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Magicrealm.Net Forum Archive
WWW.MAGICREALM.NET FORUMS ARCHIVE This archive contains a complete record of all messages posted on the forums at MagicRealm.net The last message posted here is dated 14 Feb 2004. The archive is organized in the same manner as the forums were: two main sections, and seven subsections. Each discussion topic is linked to a bookmark. The discussion topics are sorted from oldest to newest within each subsection. This is the opposite of how they were sorted in the original forums, but it was easier to build and maintain the archive in this way. Known problems: The polls in the “Software” subsection could not be archived. Many of the URL’s came through as blank lines. The forum software had a flaw: at the start of each discussion topic, it lists the topic name followed by “started by [name]” – but instead of using the name of the person who started the topic, it used the name of the last person to post to that topic. MRNet Forums [Powered by Ikonboard] http://www.magicrealm.net/cgi-bin/ikonboard/ikonboard.cgi... Printable Version of Topic -MRNet Forums +--Forum: Expansions and Variants +---Topic: New Characters started by fiscused Posted by: fiscused on Sep. 04 2001,07:28 Thought I'd throw up the beginning of a new character idea here. Monk: A quiet, dedicated man, the monk is master of dealing damage, either with his bare hands or with weapons. advantages: Poverty: The monk begins with zero gold and may never gain gold in any way. He can barter with others using the gold value of items, but he may never acquire gold. -
Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. -
Shady Side Academy Senior School Summer Reading 2018 Summer Reading Is an Opportunity for You to Explore Some Contemporary Or Cl
Shady Side Academy Senior School Summer Reading 2018 Summer Reading is an opportunity for you to explore some contemporary or classic books, challenging yourself with new ideas or becoming immersed in a gripping plot. You should choose a book that appeals to you and enjoy the process of reading. This is not the time to choose the shortest book or scurry onto the internet for a bland and superficial summary; this is not a time to follow someone else’s expert recommendation. Rather, this is a time for you to lose yourself in a story, under a tree or near a body of water, basking in the beautiful summer. Dig in and enjoy! You will read two (2) books over the summer. You are required to read a book from the lower-form (III and IV) list or upper-form (V and VI) list as your form in the fall dictates, plus a second book of your own choosing that you have not previously read. This second book can be a work of non-fiction or fiction, and all literary genres are welcome. The only requirement is that the selection be age-appropriate — nothing for much younger readers, please. Upon returning to school, students will be asked to deliver a short talk on this book in their English classes during the first week or so. This talk must include a brief summary, but it should focus primarily on an evaluation of the book — what about it was most and least effective, enjoyable, confusing, inspiring, etc., supported by specific evidence. More information on the presentations will be provided in the fall, but students should know in advance that each talk will last approximately five minutes and be followed by a short question-and-answer session. -
Fantasy Adventure Game Expert Rulebook
TABLE OF CONTENTS Reference Charts from D&D® Basic X2 Character Attacks X26 PART 1: INTRODUCTION X3 Monster Attacks X26 How to Use This Book X3 PART 6: MONSTERS X27 The Scope of the Rules X3 MONSTER LIST: Animals to Wyvern . X28 Standard Terms Used in This Book X3 PART 7: TREASURE X43 Assisting A Novice Player X3 Treasure Types X43 The Wilderness Campaign X3 Magic Items X44 High and Low Level Characters X4 Explanations X45 Using D&D® Expert Rules With an Early Swords X45 Edition of the D&D® Basic Rules X4 Weapons and Armor X48 PART 2: PLAYER CHARACTER INFORMATION X5 Potions X48 Charts and Tables X5 Scrolls X48 Character Classes X7 Rings X49 CLERICS X7 Wands, Staves and Rods X49 DWARVES X7 Miscellaneous Magic Items X50 ELVES X7 PART 8: DUNGEON MASTER INFORMATION X51 FIGHTERS X7 Handling Player Characters X51 HALFLINGS X7 Magical Research and Production X51 MAGIC-USERS X7 Castles, Strongholds and Hideouts X52 THIEVES X8 Designing a Dungeon (recap) X52 Levels Beyond Those Listed X8 Creating an NPC Party X52 Cost of Weapons and Equipment X9 NPC Magic Items X52 Explanation of Equipment X9 Designing a Wilderness X54 PART 3: SPELLS Xll Wandering Monsters X55 CLERICAL SPELLS Xll Travelling In the Wilderness X56 First Level Clerical Spells Xll Becoming Lost X56 Second Level Clerical Spells X12 Wilderness Encounters X57 Third Level Clerical Spells X12 Wilderness Encounter Tables X57 Fourth Level Clerical Spells X13 Castle Encounters X59 Fifth Level Clerical Spells X13 Dungeon Mastering as a Fine Art X59 MAGIC-USER AND ELF SPELLS X14 Sample Wilderness Key and Maps X60 First Level Magic-User and Elf Spells SampleX14 fileHuman Lands X60 Second Level Magic-User and Elf Spells X14 Non-Humans '. -
Late Sixties Rock MP3 Disc Two Playlist.Pdf
Late Sixties Rock MP3 Disc Two Playlist Page One Of Three Title Artist Album 01 - Keep on Chooglin’ Creedence Clearwater Revival Bayou Country 02 - Voodoo Child (Slight Return) The Jimi Hendrix Experience Electric Ladyland 03 - Babe I’m Gonna Leave You Led Zeppelin Led Zeppelin I 04 - Move Over Janis Joplin Pearl 05 - Se a Cabo Santana Abraxas 06 - That Same Feelin’ Savoy Brown Raw Sienna 07 - Plastic Fantastic Lover Jefferson Airplane Surrealistic Pillow 08 - My Guitar Wants to Kill Your Mama Frank Zappa Single 09 - Sparks The Who Tommy 10 - Girl with No Eyes It's A Beautiful Day It's A Beautiful Day 11 - As You Said Cream Wheels of Fire 12 - Different Drum Linda Ronstadt & the Stone Poneys Evergreen, Volume 2 13 - These Boots Are Made for Walkin’ Nancy Sinatra Boots 14 - Iron Butterfly Theme Iron Butterfly Heavy 15 - Summertime Blues Blue Cheer Vincebus Eruptum 16 - Mississippi Queen Mountain Climbing! 17 - Working on the Road Ten Years After Cricklewood Green 18 - On the Road Again Canned Heat Boogie with Canned Heat! 19 - Freedom Richie Havens Woodstock 20 - Déjà Vu Crosby, Stills, Nash & Young Déjà Vu 21 - The Best Way to Travel The Moody Blues In Search of the Lost Chord 22 - Big Yellow Taxi Joni Mitchell Ladies of the Canyon 23 - If 6 Was 9 The Jimi Hendrix Experience Axis: Bold as Love 24 - Unconscious Power Iron Butterfly Heavy 25 - Break on Through (To the Other Side) The Doors The Doors 26 - I Feel Free Cream Fresh Cream 27 - I’m Free The Who Tommy 28 - Try (Just a Little Bit Harder) Janis Joplin I Got Dem 0l’ Kozmic Blues -
Dragon Magazine
May 1980 The Dragon feature a module, a special inclusion, or some other out-of-the- ordinary ingredient. It’s still a bargain when you stop to think that a regular commercial module, purchased separately, would cost even more than that—and for your three bucks, you’re getting a whole lot of magazine besides. It should be pointed out that subscribers can still get a year’s worth of TD for only $2 per issue. Hint, hint . And now, on to the good news. This month’s kaleidoscopic cover comes to us from the talented Darlene Pekul, and serves as your p, up and away in May! That’s the catch-phrase for first look at Jasmine, Darlene’s fantasy adventure strip, which issue #37 of The Dragon. In addition to going up in makes its debut in this issue. The story she’s unfolding promises to quality and content with still more new features this be a good one; stay tuned. month, TD has gone up in another way: the price. As observant subscribers, or those of you who bought Holding down the middle of the magazine is The Pit of The this issue in a store, will have already noticed, we’re now asking $3 Oracle, an AD&D game module created by Stephen Sullivan. It for TD. From now on, the magazine will cost that much whenever we was the second-place winner in the first International Dungeon Design Competition, and after looking it over and playing through it, we think you’ll understand why it placed so high. -
Ah-80Catalog-Alt
STRATEGY GAME CATALOG I Reaching our Peek! FEATURING BATTLE, COMPUTER, FANTASY, HISTORICAL, ROLE PLAYING, S·F & ......\Ci l\\a'C:O: SIMULATION GAMES REACHING OUR PEEK Complexity ratings of one to three are introduc tory level games Ratings of four to six are in Wargaming can be a dece1v1ng term Wargamers termediate levels, and ratings of seven to ten are the are not warmongers People play wargames for one advanced levels Many games actually have more of three reasons . One , they are interested 1n history, than one level in the game Itself. having a basic game partlcularly m1l11ary history Two. they enroy the and one or more advanced games as well. In other challenge and compet111on strategy games afford words. the advance up the complexity scale can be Three. and most important. playing games is FUN accomplished within the game and wargaming is their hobby The listed playing times can be dece1v1ng though Indeed. wargaming 1s an expanding hobby they too are presented as a guide for the buyer Most Though 11 has been around for over twenty years. 11 games have more than one game w1th1n them In the has only recently begun to boom . It's no [onger called hobby, these games w1th1n the game are called JUSt wargam1ng It has other names like strategy gam scenarios. part of the total campaign or battle the ing, adventure gaming, and simulation gaming It game 1s about Scenarios give the game and the isn 't another hoola hoop though. By any name, players variety Some games are completely open wargam1ng 1s here to stay ended These are actually a game system. -
Magic Realm Rules 3.1 Deluxe
The unofficial, updated THIRD EDITION of the Magic Realm Rules Welcome to the MAGIC REALM. MAGIC REALM is a game of fantasy adventuring, set in a land filled with monsters, fabulous treasures, great warriors and magicians. The scene is set in the ruins of a mighty kingdom, now inhabited by sparse groups of natives and swarms of monsters. Beneath it all are the rich remnants of a magical civilization, scattered and lost across the map. To this scene come the adventurers, seekers of riches and fame, to make a name for themselves in this promising field. Swordsman and Dwarf, Magician and Sorceror, the humans and the half-humans come seeking to loot the legendary riches of a lost civilization. Now you can play the part of one of these adventurers, stepping into an unknown Realm of magic and monsters, battles and treasures. As a player, you will take on the role of one of the sixteen major characters who are represented in detail in the game. You will control where he goes, what he tries to do, how he handles himself in combat and much more. In the course of the game you will run into deadly monsters, tribes of humans ranging from old friends to sworn enemies, and treasures that will enhance your abilities in many ways. MAGIC REALM is a complex game designed to recapture the suspense and desperate struggles of fantasy literature. The game creates a small but complete fantasy world, where each game is a new adventure with a new map where everything lies hidden at new locations. -
Social Psychology: a Very Short Introduction Buy CSS Books Online As Cash on Delivery All Over Pakistan | 03336042057
Buy CSS Books Online as Cash on Delivery All Over Pakistan https://cssbooks.net | 03336042057 DOWNLOAD CSS Notes, Books, MCQs, Magazines www.thecsspoint.com Download CSS Notes Download CSS Books Download CSS Magazines Download CSS MCQs Download CSS Past Papers The CSS Point, Pakistan’s The Best Online FREE Web source for All CSS Aspirants. Email: [email protected] BUY CSS / PMS / NTS & GENERAL KNOWLEDGE BOOKS ONLINE CASH ON DELIVERY ALL OVER PAKISTAN Visit Now: WWW.CSSBOOKS.NET For Oder & Inquiry Call/SMS/WhatsApp 0333 6042057 – 0726 540316 CSS Compulsory Solved MCQs from 2000 to 2019 & CSS Compulsory Solved Subjective Papers from 2016 to 2019 www.danzoman.com Kids Clothing Online Shop Best available Kids Dresses in Pakistan /danzomanofficial/ Buy CSS Books Online as Cash on Delivery All Over Pakistan https://cssbooks.net | 03336042057 Social Psychology: A Very Short Introduction Buy CSS Books Online as Cash on Delivery All Over Pakistan https://cssbooks.net | 03336042057 VERY SHORT INTRODUCTIONS are for anyone wanting a stimulating and accessible way into a new subject. They are written by experts, and have been translated into more than 40 different languages. The series began in 1995, and now covers a wide variety of topics in every discipline. The VSI library now contains over 400 volumes—a Very Short Introduction to everything from Psychology and Philosophy of Science to American History and Relativity—and continues to grow in every subject area. Very Short Introductions available now: ACCOUNTING Christopher Nobes ADVERTISING Winston Fletcher AFRICAN AMERICAN RELIGION Eddie S. Glaude Jr. AFRICAN HISTORY John Parker and Richard Rathbone AFRICAN RELIGIONS Jacob K. -
Core Techniques and Algorithms in Game Programming.Pdf
This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks . [ Team LiB ] • Table of Contents • Index Core Techniques and Algorithms in Game Programming By Daniel Sánchez-Crespo Dalmau Publisher: New Riders Publishing Pub Date: September 08, 2003 ISBN: 0-1310-2009-9 Pages: 888 To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come. [ Team LiB ] This document was created by an unregistered ChmMagic, please go to http://www.bisenter.com to register it. Thanks. [ Team LiB ] • Table of Contents • Index Core Techniques and Algorithms in Game Programming By Daniel Sánchez-Crespo Dalmau Publisher: New Riders Publishing Pub Date: September 08, 2003 ISBN: 0-1310-2009-9 Pages: 888 Copyright About the Author About the Technical Reviewer Acknowledgments Tell Us What You Think Introduction What You Will Learn What You Need to Know How This Book Is Organized Conventions Chapter 1. -
Dragon Magazine #112
DRAGON 1 SPECIAL ATTRACTIONS 41 The Ultimate Article Index compiled by Jean Black Publisher After this, an update is all youll ever need Mike Cook 51 TSR staff GEN CON® Event Listing Editor-in-Chief Better late than never and besides, theyre free! Kim Mohan Editorial staff OTHER FEATURES Patrick Lucien Price Roger Moore 8 Dawn of a new age Kim Mohan Robin Jenkins A fresh look, and outlook, for DRAGON Magazine Editorial assistance 10 DINOSAURS Steven Inniss Eileen Lucas A monstrous article on the beasts of the Mesozoic Era Art, graphics, production 19 Revenge of the nobodies Joseph R. Ravitts Roger Raupp When a grass-roots movement grows, watch out! Kim Lindau 23 The role of computers Hartley and Pattie Lesser Advertising Our second foray into the world of electronic role-playing games Mary Parkinson 27 Cloaked in magic Ed Greenwood Subscriptions Elminster returns with some wise words about windbreakers Pat Schulz 35 Armor, piece by piece Matt Bandy This issue’s contributing artists A partial armor system for non-Oriental AD&D® games Daniel Horne Jim Holloway 81 Dire Invasion — William Tracy Marvel Bullpen Rom and the Dire Wraiths in the MARVEL SUPER HEROES game Dave LaForce Lawrence Raimonda 88 For a Fistful of Credits David “Zeb” Cook Richard Tomasic New equipment for STAR FRONTIERS® gamers Joseph Pillsbury Bill Cleveland Larry Elmore DEPARTMENTS Dave Trampier 3 Letters 38 TSR Previews96 Dragonmirth 4 World Gamers Guide 92 Convention calendar 98 Snarfquest 6 The forum 94 Gamers' Guide 101 Wormy COVER This is probably the first cover painting weve ever published that owes its existence to a real-life experience. -
Magic Realm Rules
The legendary, lost SECOND EDITION of the Magic Realm Rules INTRODUCTION Welcome to the MAGIC REALM. been organized to allow the players to learn the game a little at a time and play as MAGIC REALM is a game of fantasy adventuring, set in a land filled with they learn. The rules are divided into sections, and the players can learn one section monsters, fabulous treasures, great warriors and magicians. The scene is set in the at a time and play a simplified game with the rules they have learned so far. The ruins of a mighty kingdom, now inhabited by sparse groups of natives and swarms of players should read the rules one section at a time, stopping at the end of each monsters. Beneath it all are the rich remnants of a magical civilization , scattered section and playing until they are comfortable with the rules introduced in that and lost across the map. section. Once they have mastered that section, they can move on to the next. To this scene come the adventurers, seekers of riches and fame, to make a A GUIDE TO THE PIAYING PIECES illustrates the playing pieces and name for themselves in this promising field. Swordsman and Dwarf, Magician and explains them briefly; in addition, there are lists of treasures, weapons, armor, Sorceror, the humans and the half-humans come seeking to loot the legendary riches horses, natives, monsters and prices that explain individual pieces in more detail. The of a lost civilization. Now you can play the part of one of these adventurers, stepping PREPARE FOR PIAY section explains how to set up the game.