION ~c GAMES, Vol. 12 No. 3, September I981 251-279 @ 1981 Sage Pubhcations, Inc. 251 Downloaded from sag.sagepub.com at SAGE Publications on December 8, 2012 252 WHAT IS FANTASY ROLE-PLAY GAMING? A &dquo;[fantasy] role-playing game&dquo; has been defined as &dquo;any game which allows a number of players to assume the roles of imaginary characters and operate with some degree of freedom in an imaginary environment&dquo; (Lortz, 1979b: 36). -
STAR TREK the TOUR Take a Tour Around the Exhibition
R starts CONTents STAR TREK THE TOUR Take a tour around the exhibition. 2 ALL THOSE WONDERFUL THINGS.... More than 430 items of memorabilia are on show. 10 MAGIC MOMENTS A gallery of great Star Trek moments. 12 STAR TREK Kirk, Spock, McCoy et al – relive the 1960s! 14 STAR TREK: THE NEXT GENERATION The 24th Century brought into focus through the eyes of 18 Captain Picard and his crew. STAR TREK: DEEP SPACE NINE Wormholes and warriors at the Alpha Quadrant’s most 22 desirable real estate. STAR TREK: VOYAGER Lost. Alone. And desperate to get home. Meet Captain 26 Janeway and her fearless crew. STAR TREK: ENTERPRISE Meet the newest Starfleet crew to explore the universe. 30 STARSHIP SPECIAL Starfleet’s finest on show. 34 STAR TREK – THE MOVIES From Star Trek: The Motion Picture to Star Trek Nemesis. 36 STAR trek WELCOMING WORDS Welcome to Star TREK THE TOUR. I’m sure you have already discovered, as I have, that this event is truly a unique amalgamation of all the things that made Star Trek a phenomenon. My own small contribution to this legendary story has continued to be a source of great pride to me during my career, and although I have been fortunate enough to have many other projects to satisfy the artist in me, I have nevertheless always felt a deep and visceral connection to the show. But there are reasons why this never- ending story has endured. I have always believed that this special connection to Star Trek we all enjoy comes from the positive picture the stories consistently envision. -
SPAEE Iiamer
$1 the NO.8 SPAEE IiAmER EVIL, MEAN, AND ROTTEN. A fantasy game for the bad guys? Yea, verily. Monsters! Monsters! is the new fantasy role-playing game from Metagaming Concepts. No more good-guy heroes. In Monsters! Monsters!, you become a monster character - come up from the dungeons - stalk into town - and wreak havoc. The eviller you are, the more experience points you'll earn... Monsters! Monsters! was designed by Ken SI. Andre, I lavishly illustrated by Liz Danforth, and edited by Steve Jackson of the Meta gaming staff. As with Our previous game, Stellar Conquest, every effort was made to provide a clear, complete rule system. Major omis sions and contradictions that plague other game systems 3re avoided by a carefully organized format. This is an excellent game for novice Game Masters and new fantasy bu rrs - and should be a relief for ex perienced garners exhausted by confusing rule systems. Monsters! Monsters! is a 52-page, 8 Y, by II rule book with Danforth's full color cover. Also included 3re four maps for the Game Master to use in setting up an initial adventure. Rulnsn"I(ofl5lf1dud~: IfI,roduC:liofl GomtMasln'lfI' ilfld :klUp CIw~ItrCrHIion £xpH~nc:rPoints :kqu~n(,'t ofPIQ)' Combill (indudin, Gtntrvl Discussion. Combilt Tum StqUtfl", WQndt"nl £lItmltS. Rtoe:lion TQbf" SilvlfII Rolls, UnusuQf Combfll, UIIQrmtt! Combfll, Qnd WtflpomJ MQltic: So put a new twist in your gaming - try Monsters! Monsters! Approved as an outlet for antisocial ten dencies by the American Psychologists and Crazies Association. I METAGAMING CONCEPTS Box 15346 Austin, Texas 18161 Subscribers to our maga zine The Space Gamer get a discount price - $5.00. -
Dragon Magazine
DRAGON 1 Publisher: Mike Cook Editor-in-Chief: Kim Mohan Shorter and stronger Editorial staff: Marilyn Favaro Roger Raupp If this isnt one of the first places you Patrick L. Price turn to when a new issue comes out, you Mary Kirchoff may have already noticed that TSR, Inc. Roger Moore Vol. VIII, No. 2 August 1983 Business manager: Mary Parkinson has a new name shorter and more Office staff: Sharon Walton accurate, since TSR is more than a SPECIAL ATTRACTION Mary Cossman hobby-gaming company. The name Layout designer: Kristine L. Bartyzel change is the most immediately visible The DRAGON® magazine index . 45 Contributing editor: Ed Greenwood effect of several changes the company has Covering more than seven years National advertising representative: undergone lately. in the space of six pages Robert Dewey To the limit of this space, heres some 1409 Pebblecreek Glenview IL 60025 information about the changes, mostly Phone (312)998-6237 expressed in terms of how I think they OTHER FEATURES will affect the audience we reach. For a This issues contributing artists: specific answer to that, see the notice Clyde Caldwell Phil Foglio across the bottom of page 4: Ares maga- The ecology of the beholder . 6 Roger Raupp Mary Hanson- Jeff Easley Roberts zine and DRAGON® magazine are going The Nine Hells, Part II . 22 Dave Trampier Edward B. Wagner to stay out of each others turf from now From Malbolge through Nessus Larry Elmore on, giving the readers of each magazine more of what they read it for. Saved by the cavalry! . 56 DRAGON Magazine (ISSN 0279-6848) is pub- I mention that change here as an lished monthly for a subscription price of $24 per example of what has happened, some- Army in BOOT HILL® game terms year by Dragon Publishing, a division of TSR, Inc. -
Frequently @Sked Questions
B^ckgrounder: Frequently @sked Questions sÉêëáçå NKMPI aÉÅÉãÄÉê OUI OMMS `çéóêáÖÜí « OMMS nìáÅâëáäîÉê pçÑíï~êÉI fåÅK ^ää êáÖÜíë êÉëÉêîÉÇK Quicksilver is a Registered Trademark of Quicksilver Software, Inc. STAR TREK and related marks are Trademarks of CBS Studios, Inc. Bethesda Softworks, ZeniMax and related logos are registered trademarks of ZeniMax Media Inc. in the U.S. and other countries. GENERAL GAME-RELATED QUESTIONS 3 Q: What is Star Trek: Tactical Assault? 3 Q: What are the major features of the game? 4 Q: Space is 3D, so why is this game's combat in 2D? 5 Q: How much skill is involved in combat? 5 Q: Why can't I play as Captain Kirk or Mr. Spock? 6 Q: How do my decisions affect the mission outcomes? 7 Q: Is this a dumbed-down version of the PC game Starfleet Command? 7 Q: Is this game true to Star Trek? 8 Q: I want more. 8 Q: Do you take advantage of each platform's capabilities? 9 GAMEPLAY DETAILS 11 Q: How do the ships compare with one another? 11 Q: What is the best upgrade path in Federation missions? 14 Q: What is the best upgrade path in Klingon missions? 14 Q: How were the missions created? 15 Q: How can I avoid hitting asteroids or planets accidentally? 16 REVIEWS AND PLAYER FEEDBACK 17 Q: What are reviewers saying about the game? 17 Q: What do players say about the game? 20 Gener^l G^me-Rel^ted Questions Q: Wh^t is St^r Trek: T^ctic^l @ss^ult> `çåíêçä íÜÉ ÅçãéäÉíÉ pí~ê qêÉâ ÉñéÉêáÉåÅÉ Fans around the world know Star Trek as one of the great science fiction franchises. -
The Klingon Empire 1.1 – the Homeworld 4 1.2 – Important Places 5 1.3 – History of the Empire 6
INSTITUTE OF ALIEN STUDIES Klingon Warrior Academy Warrior’s Manual This document is a publication of STARFLEET Academy - A department of STARFLEET, The International Star Trek Fan Association, Inc. It is intended for the private use of our members. STARFLEET holds no claims to any trademarks, copyrights, or properties held by CBS Paramount Television, any of its subsidiaries, or on any other company's or person's intellectual properties which may or may not be contained within. The contents of this publication are copyright (c)2008 STARFLEET, The International Star Trek Fan Association, Inc. and the original authors. All rights reserved. No portion of this document may be copied or republished in any or form without the written consent of the Commandant, STARFLEET Academy or the original author(s). All materials drawn in from sources outside of STARFLEET are used per Title 17, Chapter 1, Section 107: Limitations on exclusive rights: Fair Use, of the United States code. The material as used is for educational purposes only and no profit is made from the use of the material. STARFLEET and STARFLEET Academy are granted irrevocable rights of usage of this material by the original author. Contributors: Larry French, Carol Thompson, and Wayne L. Killough, Jr., Gary Hollifield, Jr., Eric Schulman,Dewald de Coning, and George Pimentel Published October 2008 Revised March 2011 Updated October 2014 Material herein was copied or summarized from www.ditl.org , http://en.wikipedia.org/wiki/Klingon and linked pages, http://memory-alpha.org/en/wiki/ , http://startrek.wikia.com/wiki/Klingon , http://en.hiddenfrontier.com/index.php/Klingon , The Klingon Dictionary, Klingon for the Galactic Traveler, Star Trek Encyclopedia: Expanded Version, and various Star Trek episodes and licensed novels. -
Finding Aid to the Sid Sackson Collection, 1867-2003
Brian Sutton-Smith Library and Archives of Play Sid Sackson Collection Finding Aid to the Sid Sackson Collection, 1867-2003 Summary Information Title: Sid Sackson collection Creator: Sid Sackson (primary) ID: 2016.sackson Date: 1867-2003 (inclusive); 1960-1995 (bulk) Extent: 36 linear feet Language: The materials in this collection are primarily in English. There are some instances of additional languages, including German, French, Dutch, Italian, and Spanish; these are denoted in the Contents List section of this finding aid. Abstract: The Sid Sackson collection is a compilation of diaries, correspondence, notes, game descriptions, and publications created or used by Sid Sackson during his lengthy career in the toy and game industry. The bulk of the materials are from between 1960 and 1995. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open to research use by staff of The Strong and by users of its library and archives. Intellectual property rights to the donated materials are held by the Sackson heirs or assignees. Anyone who would like to develop and publish a game using the ideas found in the papers should contact Ms. Dale Friedman (624 Birch Avenue, River Vale, New Jersey, 07675) for permission. Custodial History: The Strong received the Sid Sackson collection in three separate donations: the first (Object ID 106.604) from Dale Friedman, Sid Sackson’s daughter, in May 2006; the second (Object ID 106.1637) from the Association of Game and Puzzle Collectors (AGPC) in August 2006; and the third (Object ID 115.2647) from Phil and Dale Friedman in October 2015. -
Issaries, Inc and Moon Design LLC Page 1 the Book of Heortling Mythology the Stafford Library: Volume XI
The Stafford Library Series The Stafford Library – Volume XI – By Greg Stafford – 3001 – King of Sartar of Central Genertela. Each section of the book provides the core King of Sartar is a compilation of myths, stories and colorful mythologies of these powerful and important cultures, accompanied background for the Hero Wars. It consists of a series of Gloranthan by Godtime maps from the culture’s point of view. Each mythology documents including: the Annotated Argrath’s Saga, The Zin Letters, is also accompanied by a glossary of the culture’s important divinities, Orlanthi Mythology, The Composite History of Dragon Pass, The places, events, and philosophies. The Book of Argrath Book (documents about the Lightbringers Quest), the EWF, and Jalk’s Book (Data on the Colymar Tribe, Boldhome, and the 3007 – Arcane Lore Grazers). Arcane Lore reveals a vast treasure trove about Heroquesting. Collected from almost 30 years of questing, this book explores 3002 – The Glorious Reascent of Yelm the philosophy, mechanics, and practice of Heroquesting from a Heortling The Glorious Reascent of Yelm is the foundation document for multitude of viewpoints and angles. Although much of the material modern Dara Happa, written in the Dara Happan year of 111,221 was written for the old RuneQuest game, and other parts were used (221 S.T.) to commemorate the accession of Khordavu the Exalted. in the development of Hero Wars and HeroQuest, all of it is useful It sets forth the basic mythology of Yelm and his pantheon from the in understanding heroquesting and developing your own Heroquests. Mythology beginning of Time, through the Great Darkness of the Kazkurtum, to the return of Antirius and Yelm. -
THE GIFT Andreas Rheinländer
CUSTOMIZABLE CARD GAME FIRST EDITION Design Team James Monsebroten Dan Hamman THE GIFT Andreas Rheinländer 9 ADDITIONAL VIRTUAL CARDS • RELEASED NOVEMBER 2018 • VERSION 1.0 “Something important is happening to me, and I want to explore it. But I can’t stay here any longer. I’m a danger to all of you.” f you’re a fan of the Delta Quadrant, then The Gift Iis just for you! Featuring nine (9) new First Edition cards all focused around decks based in the Delta he Continuing Committee is dedicated Quadrant, The Gift contains new equipment, personnel, T to not only maintaining the Star Trek: and missions for your favorite decks. Though this Customizable Card Game community and the expansion may be small, it’s packed with fun and levels of competition, but exceeding them in exciting options for your Delta Quadrant adventures. scope and in quality. From all of us at the Continuing Committee, we hope you enjoy The Gift! ARTICLES Wormhole Terminus – The Gift introduces a new mission, Preliminary Incursion, which is a persona of the Premiere mission Wormhole Negotiations. In FORUMS order to accommodate this change, both Wormhole Negotiations and Barzan Wormhole (Voyager) are RULES changed to use the new name of the location, Wormhole Terminus. These changes preserve the original use of the cards, while giving hostile powers in other quadrants a CARD IMAGES path into the Alpha Quadrant. TOURNAMENTS Coming Soon – Did you know the Dax symbiont, which was hosted by Jadzia and Ezri, was born in 2018? To celebrate, the Continuing Committee is proud to PLAYER LOCATOR announce Equilibrium, a nine (9) card virtual expansion The Star Trek CCG Community lives on at coming in late 2018.