Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Thursday, February 17, 2011

Comedy Relief In Role Playing Games


The idea of using role-playing games for comic relief applies not just to games that are already intended for comic relief, either the system itself (such as Paranoia, HOL, etc), but to more standard (usually "serious") game systems where the players all agree to give comedy a run - playing for comic relief can even be done on a per-character basis, even within a game that is NOT geared toward comedy, though the style, content and intensity of this type of play is best kept within the players' overall tolerance for "shenanigans" - this is not something one should do at every game, but an opportunity which may present itself from time to time.

While rules-lite game systems tend to lend themselves to comedic role-playing a bit better than heavier number-crunching games, due to the freer narrative without the accompanying requirement for dice rolls to perform every action, even game systems heavy in the mechanics department can provide an entertaining venue for the rpg comedian, or as some internet rpg humor lists refer to them, zanies or loonies.

Using the general theme of the scenario or adventure itself, the fairly-universal semi-insurance that the DM isn't going to outright kill you if you're being entertaining (even if not necessarily wise), and the typical probability of the game system's success/failure mechanics, consistent methods of comedic playing, usually of the "incompetent, bumbling, sidekick" slapstick variety, can be played right alongside the swarthy mercenary and the mysterious elven sorceress. Endearing fumblers have long accompanied more serious and heroic protagonists in novels and movies, and so too it can be in role-playing games.

In the case of a more densely-concentrated rules system, for example 3rd Edition Dungeons & Dragons, the urge for comedy can spring as inspiration, as much from happenstance or even frustration, as much as genuine premeditated comedic intent. As a practical example, a player in a four-person adventuring party was of a more "cinematic" bent, play-style wise, and felt he was constantly being penalized by the game system used, for his attempted over-the-top heroic actions, possibly more suited to a swashbuckling or buddy-cop martial arts movie, than a gritty fantasy dungeon crawl.

Deciding to make the system work in his favor (or die in the process, most likely), the player's fairly generic, gruff Dwarf Paladin, evolved into the cluelessly overconfident Dwarf Paladin who saw himself as a righteous crusader, protected and blessed by his faith, hailed by all as a shining icon of heroism and bravery. The ancient drawbridge leading over the bubbling black water to the tower proper, looks weathered and unsteady - this naturally then would be the time for the plate-mail clad Dwarf to make a prodigious leap to the tower. Failing that, as he did, this would instead be the time for him to crash bodily through the rotten timbers and plummet dozens of feet into the rancid murk below, requiring his companions to lower a rope to pull him out, as he patted himself on the back for taking the risk and sparing his friends the danger.

No longer would this holy warrior skulk around in dark corners, giving Evil the satisfaction of waiting for someone to "check for traps", this warrior strode bravely into darkened corridors, hundreds of feet below ground, heedlessly kicking in thick doors leading to unknown chambers, filled with chittering and slithering noises. An inspired tumble between the legs of the ogre, and a failed roll accompanying the action, would find the Paladin played like a croquet ball by the hulking ogre as he slammed the short-statured hero into the next room with his massive gnarled two-handed club. Granite hammer in one hand, shield in the other, crossbow bolts sticking out of his breastplate, the Paladin would charge zealously into teeming masses of kobolds and gnolls, plate armor glinting in flickering torchlight - sometimes he would even emerge from these battles still conscious (though not often).

But there are more ways than bumbling, to get a bit of comedy relief in a game. Sometimes it just takes a quirk for an otherwise competent character, even if the quirk is not-so realistic to the setting. The keen-eyed Elven Archeress, respected among the party for her skill with a bow, when asked if she was ready for the upcoming battle, replied in a bubbly tone, "Like, duh - fer sure!" Some players consider it a mark of success for their fellow players to beg, or better yet, threaten them, to NOT play "so much" in character. The Valley Girl Elf Archer was surely one such time that would count toward this end.

"Mama Cici" proved that you could be both competent AND a bumbler AND realistic, and still provide some comic relief, in the way of pure normalcy. The overweight middle-aged cook and mother of four joined the adventuring party, armed only with her good dishes (including her trusty iron skillet), determination and homespun wisdom handed down to her from her Grandmammy. Borrowing a little from 90s telephone psychic "Miss Cleo", Touched by an Angel's Della Reese, Martin Lawrence's "Big Mama" and Nell Carter, Mama Cici could dispense cautionary tales and advice at the drop of a hat, but her lack of skills in "Ride Horse" and "Fight" really proved to be disadvantages on a cross-country adventure.

As for the Halfling Pit-Fighter and seven foot tall barbarian professional wrestler, perhaps they would be best left forgotten...

Caution, restraint and good judgment should be used by players attempting to "liven up" a game with comic relief, especially if the other players are obviously hoping for a more serious game, and especially when you get lots of frowns, frustrated sighs and even more especially, threats of bodily harm. Sometimes one must put away the whoopie cushions and cream pies for the sake of the gaming group and continuity. You wouldn't want a deranged psycho-killer to suddenly go rampaging through a forest of big-eyed chittering animal characters any more than the tactician and the gunslinger want to be thrown off their timing by the clown next to them priming his water-squirting flower.








Jason J. Patterson - June 29, 1973 - Small town in northeast Oklahoma on Hwy. 66, U.S.A.

WRITING HISTORY

In my teens, I began writing short stories and home-made "choose-your-own-adventure" type "books" (really just a few pieces of typed paper stapled together), and personal thoughts on philosophy and metaphysics and culture, as well as personal and dream journals

I have also written a number of informal, freely released supplements, rules errata, resources and scenarios for tabletop role-playing games, as well as a simple board game and a couple of dice game rules sets.

As a child and young adult, I was an avid reader, mostly of fantasy and some horror and science fiction novels (Dean R. Koontz, Piers Anthony, David Eddings, Dragonlance, etc.), as well as books related to language, the paranormal, philosophy and various other references, with boxes of literally hundreds of books - this lead to an interest in developing my own writing skills, and I also have some ability at freehand sketching/cartooning - with examples online at Elfwood and Deviantart.


Wednesday, February 16, 2011

Creativity Through Role-Playing Games


There are a number of ways to get inspiration for fiction writing. Actually, I don't even think they have a name for that number. We're surrounded by inspiration constantly, no matter what our conditions are. The problem is, for many people, they get some inspiration, jot down a few notes, and it ends there. Maybe there is a lack of ambition or the inevitable doubts begin to pour into the conscious mind about difficulties and challenges in making it as a writer (there are challenges in everything, so don't let that stop you). There can be something else too. The potential writer may have no idea how to assemble a story.

Yes, we all have to take English classes in High School and anyone who goes to college usually has to take a writing course. Having the ability to write does not necessarily yield the ability to tell a story however. Unfortunately, a number of potentially good stories (that could have been great novels), fall away to nothingness because the author decided that they couldn't tell a story. Maybe others decide to pay some money and sign up for a writing class or purchase books on creative writing and story telling. These methods are more formal.

There is an informal way that you can develop your ability as a storyteller and have some serious fun doing it: Role-Playing Games (RPGs). I'm not talking about putting Final Fantasy XIII in your game console. I'm talking about the good old-fashioned dice, pen, and paper games like Dungeons and Dragons, Rifts, Vampire, Cyberpunk, and a whole host of others. So you may be asking why. Why the pen and paper games? Don't you have to imagine all of the action instead of seeing it on a screen? Yes, and the second question answered the first question. That's the point. You can roll dice and write numbers all you want, but these games require imagination and creativity to weave those dice rolls and numbers into a fluid, moving story that keeps everyone engrossed.

In order to have lasting interest in a gaming campaign (which is an ongoing story that is built on session after session), the Dungeon Master (or Game Master), who is the overall "storyteller", must keep things interesting and allow for a good balance of character development, plot movement, and action. Even as a player, you would be responsible for the development of your own character, having them grow and change with their experiences. These are all important aspects to creating a good short story or novel.

From personal experience, I can say that Role-Playing games were a big help in developing my own ability to tell stories. When I was first a Game Master, many years ago, I had trouble keeping everyone's interest, including my own. My content was typically nothing more than rehashed TV or movies. As time went on and I watched other people as Game Masters (and later Dungeon Masters in Dungeons and Dragons), I began picking up on how to weave that creative web, first with my own player characters, and then with my own worlds and stories as I worked up the confidence to once again delve into being the overall storyteller. I had actually developed so well, that none of the other players wanted to be the Dungeon Master or Game Master, they didn't feel that they could maintain an intricate storyline like I could. They even suggested that I become an author.

The key to opening your ability as a creative writer is to engage in activities that require creativity. No matter your raw talent, taking time to develop and nurture that skill will pay off with the ability to really draw in an audience. Who knows? If you put your mind to it, you could even become a bestselling author!








Mike Saxton
Author
http://www.7scorpions.com


Make Video Games - Creating Hot Role Playing Games


Giving enthusiasts the ability to make video games gives this industry yet another arsenal for keeping interests high in an already most preferred form of indoors entertainment since?this technology first hit the circuit. Of the many different types of video game formats RPG, short for role playing games, is very popular. It's technology enables users direct interaction with all aspects of creation including but not limited to mapping, selection of events, control over game intensity, graphics, and a host of many other interactive features. After making a map or the pinnacle from which to stage your adventures you would then create the parts of the (rpg) that make up the characters, good or bad. Events are then created and placed within the map completing your rpg. In working with maps you have access within the program to select graphics, good or bad, for villains, heroes, even monsters and enemies you simply name them and give them stats. Not to worry the bark is worse than the bite. An easy to use?system tutorial is available for references and queries.

Having the ability to make video games, with an RPG maker, stories can be told in many different surroundings, in this case, events. Events anywhere from simple text and graphic displays to variable-wrangling technical tricks for creating intense RPG story lines are possible and unlimited. Quality RPG makers have grand features like interaction capabilities, some of which, allow the user to edit battle animations with full control of graphical special effects to multiple?rpg characters during creation as well as spectacular battle scene layouts, customizable character graphics, and script editing options. That's right! Script editing capabilities. That puts you right in the drivers seat and gives you complete control of the entire engine's inner workings while you create your masterpieces. A chance at script editing to make video games unique to you.

No programming Experience? No Problem. One of the best features of a quality RPG maker is that you don't need to know anything at all about how to make video games. A quality RPG maker can have you building maps, houses, stores, characters and more with behaviors to match in no time because the easy to use user friendly interface! There is what they call a Ruby Game Scripting System (RGSS) in each RPG maker and the sole reason for it is to give the user complete control for adding customized actions to the game. No worries though. If you don't know how it's done there are reference materials included. So while building maps by working with tiles,? setting events, configuring triggers, and learning script language may seem intense, but (RPG)? makers actually makes learning how to make video games very easy and lots of fun!








Donald Whitehead:
Did you know that you could make video games and sell them? How much could you earn? Discover how to make video games unique to you....Sell them, give them away, start your own collection! Learn More At: Make_Video_Games


The Role of the Cleric in Role Playing Games


The Cleric is one of the most long standing playable character classes in many role-playing games. This role is also one of the most expansive and potentially powerful characters usable, depending on the edition of the game that one is playing.

Typical attributes of the Cleric have one well-skilled in both combat and the use of divine magic. They can also be quite powerful healing agents, due to the large number of healing magic which is available to them. Some version of the Cleric even have power over the dead, having the ability to either manipulate or repel the presence of the un-dead in the game. Owing to this, most campaigns are very well suited with having a Cleric in their presence.

Initially, Clerics were used almost as a combination of a soldier and a wizard, giving them both skills in combat as well as spell-casting power, although not that of a magician. The first edition version of the Cleric, however, was not a particularly exciting character and while most teams considered having a Cleric for the purposes of needing a healer on the team, most players did not find much excitement in being assigned this role. This was something which was addressed in later editions of role-playing games, however.

The second edition of the game gave the Cleric a bit more to fill out their characters, as anyone creating the character of a Cleric was required to choose a specific religion to which the Cleric belonged. This religion also influenced and governed the Cleric's powers, making the types of spells unique to the religion of which the Cleric was devoted.

Players could either be on the side of Lawful Good or Chaotic Evil, making the types of spells possible range between Death and Tyranny or Healing and Life. The power of the Clerics was a divine power, being drawn from the specific god or gods which the Cleric was devoted to, allowing a great number of different Clerics to populate any game.

In the third edition of these games, the idea of devotion was taken a step further and the Clerics were forced to choose a particular patron to devote themselves to before aligning themselves within one step of that devotion. For example, if a Cleric devoted themselves to a patron of Lawful Good, the Cleric themselves must either be affiliated with Lawful Good, Neutral Good, or Lawful Neutral.

This would direct the types of spells available to the Cleric into being even more specific and focused, making nearly each Cleric made individual and unique. This character class then becomes more useful and exciting to the members of a group compared to the first edition's simple task of being the requisite healer.

Players are more apt to become a cleric now, with so much detail and choice available to anyone who chooses to become a Cleric. In this manner, these games have only expanded on the richness that they provide their players and, when making each subsequent edition more rich, they will continue to keep and draw more fans in.








Victor Epand is an expert consultant for board games, chess boards, and dungeons and dragons miniatures. You will find all these things and more if you visit used board games, chess boards.


Fantasy Role Playing Games and Fairy Tales About Fairies - Powell, Prince of Dyfed


One of the more interesting fairy tales involving the land of fairy Powell, Prince of Dyfed is one of many early fantasy stories from the land of Arthur (Wales). There are a number of stories regarding the exploits of Powell; however the one which introduces him is perhaps of the most interest for those who play fantasy role playing games. In this story Powell is out hunting when he meets and befriends a fairy king. The fairy king is having trouble with an enemy he can't defeat, so he and Powell switch places so that Powell may continue the war with the other fairy princes and defeat their leader.

It is interesting how human many of the fairies seem in this fairy tale, very different from much of what we currently think of fairies as being. Fairies it would seem from this and a number of other stories gained their abilities primarily through knowledge, their ability to know almost anything. For like Powell the fairy king too enjoys hunting and holds court, similarly enough that they could pass for each other.

The idea behind what made a hero in the eyes of the Welsh is also interesting to take note of. For it was said of Powell that;

"He could ride a horse, draw a bow, and speak the truth. He was always honored by men, and he kept his faith and his promises to women. The children loved him, for he loved them. In the castle hall, he could tell the best stories. No man, bard, or warrior, foot

holder or commoner, could excel him in gaining and keeping the attention of his hearers."

One must of course realize that this story was indeed edited by those who wrote it down and so some of this description may have been based on the thinking of the 1800s. However this description of a hero is useful for anyone trying to create an RPG or fantasy character which will have to deal with fairies, for fairies believe very firmly in honesty, and admire greatly the skills of story telling and music. Indeed Powell would not have done so well in fairy land if he had not had these traits.

Another quality Powell had was politeness, for in his discussion with the king of the fairies it was how polite he was that allowed him to become friends with the king of the fairy. This theme is repeated over and over throughout the stories of fairies that no matter how rude they are one must be very polite to them. For in politeness a person will be rewarded by fairies and in rudeness they will cursed.

In fantasy stories it would be easy to use the idea of politeness and fairy curses and blessings as an element to add interest to the story. For with this element the characters gain unique powers, or interestingly horrible curses. For temporary lapses of rudeness a person could become horribly cursed, and may need to go on a quest to find the fairy who laid the curse on them, or to prove themselves worthy of getting it removed.

The story of Powell is of interest also because it shows a mortal entering the world of fairy to help a fairy king. One could easily see how a story that followed the exploits of someone who switched places with a fairy could be very interesting. Or of someone who entered fairy land and had to return home to grow bored. For in Powell's later exploits he is constantly entering realms of the fairy because he misses the excitement of living within this realm.








Ty Hulse is helping to develop dragonsmeet.net as center for role playing games, where you can learn about the impact of fantasy role playing games He is also the creator of Zeluna.net for fairy tale stories


Tuesday, February 15, 2011

What Indiana Jones May Teach You About Writing Role Playing Games


One of the reasons that the fellow with the whip was so popular were all the traps protecting the treasures.

Most role playing games involve finding a single treasure, and so in the Indiana tradition they need to be protected by traps. The one everyone knows about is the giant ball, and that can be played in special ways-can it roll uphill? Will it force people down a certain tunnel or pit? Does it seem to be being controlled by an unknown force?

A lesser known one is the IEHOVAH trap from The Last Crusade. The premise is this:

You need to step on the correct stones in order to cross the gorge and collect the treasure. But instead of the code word being 'Jehovah' its the old spelling 'Iehovah'.

A variant of this may be spelling goddess as 'goddeff'. Using the first version may make you end up in the pit...

But how did Dr Jones know about the code word in the first place? Answer: a book found beforehand. Something else you might use-a clue which isn't the complete solution.

Something else from the Last Crusade is that it is impossible to take the treasure-the Holy Grail in this case-away from the dungeon. This may annoy the players, after all they do all the work and get no treasure, but it's only a game after all.

It is important not to copy the plot of an Indiana Jones film completely, but to come up with your own spin on it, After all, that way is far more entertaining.








Paul Wimsett is an ebay seller, has a Auctiva shop and has also self published work on Createspace and http://Lulu.com


Role Playing Games - Character Guide 1


Introduction: In role playing games, they win through skill and skill alone. No, they don't cause massive damage in a single blow. They can't take hit after hit without faltering. They can't hide in the shadow of a nearby sentry. They are simply, routinely successful. They are more likely than most to hit a foe (as long as it isn't a defender), or dodge a blow (if it doesn't come from an attacker), or spot an ambush (that isn't being initiated by a trickster). These are the achievers of the RPG world, the characters who win simply because they are better at succeeding an action than others.

In QoTR, the achiever is represented by the Aptitude preference. These characters routinely get bonuses on checks, improving their chance of succeeding whatever action they take.

Player Tactics: When you elect to play an achiever, understand both the strengths and weaknesses of the character type. An achiever has a high chance of succeeding any action, but it is not as good at any individual action as a specialist in that style. An achiever can't deal as much damage as an attacker, avoid attacks as effectively as a defender, or sneak as well as a trickster. An achiever minimizes the advantages of enemy specialties and maximizes the impact of their weaknesses. Conversely, the achiever maximizes any other specialties it may have (whatever you are good at, being able to succeed more often only improves the value) and minimizes the impact of those areas it leaves open.

An achiever is not strictly a front-lines fighter. This isn't to say they are weak, but they should not be put into a position that emphasizes immediate and direct confrontation with the foe (unless, of course, they are also skilled attackers!) An achiever works best when it is in a position to gauge its opponent's strengths and weaknesses, so it can capitalize on them. If the opponent is weak against stealth, the achiever might take to the shadows to claim an advantage. If the foe's defenses are poor, the achiever should attack as hard as it can.

On the flip side, the achiever is not necessarily a jack-of-all-trades. In role playing games in general, and definitely in QoTR, most characters are specialized in more than one broad area. If you've got it, flaunt it, as the saying goes. And if you are an achiever, you've got more of it than most. Adding specialization as an achiever compounds the threat of whatever your other specialties are. An attacker or blaster may be scary for their ability to deal phenomenal damage, but when they also have a good chance of hitting so they can deal that damage, they become tremendously dangerous.

Although all combinations have merit, achievers often work best when combined with specializations that rely on succeeding actions. Attackers, defenders, and tricksters who double as achievers maximize the value of both specialties.

GM Tactics: Achievers generally make good choices of opponents in an RPG. They are particularly effective as "elite" foes--not quite "boss" enemies but still ranking above "fodder" opponents. Used wisely, an achiever can put players through a lot of stress while not presenting a tremendous threat of imminent destruction.

An achiever hits often, and is generally difficult to hit. Other specialties aside, they tend to have less impact on any action than most. You probably want to keep numbers roughly even in battles against achievers, since hit after hit will quickly wear a party down, and achievers might have some trouble when faced with large groups--high success chance or not, the dice will roll high eventually! This is a primary reason for using achievers as elite foes, since such opponents tend to fight the characters with similar numbers.

From a game master's standpoint, adding a heavy offensive specialty to an achiever is a dangerous proposition. As always, challenging the players is good, but if the party is wiped out, well, there goes the story! However, adding a defensive specialty to an achiever can create a particularly annoying opponent, and one who (due to its improved ability to hit) poses a credible threat. Other miscellaneous specialties, such as trickster or speedster, also make good combinations for an achiever.

Achievers are the masters of succeeding actions--frequently, reliably, and without significant cost. They may not pack the raw power of other character types, but their skill and versatility allows them to win through either exploitation or attrition. Whatever your other specialty may be, skill as an achiever improves it--a fact that all players should use, but GMs in particular should take to heart as both a promise and a warning.








Copyright © 2006 Dustin Schwerman.

Dustin Schwerman has been playing RPGs for over a decade, using an analytical approach to critically evaluate the game systems (and so to create the most powerful characters he could get away with). He used the extensive experience gained doing so to create his own game, Quests of the Realm. QoTR focuses on unlimited character customization, relying on its author's understanding to detect and counter game-breaking power plays. Though balanced, QoTR still allows players to create highly effective characters and run them through heroic story lines. To contact Dustin, read more of his writings, or learn more about Quests of the Realm, visit his web site, Quellian-dyrae [http://www.quelliandyrae.com].


Sunday, February 13, 2011

The Psychology of Multi Media Online Role Playing Games


A character in a MMORPG is a reflection of how players see or intend to see themselves.

Most Massively Multi-Player Online Role Playing Games or MMORPG provide the players with an option on what character to play. This involves choosing their abilities and their looks. The player may want to become a healer that helps other players stay alive while they fight. Other become long range fighter through their bow and arrow or guns. Others find hand to hand combat more exciting.

This is already tells you a part of how they want to see themselves especially if the game they are playing allows them form teams and communities. Leaders will naturally gravitate towards setting the goals of the team, setting a common time so that teams can play together, and even dictate which teams they will fight.

It is also not a strange thing to encounter female players posing as male figures and kids becoming the most powerful character. A game may also be a place where they live out their frustrations. It is empowering for a lot of women to play a male character and "experience" the privileges that come with it. Express their aggression online instead of doing it in the real world.

It is also an license to do what they want without suffering the consequences. In the game, they can kill as many opponents as they want, curse, laugh, love and not have to live with the results of what they did. They can be careless and irresponsible and the only thing that will suffer is their character. There is a way around it, just restart the character. The only thing that is lost is the time they invested in their old character but at least they get a new start. That is something you can't do in real life.

MMORPG, in other words is a chance for players to live life a second time.








Abel Alexander has been internet marketing for nearly 8 years. Come visit his latest website over at Hearing Aids Prices which helps people find the best Used Hearing Aids and useful tips and information.


Choosing Character Class in Role Playing Games


When players want to enter the rich, exciting world of Dungeons and Dragons, they will do so through the use of a specially constructed character, which fits into that world. The universe of Dungeons and Dragons is a different one than the Earth on which we reside and, therefore, common people who populate the world today would not fit appropriately into this rich fantasy environment. Therefore, any player who wants to enter the world of Dungeons and Dragons will have to invent a character that they can participate in that world as. Using the Player's Handbook, any participant in the game can quickly and easily make a player who they like and feel comfortable using to move about the world created in the game.

The first thing that a player needs to do when constructing a character is to figure out what type of character they want to play. This comes down to the dissection and examination of the different character classes located in Dungeons and Dragons. Many different options are available to new players, especially once one takes into consideration the edition of Dungeons and Dragons, which is being played. Each edition revises the one before it, adding certain character classes and dropping others as the designers of the game see fit.

The most current Fourth Edition of Dungeons and Dragons presents eight different character classes that players can choose to make their character, although each of these eight classes fits into one of four different roles, whom each draw their power from one of three different sources. Players can either play as a Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, or as a Wizard. Many of these classes seem to be similar at first glance, but when one takes into consideration the role that these classes play, the game suddenly opens up into a much more expansive tone.

Each of these eight character classes will either work as a Controller, Leader, Defender, or a Striker. Controllers are players who will focus on multiple targets at one, either in an attacking or supporting format. Currently, only Wizards fill this role, making them one of the more valuable members of a team. Leaders will more traditionally be used to support allies, making them stronger or healing them, although they will attack under the right circumstances.

Clerics and Warlords both serve as Leaders. Defenders work to not only block enemy attacks, but work to make those enemies focus on the Defenders themselves. Fighters and Paladins fill this role within the game. Finally, Strikers are the sort who have advanced mobility, moving quickly around the fighting space, delivering blows and trying to avoid being attacked themselves. Rangers, Rogues, and Warlocks all work as Strikers.

Finally, though, each of these characters will draw their power from a different source. If a character has a divine source of power, they will draw their power from the gods. If a player has an arcane source, though, the power will instead be drawn from the magical energy of the cosmos. Players with martial sources instead find their power from their own training and willpower. Each of these combinations works to make all of these characters incredibly unique within the confines of the game.








Victor Epand is an expert consultant for board games, chess boards, and dungeons and dragons miniatures. You will find all these things and more if you visit used board games, chess boards


Get Into Airsoft Games - Your Easy Access to Action-Packed Role Playing Games


Airsoft games are becoming more and more popular at present. Most of the time, people set aside regular sports, such as football or basketball, to engage in a game with more action and more participation. As a matter of fact, these games are being considered as a sport where people train their hardest for. Nowadays, you will be able to see people training their hardest with their friends. If they are good, they enter competitions, which are becoming more and more rampant nowadays.

Almost anyone, young or old, who is capable can immerse themselves in this battlefield simulation. All they have to do is have a special firearm called airsoft or soft air guns. These are replicas of rifles and guns used in the war. These were actually originally from Japan and were made to fit the gun demanding population. Since guns were against the law, manufacturers decided to replicate them.

Then and there, airsoft was created. As you can see, the game has evolved over the years. Now, one can engage in battlefield replicas complete with trees, bunkers and other objects which can replicate a military facade. It is even complete with the costumes, with helmets and bulletproof vests. Here, people can experience what it is like working in a team and feel the thrill of working with real military tactics.

People are then separated into groups and are given a specific mission. Of course, the task depends on what type of game you are playing. It can range from capturing opponents and their flags to one man hunts and the like. All in all, airsoft games are definitely exciting games to try. If you do research, more and more countries around the world are being addicted to these types of games. If you are interested, you should call up some friends and who knows? You might release your inner airsoft player and have some great skills!








If you're interested in learning more about the weapons people use in airsoft games, check out Erika Ayala's new article on AK 47 Airsoft Gun

If you wish to know more about the weapons inside this very interesting game, visit her latest site on Soft Air Guns.


Saturday, February 12, 2011

The Godfather Death, and the Fairy Godmother - Fairy Tales, and Role Playing Games with Godparents


In the world of fairy tales it is not uncommon for the protagonist to have an interesting godfather or godmother. The best known of these is the fairy godmother variant, a creature of great power the godmother would provide her godchild with great gifts as they needed it in life. Lesser known but for the purposes of RPG's perhaps more important are the godparents from "The God Father" and " The Godfather Death," for in these two stories the godparents are the devil and death himself (respectively). In both these stories the father resolves to ask the first person he meets on the street to be the child's godfather. "The Godfather Death" is in many ways the more interesting of these two stories, first because it develops the relationship between Death and his godson more then most any other fairy tale, and second because although the father has resolved to ask the first one he sees to be godfather he passes over god and the devil for he believes that both of these discriminate against the poor. Upon meeting death however he is happy for death treats all people equally, taking them as it is their turn to die.

Within role playing games we can take from this the idea that a person could indeed on rare occasions choose a godparent for their child, no matter what the parents normal disadvantages. It would be interesting to play a character with a godparent who provided them with some great gift, but who in return made demands that would be difficult to keep. In the case of the Godfather Death, the person knew how to stop Death from taking someone, but was told never to do this if Death stood at the persons head. However realizing that Death loved him the godson chose to ignore this, for he loved those who where dying. In role playing games this may not be as much of a challenge for the players for although their characters might be attached to someone the player may not be. Unless the player is able to more honestly play their character. And then what is it death might demand in return for the sparing of someone's life.

To take this idea a step further the godfather in an RPG could be an evil god, who waits until long after the character is good to provide him with his gift. Imagine the conflict of being caught between a godfather one has grown to love and the ideology and beliefs that the character holds dear. Again such conflicts require a good role player; however there is real value in such stories, for it is such conflicts that make fantasy so interesting. For within fantasy the conflict is itself invented and so is able to question much more deeply the reality in which we live just as fairy tales are.








Ty Hulse is helping to develop dragonsmeet.net as center for role playing games, where you can learn about the impact of fairy tales on RPG's, and about creating fantasy worlds for your role playing games.


Role Playing Games - Past, Present, and Future


Few genres of games have had such a dedicated and enthusiastic audience, as that of Role Playing Games, and all this while never having been the most popular or top-selling genre. Role Playing Games first arose to worldwide fame with the creation of various table games and board based games, especially Gary Gigax's Dungeons & Dragons, a franchise which still remains largely synonymous with RPG's as a whole, and particularly with table top RPG's. Much of the initial inspiration for what have become RPG staples was found though the famous Lord of the Rings trilogy of books, along with other fantasy books, as well as myths and legends from various cultures. 

RPG's remain quite possibly the most misunderstood gaming genre, due to the presence of many monsters and demons, and because many RPG's offer players the choice of aligning themselves with the forces of either good or evil, some religious leaders have considered RPG's to be a bad influence, and some even consider them to be satanic or sympathetic towards Satanism. Some others reject RPG's for other reasons, such as the common perception that many RPG gamers are geeky or just unpopular, thus 'uncool' in the eyes of some people, yet the massive popularity of modern PC Massively Multiplayer Online RPG's( or MMORPG's for short) such as World Of Warcraft have clearly proven this stereotype to be untrue.

 

Today Role Playing Games come in many different forms, from the tabletop games like Dungeons & Dragons, to the popular console RPG series such as Final Fantasy and Dragon Quest, to the many well-loved computer RPG's such as Blizzard's top-selling Diablo II and World Of Warcraft franchises. RPG's even have helped to spawn a large number of hybrid genres, with some of the most popular being the Action/RPG which combines elements of action games with the exploration and settings of an RPG or Adventure game, and the Strategy/RPG genre which combines the turn-based Strategy game with the leveling up and story development which is often found in a Role Playing Game.

Newer related Sub-genre's include the Massively Multiplayer Online RPG, which focuses exclusively on online play with a large number of people, within a persisting and constantly changing world. These MMORPG games such as the already mentioned World Of Warcraft, almost always require that you pay a monthly fee of roughly $5-30 dollars to play the game, although there have been some exceptions, most famously the Guild Wars series of games which has allowed gamers to play online with no monthly fee. These MMORPG's have also had the most success with mainstream gaming, with top-selling games such as World Of Warcraft setting all kinds of subscription and sales records which had never been enjoyed by RPG's as a whole until very recently.

Although MMORPG's continue to be highly successful with sales, Traditional RPG gaming has remained something of a niche, with many of the players being dedicated, but not quite as many gamers as some more popular genres have enjoyed.








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Friday, February 11, 2011

Leading Companies Manufacturing Mobile Multiplayer Online Role Playing Games


Today, the market is full of role playing games. Role playing is the act of taking on the role of a fictional character, and acting as that person in a given situation. An MMORPG is also known as massive multiplayer online role playing game. MMORPG use graphical interfaces or at the very least an AI interactive world to allow its members to communicate with one another while playing. Mobile multiplayer online role playing games is a variation of this concept that has been creatively designed by a unique company for the Chinese audience.

MMORPG have been developed with a unique range of mobile multiplayer online role playing games that have become hugely popular. These games have become hugely popular lately as more and more people are developing the knack to play such games. In China, 3G technology enabled phones can download this game and play it with other online subscribers of the game.

There are various interactive MMORPG that you can easily download onto your 3G enabled mobile phones and play incessantly for entertainment. The game "Miracle Journey to the West" still remains one of China's most popular mobile games since it was launched by in May 2006, with a current subscriber base of more than 20.4 million.

MMORPG for mobile phones are unique in their themes and settings. The best part about such games is that you do not have to strain your imagination to figure out what's going on in such games. The world is right there, represented graphically. So get going today and subscribe for these games.








For more information about Amico Games refer to: http://www.amicogamesus.com

For any kind of article writing, SEO, blog writing, creative writing, eBooks or fictional writing, you can check me out @ http://www.thefreelancerwrites.com


Thursday, February 10, 2011

Where Can You Find the Best Online Role Playing Games Free?


Many people who love to play computer games prefer to play role playing games. Role playing games (RPG) are games where a person can play as characters. You are able to have the capabilities of the character while playing the game. These have various plots and have evolved into areas of practice for real world situations. Although RPGs are popular, some beginners to this world may not know which are the most popular and where to find them. In this article i will help you with both. I will name a couple well know games and let you know where you can find them for free.

The first RPG I would like to mention is called Wandering Willows. On Wandering Willows your objective is to collect and train pets. You will begin an amazing journey to find new friends, solve perplexing problems, and explore a vast landscape. Work together with your pet to pick fruit, dig for items such as dye, grow vegetables and flowers and collect recipes and clothing patterns to add to your inventory, then make garments, cook/bake items or make flower bouquets for your acquaintances and friends. It will prove to be both relaxing and incredibly entertaining.

The next one on my list is Jessica's Cupcake Cafe online. Here you will design your own cupcakes and serve cupcakes in seven locations. This is a good kid friendly game you can play with the entire family. The graphics are colorful and fun, the game is fast-paced but not difficult. This is a good way to past time and keeps your mind occupied if you want something fun to do.








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Online Role Playing Games - Are They Addictive?


If you have ever played one, then like me I'm sure you are saying a resounding Yes! Eleven years ago, when I started at my last job, I found my fellow employees talking about the "Quest" they hoped to complete that evening, and about the NPCs they would encounter. Not having a clue about the conversation, I asked what they were talking about, and within two weeks I was one of the millions of everyday people trying to make it to the next level, so that I could upgrade my Avatar. I soon joined the local Guild and with the help of my Guild Mates I was leveling my character every day at first, and then as the game started to get a little harder, the time between levels also increased. But it didn't matter, the exhilaration of the battle and the thrill of completing the Quest were two of the things I personally found invigorating and addictive.

Since then I've played several other MMORPGs, Massive Multi-Player Online Role Playing Games, and they all have their own pros and cons. Some are arranged in such a manner that it doesn't matter if you play solo or in groups. Playing solo usually means that sooner or later you will have to "Grind" out the points needed to level, while playing in groups not only makes it possible to go on the harder Quests but leveling is much faster. Others are geared more towards groups, the game being almost impossible to play solo. I prefer the first type as I like to play solo, although I also joined groups when necessary.

Just like other activities that addictive at first, but then wear off, I found that the game lost it's original appeal, and I haven't been playing as much as I used to. My Avatar is still there if I decide to go back.








This is a screen shot of my current Avatar in a game I've been actively playing for almost 6 years. It uses Real Money and is a real challenge.

Please visit my Blog


Wednesday, February 9, 2011

Role Play Games for Your PC


Role playing has taken the kids of today's society and introduced them to a virtual world where anything is possible, where if you are a ten year old kid that has a terminal disease you can still be a hero and be respected by many of your friends and has given then new horizons to look at in terms of social skills, communication and even financial gain.

A role play game will set you up with a character of your choice based of different species and skills that you need to choose for yourself and then later on develop them to their maximum capacities. After a generous amount of game play you will reach levels that only the best players can reach and your virtual self can reach superhero or godlike levels of power.

Games such as World of Warcraft, Lineage, Eve online and others has brought billions of dollars of profit to the development companies that created these games and host millions of players each day. Also some real life situations have been passed with the help of such games couples meeting and getting married by meeting in this game world and there has been a case of a young man being promoted as a manager for the gaming division of a large game development company because he had played for three years as a guild leader and thus had plenty of time to polish his leader skills.

I'm not saying that a role play game will make you rich or will make you a leader however you will definitely learn some new skills and you will have the pleasure of taking part of a great adventure and experience.








Adrian is the editor of this article. He also started a new project about interior window shutters. This is a website where you can also find out more about vinyl window shutters.


Role Playing Games - Builder's Guide 10


The Challenge: Over the past nine articles, you've seen many challenges in creating a balanced, versatile, and entertaining role playing game. Balancing character design and die rolls, offering opportunities to strategic, descriptive, and casual players alike. All of these challenges relate, in one way or another, to game balance. Keeping an RPG balanced, making sure that no character has an overwhelming advantage, is so important and integral to all of these challenges that it a single article cannot encompass the entirety of its effects on the game.

But balance is not the final word. This is a role playing game, an interactive story. Challenges and combat are important factors. But challenges are there for characters to overcome, and battles there to win. The characters should face risk, but if they fight smart, help each other out, and have a modicum of good luck, players should generally expect that they could carry the day--sometimes, even against a superior opposition.

Thus the tenth and final challenge of designing a versatile and balanced role playing game. Thus the aspect of the game perhaps more important than any--even balance--in the minds of those who will be running their characters through the game world: the challenge of maintaining heroism.

When people play an RPG, they expect their characters to face serious, even epic dangers. They expect that the challenges they face will be difficult, that sometimes they will fail, that the dice won't always smile. They expect that the game master will pit them against foes that do not fall to single sword swings or fireballs, and those who threaten their characters' lives in a very direct manner. And they expect that despite this, they will have a better-than-average chance of winning.

However, the level of heroism is not something the game designer can truly control. Certainly, the designer must make sure that players have a good chance of succeeding at actions, that they have a shot at beating foes of reasonably higher levels of power, that weaker foes can be threatening, but are not entirely likely (barring incredible luck or foolish tactics on the players' parts) of taking down these superior warriors. However, this article is directed less at those who design the role playing game than those who design the game. This is for the game masters, the referees, the quest lords, and any other title or acronym that goes into naming the player who runs the story, controls the secondary characters, and presents the challenges for the characters to overcome.

The Risk: The risk you take lies in the design of your game and the opposition you place your characters up against. You have control of the game world. It is technically possible for you to go and throw a thirtieth level dragon up against a group of fifth-level adventurers. Thereafter, your fellow players will generally choose a new game master, but it can be done.

This sort of encounter, however, is no fun. Likewise, it is not worth much when a party of 30th-level characters take on 5th-level soldiers. Sure, it might be fun every so often, giving the players the chance to show off their skills and reinforcing their level of power before you throw them back into the balanced world of even-level opponents, but it doesn't make for a good long-term game.

In addition to enemy levels, you should consider the risk of enemy tactics and design. Massive damage dealers may be scary, and throwing them in every now and then can certainly rattle players, but such opponents are much more likely to take the entire party down--and do so fatally, rather than just dropping them. You want to maintain risk, of course, every bit as much as the game designer. However, if every fight carries a large-scale chance of character death, the game is probably going to be rather short. Most game masters put a lot of thought into developing an entertaining story line--it would be a shame for the game to end during the introduction!

You may also want to consider things from a realistic standpoint. Generally speaking, in a fight, people care first about staying alive, second about winning. Perhaps when everyone is wounded the enemy mage does have a good chance of wiping out half the party--but is it worth the mage's own life to do so? Most wise warriors would rather live to fight another day than sell their own lives to score kills. Not all, of course, but many. So too, many fighters would rather focus on their defenses than go for attack after attack, waiting for an opening to strike rather than offering such to their opponents.

The Solution: The trick is, when you design a battle, make it tough without being excessively deadly. This isn't to say to never go for strong attacks--if the players just aren't getting it together, the opposition is not going to hold back forever!--but don't make them the focus of every battle. It is possible--sometimes even easy--to show players a hard fight without threatening them with immediate death.

Defense-oriented opponents are usually very annoying to players, and sometimes even scarier than attack-oriented foes, in their own ways. An attacker might cause massive harm, but if you take it out quick, it's not that powerful. Defenders, however, evade and accept attacks with ease. Well-used, and a defense-oriented opponent, especially a major villain, can make players feel nearly impotent, increasing the perceived threat of the battle even though the villain isn't scoring any hits either.

Fodder opponents can also benefit from defense-oriented stats, especially those that allow them to take more hits. These foes aren't expected to actually win, but the longer they last, the more opportunity they have to wear the characters down.

A defender with solid--but not excessive--offensive power is a stressful opponent to face. Not only do the players have trouble dealing solid damage, but this sort of opponent is actually having an effect. This is a good template for an elite but not primary foe. The main villain's personal guards, for example.

If you do use attackers, consider strikes that weaken and inhibit rather than those that damage and slay outright. This escalates the danger of the battle without necessarily pushing the characters over the edge. Putting one of these types in with other opponents, such as some tanks to absorb punishment, can do much to make a fight seem harder than it might actually be.

Stealthy foes, if used properly, can hassle players. Stealth/speed type opponents can really get players nervous, as such foes can conceal themselves and attack quickly enough that players might think they are facing a much larger group than they really are.

A balanced game makes a game master's job easier, but the game designer's hard work goes to waste if you don't allow characters their chance to shine--while keeping them from getting overconfident. Don't coddle the players, but don't feel as if every battle must be a grueling test of their resilience. Wise enemy design can make players feel as if the battle is much riskier than it actually is, keeping the game fun and challenging without threatening to end the entire story in a single encounter.








Copyright © 2006 Dustin Schwerman.

Dustin Schwerman has been playing RPGs for over a decade, using an analytical approach to critically evaluate the game systems (and so to create the most powerful characters he could get away with). He used the extensive experience gained doing so to create his own game, Quests of the Realm. QoTR focuses on unlimited character customization, relying on its author's understanding to detect and counter game-breaking power plays. Though balanced, QoTR still allows players to create highly effective characters and run them through heroic story lines. To contact Dustin, read more of his writings, or learn more about Quests of the Realm, visit his web site, Quellian-dyrae [http://www.quelliandyrae.com].


Text Based Role Playing Games - Benefits


A text based role playing game is a chat environment, where each person assumes the role of a character, and writes out their characters dialogue and action, as if they were in a story. It is at its heart a collaborative storytelling experience, a way for multiple people to write a novel, each taking a piece, and working together to develop the whole.

While it may seem a laborious task, it's actually more of a game. Each person is playing a role, akin to an actor, and yet rather than following lines, they are making everything up as they go along. It's like a session of "make believe", with a chronicle recording the actions and words used in literary form.

Aside from being a game, this can actually be a very beneficial exercise. It is a form of writing practice that is constantly refined by the social group that surrounds the person. It allows feedback for both grammar, and content. By writing in a group this way you are actually able to evolve your own literary skills.

Children who participate in such communities often receive feedback from older members with a better grasp of the written language, which helps teach them in turn how to be better writers themselves, with the hopes that one day, they can instruct others. By forming this writing exercise into a game the participants don't even know that their learning.

These games also help with socialization skills. Interacting in a fictional environment, participants are able to express themselves as they want to be. This allows them to explore methods of socialization, and interaction with other people, in a safe and non-judgmental environment.

In all, text based role playing can be beneficial for the mind and education of the players who participate. It allows people to learn better linguistic skills, while still enjoying themselves in a fairly non-judgmental manner.








This article was written by Jim Slate on behalf of RolePages.com - an in character role playing chat and social network, where anyone is possible. Our members include elves, vampires, demons, dragons, psychics, aliens, monsters, and heroes, all creating elaborate multi-person stories across a variety of media.


Thursday, January 27, 2011

Role Playing Games - The Old School Way


Back in the days when only Cpt. Kirk and NASA had computers role play games where played very differently from the way most experience them today in the Internet age. This genre of hobby was the purview of the kitchen table and the local hobby shop; a universe in which the monsters and heroes found their courage flowing from uniquely numbered dice and the pages of a book. In the beginning Role Play Games or RPG's refereed to any game in which the participants assume roles, often as fantasy characters in a scenario that develops as the game progresses. The first widely known game Dungeons & Dragons originally by E. Gary Gygax and Dave Arneson, first published in 1974 by TSR was set in a mythical medieval world. Since then the genre has grown to encompass a wide variety of games that take place in an endless number of settings future, past, and present that have a similar means of play.

The basic aspects of what makes up an RPG can best be described by braking down the different game elements. The first is the "game world or universe" and comprises the physical aspects, realities and relative era in which the game takes place. Each RPG game exists in its own universe where certain unique realities govern the various scenarios in the games scope. The second is "game mechanics" and refers to the system of rules and die rolls used to determine the outcome of player actions. Most RPG games have a similar approach to game mechanics as far as die rolls but vary widely in player character options. The third is the game scenario which is usually made up of a back story, location information, and lists of hazards and treasures relative to the adventure being undertaken by the players. There is generally a goal to any given scenario to give the players a rational for undertaking the hazards involved.

Tabletop Role Play Games (sometimes referred to a pen and dice RPG's) are universally run by a moderator often referred to as the game master who is both the administrator of game rules (who must possess copies of the rules texts) and a story teller. The game master takes on multiple roles playing (acting out) the parts of the characters and monsters that players encounter in the adventure. The game master will utilize scenario texts to describe the scenes to the players keeping certain information confidential until the players actions warrant discovery. This can best be illustrated by a simple scenario where there is a room that contains a secret (hidden) closet that contains an item of value. The game master would describe every detail of the room as the players enter but not reveal the hidden closet until the players actively search for it; and then only if die rolls (as required by game mechanics) indicate they have found it. It is not the game master's job to trick the players or engage in adversarial play rather it is their job to utilize scenario texts to lead the players on an adventure.

The players of an RPG take on different persona's based on possibilities presented by the game universe. In most games they have the choice of playing mythical creatures such as elves, dwarfs, or humans who possess skills such as sorcerers, thieves, or warriors. The players, utilizing the game rules, create player characters using die rolls to determine specific physical attributes such as strength, intelligence, magical ability etc. They then equip these characters with basic clothing, armor, and weapons as well as provisions and tools in preparation for upcoming adventures. The goal of the player in any RPG is to advance their character in ability and wealth through the undertaking of hazardous quests. The same player character will usually have many adventures in many different scenarios within a given game universe becoming more able to face greater challenges for greater reward as time goes by. It is quite common for players to identify with their characters as they become experienced through continuous game play. Over time players and game masters become ever better at the role playing aspect (acting out your character) which in turn makes the games an ever more immersive experience.

The appeal of tabletop RPG's is both escapism and social interaction with a group of like-minded friends. Unlike the on-line versions the tabletop RPG gamer comes together with friends and family on a regular basis to experience adventures in strange magical lands. Many groups dress up in costumes or meet in a special room they have decorated to set the mood. Still may more simply game at the kitchen table till the wee hours of the morning battling dragons, saving the universe or unlocking the ancient secrets of fantastic treasures.








The author J L Arnold is the creator and author of the RPG APOCalypse 2500 a pen and dice post apocalyptic sci-fi fantasy role play game set in a 26th century world where magic has returned to human kinds high tech science fiction future.

Copyright ? J L Arnold all rights reserved


Male Vs Female Role Playing Games


First please note that this article is not saying that all women are one way, and that all men are another way. This is just an attempt to understand some of the statistical differences in the trends between the type of imagination games that women prefer as opposed to those that men prefer.

In order to understand the difference between men and women in role playing, all you have to do is watch a group of children play make-believe. If you watch closely you will notice that the boys are usually engaged in some activity in which something has to be accomplished. This can be a fight they have to win, a princess they have to save, or something similar. By contrast, the girls are usually engaged in a very social experience, in which the interactions between themselves and others, as well as the feelings of everyone involved, are more important than the goals being accomplished.

This carries through to the types of games that men like as opposed to those that women prefer. For instance, statistics show that there are 5 males for every 1 female that are signed up as members of the popular online role playing game World of Warcraft. That is probably because this game is a very mission oriented experience, in which players go around killing monsters for points to make themselves stronger, and gold, which they can use to buy better weapons, which allows them to kill stronger monsters and get more points and gold. There are social aspects, in that you can talk to other players from around the world, but these conversations tend to be mostly about how to accomplish the goal at hand.

By contrast, games which are marketed at women tend to be more social in their dynamics. One example would be the huge hit "The Sims", a game in which you control the everyday lives of a normal group of people. You can have them make friends, form relationships, break up, have fights, get jobs or any normal activity you would expect from an average person. In the game, there is no clearly stated goal. Instead the appeal is that you get to create and control social interactions between virtual characters.

The general consensus is that girls don't like role playing games. However this is more due to the fact that the term "role playing" was co-opted by Dungeons and Dragons, and turned into a largely goal based activity, i.e. kill the dragon, save the castle, etc. However this ignores the social aspect of the game, which is actually much more to the liking of most females.

In recent years the internet has made it possible for so many different types of role playing communities to flourish, that social based games are starting to become more prominent. Aside from character based forum role playing, you now also have fictional social networks, where members sign up as made-up characters, and interact with one another in a MySpace style website.








This article was written by Joseph Gambit on behalf of [http://www.FiCTR.com] - the world's first role playing social network [http://www.fictr.com/forum/topics/male-vs-female-role-playing], where you actually sign up as a made up character, and then interact with other members to create storylines through forums, blogs, chat rooms, and a variety of group options.