Everquest Role-playing Game: Monsters of Norrath

Everquest Role-playing Game: Monsters of Norrath PDF Author: Joseph D. Carriker
Publisher: Sword & Sorcery Studio
ISBN: 9781588461261
Category : Games & Activities
Languages : en
Pages : 220

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Book Description
Fantasirollespil.

Everquest Role-playing Game: Monsters of Norrath

Everquest Role-playing Game: Monsters of Norrath PDF Author: Joseph D. Carriker
Publisher: Sword & Sorcery Studio
ISBN: 9781588461261
Category : Games & Activities
Languages : en
Pages : 220

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Book Description
Fantasirollespil.

EverQuest

EverQuest PDF Author:
Publisher:
ISBN: 9780761536789
Category : Computer adventure games
Languages : en
Pages : 214

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Book Description


Forests of Faydark

Forests of Faydark PDF Author: Scott Holden-Jones
Publisher: Sword & Sorcery Studio
ISBN: 9781588461339
Category : Computer adventure games
Languages : en
Pages : 0

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Book Description
The enormous forest of Faydark dominates the entire northern landscape of the continent of Faydwer. This expanse is home to many of Norrath's elvish races. The Feir'Dal, or wood elves, live primarily in their treetop city of Kelethin, while the Koada'Dal, their high elf cousins, live in the marble-walled city of Felwithe on the edge of Faydark. This sourcebook is the first to present information about the continent of Faydwer, home to four player character races. The elves that dwell within the forest get special attention--as do the countless forces poised against them, such as the orc empire of Crushbone and the vampiric sorcerer Mayong Mistmoore.

EverQuest

EverQuest PDF Author: Imgs Inc
Publisher: Prima Games
ISBN: 9780761522843
Category : Games & Activities
Languages : en
Pages : 460

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Book Description
Strategies to handle most encounters & situations Complete information for most well-used spells Stats & descriptions for adversaries & friends Guild information & guildhall locations New, improved city maps Character creation & roleplaying tips Covers both the "Ruins of Kunark" and original game Click here for // Everquest Clarifications and Errata! Click here for the ///Revised & Expanded edition.

The CRPG Book: A Guide to Computer Role-Playing Games

The CRPG Book: A Guide to Computer Role-Playing Games PDF Author: Felipe Pepe
Publisher:
ISBN: 9781999353308
Category : Computer games
Languages : en
Pages : 528

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Book Description
Reviews over 400 seminal games from 1975 to 2015. Each entry shares articles on the genre, mod suggestions and hints on how to run the games on modern hardware.

Befallen

Befallen PDF Author: Owen K. C. Stephens
Publisher: White Wolf Pub
ISBN: 9781588461292
Category : Games
Languages : en
Pages : 61

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Book Description
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Ogl Ancients

Ogl Ancients PDF Author: Adrian Bott
Publisher: Mongoose Publishing
ISBN: 9781904577720
Category :
Languages : en
Pages : 0

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Book Description
A new D20 RPG from Mongoose, set in the hugely popular Ancient world .

Everquest

Everquest PDF Author: White Wolf Games Studio
Publisher: White Wolf Publishing
ISBN: 9781588461315
Category :
Languages : en
Pages : 0

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Book Description


Play Between Worlds

Play Between Worlds PDF Author: T. L. Taylor
Publisher: MIT Press
ISBN: 0262250543
Category : Computers
Languages : en
Pages : 206

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Book Description
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.

Rules of Play

Rules of Play PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680

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Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.