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.

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Propp's Fairy Tale Functions and the Fantasy Role Playing Game


Propp was one of the most brilliant folklorists of all time, very knowledgeable of fairy tales, their meanings, and most especially their story structures. As people during his time attempted to classify stories by key features, and elements, something which led to hundreds of story types, Propp felt it would make more sense to examine story structure based on functions.

In his studies Propp found 31 fairy tale functions, it was his claim that while not all these functions where in any fairy tale, fairy tales where all driven by these functions which all occurred in the numerical order he outlined for them from least to greatest.

While it can be argued that there are perhaps folktales especially those in other cultures that do not follow exactly the outline created by Propp, he certainly discovered something that is true the majority of the time, and when talking about humans that is normally the best one can get, for humans have few if any rules regarding their imagination which are true all the time. It is wise then to utilize Propp's functions set as a tool to understanding fairy tales, rather then simply working to dispute it, because if you try to you will find fairy tales that don't match it, but you will find many more which do.

What Propp means for fantasy stories and RPG's

So what do Propp's functions have to do with fantasy role playing games and fantasy worlds? Everything, for it is Propp's functions which have shown the outline for most all of the early fantasy stories, and certainly for the most famous of such stories. By defining this storyline Propp has not only created a tool for understanding fairy tales, he has created one for writing them, and fantasy stories structured like them, and considering the power and timeless nature of fairy tales this is indeed a valuable story tool. When creating a quest for your characters this tool is invaluable for helping to generate ideas, often times quests are merely a string of challenges rather then a story. Propp offers a more concrete structure for ideas. This way a game master creating an rpg quest could rather then simply stringing together challenges, string together events from meetings with hero's, receiving of magical objects, and villain's natures being revealed.

Of special interest to those creating role playing quests includes the interdiction violated (the players, or someone close to them does something they where told not to). Common in fairy tales, someone is told not to do something, and so they must inevitably do it. In the case of a hero this could be a good opportunity to use external characters to pressure them. Someone close to them bothers them until such time as they do the thing they where told not to. Or the pc's could be forced to choose between a known negative event and an unknown, as they are chased by a dragon, poisoned, or driven to do something they normally would not do to survive. For in fleeing the dragon they enter a fairies private realm angering it. To cure themselves of the poison they make a deal with a stranger. There are many other ways to direct the PC's towards the breaking of the interdiction, allowing you to set them up for the fantasy quest.

Once the interdiction is broken the PC's could find themselves in trouble, and so would need the help of the villain who at this point is disguised as a helper. One of the things that make fairy tales so interesting is the way in which villains often start out as those seeming to help the hero characters. Yet they do so only to cause some sort of harm to or to get something out of the hero. In your role playing game this duality of the villain character could add interest and of course a more story like feel.

On the flip side of the hidden villain is the actual helper character, someone who provides magical aid to the hero. Fairies play in this role well for they do not have their own unknown reasons for helping and so could simply choose to be helpful if the player's characters are friendly to them. What's important to understand in this is that these are not simply random events; it is ok if the pc's receive miraculous help from an outside source in this story structure because this structure is so well known to most peoples. Propp's structure after all is the structure on which most of our fantasy stories are originally based.

Propp's function started with an initial set up situation of who, what, when and where, after this the stories according to him would follow along in order some of the following 31 functions.

1. A member of a family leaves home (the hero is introduced);

2. An interdiction is addressed to the hero ('don't go there');

3. The interdiction is violated (villain enters the tale);

4. The villain makes an attempt at reconnaissance (either villain tries to find the children/jewels etc; or intended victim questions the villain);

5. The villain gains information about the victim;

6. The villain attempts to deceive the victim to take possession of victim or victim's belongings (trickery; villain disguised, tries to win confidence of victim);

7. Victim taken in by deception, unwittingly helping the enemy;

8. Villain causes harm/injury to family member (by abduction, theft of magical agent, spoiling crops, plunders in other forms, causes a disappearance, expels someone, casts spell on someone, substitutes child etc, comits murder, imprisons/detains someone, threatens forced marriage, provides nightly torments); Alternatively, a member of family lacks something or desires something (magical potion etc);

9. Misfortune or lack is made known, (hero is dispatched, hears call for help etc/ alternative is that victimized hero is sent away, freed from imprisonment);

10. Seeker agrees to, or decides upon counter-action;

11. Hero leaves home;

12. Hero is tested, interrogated, attacked etc, preparing the way for his/her receiving magical agent or helper (donor);

13. Hero reacts to actions of future donor (withstands/fails the test, frees captive, reconciles disputants, performs service, uses adversary's powers against him);

14. Hero acquires use of a magical agent (directly transferred, located, purchased, prepared, spontaneously appears, eaten/drunk, help offered by other characters);

15. Hero is transferred, delivered or led to whereabouts of an object of the search;

16. Hero and villain join in direct combat;

17. Hero is branded (wounded/marked, receives ring or scarf);

18. Villain is defeated (killed in combat, defeated in contest, killed while asleep, banished);

19. Initial misfortune or lack is resolved (object of search distributed, spell broken, slain person revived, captive freed);

20. Hero returns;

21. Hero is pursued (pursuer tries to kill, eat, undermine the hero);

22. Hero is rescued from pursuit (obstacles delay pursuer, hero hides or is hidden, hero transforms unrecognisably, hero saved from attempt on his/her life);

23. Hero unrecognized, arrives home or in another country;

24. False hero presents unfounded claims;

25. Difficult task proposed to the hero (trial by ordeal, riddles, test of strength/endurance, other tasks);

26. Task is resolved;

27. Hero is recognized (by mark, brand, or thing given to him/her);

28. False hero or villain is exposed;

29. Hero is given a new appearance (is made whole, handsome, new garments etc);

30. Villain is punished;

31. Hero marries and ascends the throne (is rewarded/promoted).








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.


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.


Tuesday, February 8, 2011

Steps to Search For a Free Role Playing Game Online


With technology today, you can get anything from the internet with no charge including the role-playing games online. Firstly, you can start to search it on the search engine. You may find some difficulties when trying to find the right link offering the free game. Therefore, you need to try the keyword for several times until it spits out the correct link that you want.

Then you also need to search or even bookmark the sites specializing on finding new MMOs. These sites will always allow you to play free while the popular sites only in certain occasions. You can also join a newsgroup or forum that usually discussing about finding the free role-playing games.

Having friends in your Games will help you easily know the new online role playing games and trying it. As you know that free online games usually did not advertise their site, you can get the latest information from your friends. On another way to find the latest version of the games from Open source stages that some of them even offer reward for the best testers by free play time or items.

You can also find and play the oldest games, for example, Anarchy online or Planet side. Off course, it requires you to pay but there is also some feature that would give you free accounts and limited access. If you search free Shards that is a player server of online games, you will gain two benefits. First, you will know at exactly a game you should buy and secondly, you will be able to determine where you can play free after have the game.

You have to keep your communication with your friends, that you could know any information about a good game. It is also suggested that you should become flexible on what you are looking for. Trying the new rather than what you are really looking for and playing it with someone, you will realize it more than you thought.








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