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 Role-playing Game

EverQuest Role-playing Game PDF Author: Stewart Wieck
Publisher: Sword & Sorcery Studio
ISBN: 9781588461254
Category : Computer adventure games
Languages : en
Pages : 0

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Book Description
It's your world now! It reigns supreme as the world's #1 Mulitiplayer Online Roleplaying Game, and now the setting and characters of EverQuest are available in the original roleplaying format -the book. The EverQuest Roleplaying Game puts the entire world of Norrath the heroes as well as the villains in your hands for the first time. Created under the Open Game License, the EverQuest Roleplaying Game is 100% compatible with 3rd Edition rules of the world's most popular fantasy tabletop roleplaying system. The EQrpg Player's Handbook contains everything you need to create characters and begin experiencing EverQuest in a whole new way. All the character classes from paladin to shadow knight. All the races from dark elf to the lizardmen iksar. Hundreds of spells, skills, feats, equipment and more are packed into this essential volume. Harcover. Full-color. cover art by Kieth Parkinson.

Monsters of Luclin

Monsters of Luclin PDF Author: Anthony Pryor
Publisher: Sword & Sorcery Studio
ISBN: 9781588460646
Category :
Languages : en
Pages : 0

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Book Description
The moon of Luclin teems with monsters the likes of which heroes of Norrath have never seen. The creatures often encountered on the world of Norrath are not in evidence on this lunar landscape. New dangers live here, in places like the rugged Umbral Plains and the airless surface region known only as the Grey--from exotic beasts to powerful and legendary foes that stalked the surface of Norrath itself in ancient times. Monsters of Luclin contains statistics and descriptions of over 100 original monsters, including such fresh faces umbrous tailers, lightcrawlers, fungoids and unique, epic-level opponents such as Emperor Ssraeshza himself!

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.

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.

The Rogue's Hour

The Rogue's Hour PDF Author: Scott Ciencin
Publisher:
ISBN: 9781593150204
Category : Fiction
Languages : en
Pages : 328

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Book Description
A man without a past, Rileigh is pursued through the port city of Qeynos by a necromancer and a shadownight. After hiding aboard a ship, he finds himself embroiled in a quest to retrieve four stolen objects of power that once belonged to an ancient dragon.

Designing Virtual Worlds

Designing Virtual Worlds PDF Author: Richard A. Bartle
Publisher: New Riders
ISBN: 9780131018167
Category : Computers
Languages : en
Pages : 768

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Book Description
This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Virtual Economies

Virtual Economies PDF Author: Vili Lehdonvirta
Publisher: MIT Press
ISBN: 0262535068
Category : Business & Economics
Languages : en
Pages : 307

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Book Description
How the basic concepts of economics—including markets, institutions, and money—can be used to create and analyze economies based on virtual goods. In the twenty-first-century digital world, virtual goods are sold for real money. Digital game players happily pay for avatars, power-ups, and other game items. But behind every virtual sale, there is a virtual economy, simple or complex. In this book, Vili Lehdonvirta and Edward Castronova introduce the basic concepts of economics into the game developer's and game designer's toolkits. Lehdonvirta and Castronova explain how the fundamentals of economics—markets, institutions, and money—can be used to create or analyze economies based on artificially scarce virtual goods. They focus on virtual economies in digital games, but also touch on serious digital currencies such as Bitcoin as well as virtual economies that emerge in social media around points, likes, and followers. The theoretical emphasis is on elementary microeconomic theory, with some discussion of behavioral economics, macroeconomics, sociology of consumption, and other social science theories relevant to economic behavior. Topics include the rational choice model of economic decision making; information goods versus virtual goods; supply, demand, and market equilibrium; monopoly power; setting prices; and externalities. The book will enable developers and designers to create and maintain successful virtual economies, introduce social scientists and policy makers to the power of virtual economies, and provide a useful guide to economic fundamentals for students in other disciplines.

Computer Games as a Sociocultural Phenomenon

Computer Games as a Sociocultural Phenomenon PDF Author: A. Jahn-Sudmann
Publisher: Springer
ISBN: 023058330X
Category : Social Science
Languages : en
Pages : 242

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Book Description
Internationally renowned media and literature scholars, social scientists, game designers and artists explore the cultural potential of computer games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.

White Wolf Game Studio Hardcover Publications: EverQuest role-playing game : Luclin (WW16512)

White Wolf Game Studio Hardcover Publications: EverQuest role-playing game : Luclin (WW16512) PDF Author: Anthony Pryor
Publisher: White Wolf Publishing
ISBN: 9781588460660
Category : Fantasy games
Languages : en
Pages : 0

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Book Description
Included in this collection are vols. distributed as well as published by White Wolf Pub.