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Everquest Role Playing Game Game Masters Guide
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Book Synopsis Everquest Role-playing Game: Game Master's Guide by :
Download or read book Everquest Role-playing Game: Game Master's Guide written by and published by . This book was released on 2002 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis EverQuest Role-playing Game by : Stewart Wieck
Download or read book EverQuest Role-playing Game written by Stewart Wieck and published by Sword & Sorcery Studio. This book was released on 2002 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Everquest Role-playing Game: Monsters of Norrath by : Joseph D. Carriker
Download or read book Everquest Role-playing Game: Monsters of Norrath written by Joseph D. Carriker and published by Sword & Sorcery Studio. This book was released on 2002 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fantasirollespil.
Book Synopsis Everquest RPG Gamemasters Guide by : White Wolf Games Studio
Download or read book Everquest RPG Gamemasters Guide written by White Wolf Games Studio and published by White Wolf Publishing. This book was released on 2002-11 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fantasirollespil.
Download or read book EverQuest written by Imgs Inc and published by Prima Games. This book was released on 2000-02 with total page 460 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis The CRPG Book: A Guide to Computer Role-Playing Games by : Felipe Pepe
Download or read book The CRPG Book: A Guide to Computer Role-Playing Games written by Felipe Pepe and published by . This book was released on 2019-09 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Forests of Faydark by : Scott Holden-Jones
Download or read book Forests of Faydark written by Scott Holden-Jones and published by Sword & Sorcery Studio. This book was released on 2004-02 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis The Monsters Know What They're Doing by : Keith Ammann
Download or read book The Monsters Know What They're Doing written by Keith Ammann and published by Simon and Schuster. This book was released on 2019-10-29 with total page 560 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.
Book Synopsis The Ultimate RPG Game Master's Guide by : James D’Amato
Download or read book The Ultimate RPG Game Master's Guide written by James D’Amato and published by Simon and Schuster. This book was released on 2024-03-26 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: Up your game with everything you need to run your next tabletop roleplay game with expert advice, gameplay guidance, and playable content from RPG expert James D’Amato. How do I make combat more interesting? How do I encourage my players to role-play? How do I avoid my sessions ending in disaster? Leading an RPG can be a challenge, but The Ultimate Game Master’s Guide is here to help! With advice from RPG expert James D’Amato, you’ll find answers to all these questions and more, along with guidance for bringing your game to life from behind the GM screen. James covers everything you need to know to bring your GM game to the next level including: -How to make player decisions meaningful -How to add more roleplay to your adventure -How to keep combat interesting—and memorable -How to make NPCs dynamic, but keep them from stealing the show -And so much more! Add excitement to your game and keep players fully engaged with The Ultimate RPG Game Master’s Guide.
Book Synopsis Rules of Play by : Katie Salen Tekinbas
Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 689 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee
Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Download or read book EverQuest II Role-playing Game written by and published by . This book was released on 2004 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fantasirollespil.
Book Synopsis The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration by : Mary Scannell
Download or read book The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration written by Mary Scannell and published by McGraw Hill Professional. This book was released on 2010-05-28 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.
Book Synopsis Role-Playing Game Studies by : Sebastian Deterding
Download or read book Role-Playing Game Studies written by Sebastian Deterding and published by Routledge. This book was released on 2018-04-17 with total page 905 pages. Available in PDF, EPUB and Kindle. Book excerpt: This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Book Synopsis Designing Virtual Worlds by : Richard A. Bartle
Download or read book Designing Virtual Worlds written by Richard A. Bartle and published by New Riders. This book was released on 2004 with total page 768 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Positive Intelligence by : Shirzad Chamine
Download or read book Positive Intelligence written by Shirzad Chamine and published by Greenleaf Book Group. This book was released on 2012 with total page 241 pages. Available in PDF, EPUB and Kindle. Book excerpt: Chamine exposes how your mind is sabotaging you and keeping your from achieving your true potential. He shows you how to take concrete steps to unleash the vast, untapped powers of your mind.
Book Synopsis Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game) by : Dungeons & Dragons
Download or read book Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game) written by Dungeons & Dragons and published by Wizards of the Coast. This book was released on 2014-12-09 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Weave legendary stories in the world’s greatest roleplaying game. All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master’s Guide teaches you how to how to run D&D adventures for your players— how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore. “[The Dungeon Master’s Guide is] the one book to rule them all, the most comprehensive and powerful set of resources needed to run a game of D&D. . .” —Charlie Hall, Polygon.com “D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker • The Dungeon Master’s Guide is one of the three main Dungeons & Dragons books, along with the Player’s Handbook and Monster Manual. It’s a reference used by the Dungeon Master (the game’s narrator) to create adventures—to run Dungeons & Dragons games and fill them with characters and stories. • The Dungeon Master’s Guide (DMG) is full of tools to help you immerse players in the game. What’s the demon lord’s secret weakness? Are the orcish invaders a criminal enterprise, or traitorous allies? Dozens of tables throughout the book help inspire your decisions and keep the game flowing smoothly. • In the Dungeon Master’s Guide (DMG), even the tables tell tales. A legendary sword takes five decades to craft. Who created it, and why? A tavern-crawling gnome has an eye twitch. How did she get it, and when? In every detail is an architecture for narrative—and the Dungeon Master’s Guide has all the tools you need to flesh it out with ease. • In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.