Darklore Publishing

Darklore Publising
  1. RPG History

    The history of role-playing games begins with an earlier tradition of role-playing, which combined with the rulesets of fantasy wargames in the 1970s to give rise to the modern role-playing game.[1] A role-playing game (RPG) is a type of game in which the participants assume the roles of characters and collaboratively create stories. Participants determine the actions of their characters based on their characterization and the actions succeed or fail according to a system of rules and guidelines. Within the rules, they may improvise freely; their choices shape the direction and outcome of the games.

    Role-playing games are substantially different from competitive games such as ball games and card games. This has led to confusion among some non-players about the nature of fantasy gaming. The game Dungeons & Dragons was a subject of controversy in the 1980s when well-publicized opponents claimed it caused negative spiritual and psychological effects. Academic research has discredited these claims.[2] Some educators support role-playing games as a healthy way to hone reading and arithmetic skills.[3] Though role-playing has been accepted by some,[4] a few religious organizations continue to object.[5]

    Media attention both increased sales and stigmatized certain games. In thirty years the genre has grown from a few hobbyists and boutique publishers to an economically significant part of the games industry, though grass-roots and small business involvement remains substantial. Games industry company Hasbro purchased fantasy game publisher Wizards of the Coast in 1998 for an estimated $325 million.[6]

    References

    1. “Where we’ve been and where we’re going”. Archived from the original on 2011-06-29.: “Generation 1” games
    2. a b Paul Cardwell, jr. “The Attacks on Roleplaying Games”. first published in the Skeptical Inquirer.
    3. Gwendolyn F.M. Kestrel. “Working Hard at Play”.: An educator’s opinion of role playing games
    4. Christian Gamers Guild explaining that one may be Christian and a role-player at the same time
    5. Jack Chick. “Dark Dungeons”.:a comic tract portraying D&D as the “Filth of Satan” and promoting book burning
    6. a b  “WotC buyout by Hasbro”

     

  2. Good vs Evil

    GoodEvilThe conflict between good and evil is one of the most common conventional themes in literature, and is sometimes considered to be a universal part of the human condition.[1] There are several variations on this conflict, one being the battle between individuals or ideologies, with one side held up as Good, while the other is portrayed as Evil. Another variation is the inner struggle in characters (and by extension, humans in reality) between good and evil.

      Reference

          http://www.worldtransformation.com/good-vs-evil/ Good vs Evil

  3. Campaigns

    Campaign  In role-playing games, a campaign is a continuing storyline or set of adventures, typically involving the same characters. The purpose of the continuing storyline is to introduce a further aspect into the game: that of development, improvement, and growth (or degeneration) of the characters. In a campaign, a single session becomes a scene or an act within an overall story arc. At its inception, a campaign may or may not have a defined conclusion. A campaign by definition spans more than one session of play. Certain aspects of the game are nearly always constant throughout a campaign: the campaign setting, the players, and the gamemaster. The gamemaster for a campaign is said to run the campaign.

  4. Gaming Levels

    LevelsA level, map, area, stage, world, track, board, floor, zone, phase, mission, episode, or course in a video game is the total space available to the player during the course of completing a discrete objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels.[1] Each level presents new content and challenges to keep player’s interest high.[1]

    In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations.[2] Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course.[3] Players must judge the distance between platforms or ledges and safely jump between them to reach the next area.[4] These puzzles can slow the momentum down for players of fast action games;[5] the first Half-Lifes penultimate chapter, “Interloper”, featured multiple moving platforms high in the air with enemies firing at the player from all sides.[6]

    References

    1. a b Schell, Jesse (2014). The Art of Game Design: A book of lenses. Pittsburgh, Pennsylvania, USA: CRC Press. pp. 120, 252. ISBN 9781466598645. Retrieved 30 December 2017
    2. McGuire, Morgan; Jenkins, Odest Chadwicke (2009). Creating Games: Mechanics, Content, and Technology. Wellesley, Mass.: AK Peters. p. 104. ISBN 978-1-56881-305-9
    3. Jamie “Thrrrpptt!” Madigan (June 2001). “Half-Life: Blue Shift”. Archived from the original on December 16, 2008. Retrieved 2009-04-02
    4. Andrew Park (2002-10-11). “Batman: Vengeance Review”. GameSpot. Retrieved 2009-04-02
    5. Kevin VanOrd (2008-11-11). “Mirror’s Edge Review”. GameSpot. Retrieved 2009-04-02
    6. “Chapter XVII: Interloper”. GameSpy. Archived from the original on 2011-08-08. Retrieved 2009-03-27

  5. Adventures Abound

    AdventuresAn adventure is either a published or otherwise written collection of plot, character, and location details used by a gamemaster to manage the plot or story in a role-playing game. Each adventure is based upon a particular gaming genre and is normally designed for use with a specific game or gaming system. However, skilled gamemasters can often convert an adventure to different game systems, and many adventures are designed with such conversions in mind.

    Generally an adventure will have an overall goal to be accomplished by a party of player characters, and guidelines about the prerequisites for success. It then subdivides the plot into a set of scenes that the players could encounter during the course of play, and provide descriptions of the locations, details on creatures and other characters that could be encountered, and information concerning potential obstacles and hazards. The adventure will often contain one or more maps that the gamemaster can use to locate points of interest and manage movement.

    A common component of the adventure are the often colorfully written blocks of descriptive text that are read out loud by the gamemaster to the players. These blocks (“flavor text”) provide atmosphere for the game, and can provide clues about what the players are about to face. Significant attention is spent describing important locations or plot stages, such as the player’s introduction to the setting.

  6. Successful Play

    warrierMost of the actions in an RPG are performed indirectly, with the player selecting an action and the character performing it by their own accord.[3] Success at that action depends on the character’s numeric attributes. Role-playing video games often simulate dice-rolling mechanics from non-electronic role-playing games to determine success or failure. As a character’s attributes improve, their chances of succeeding at a particular action will increase.[3]

    Many role-playing games allow players to play as an evil character. Although robbing and murdering indiscriminately may make it easier to get money, there are usually consequences in that other characters will become uncooperative or even hostile towards the player. Thus, these games allow players to make moral choices, but force players to live with the consequences of their actions.[3] Games often let the player control an entire party of characters. However, if winning is contingent upon the survival of a single character, then that character effectively becomes the player’s avatar.[3] An example of this would be in Baldur’s Gate, where if the character created by the player dies, the game ends and a previous save needs to be loaded.[12]

    Although some single-player role-playing games give the player an avatar that is largely predefined for the sake of telling a specific story, many role-playing games make use of a character creation screen. This allows players to choose their character’s sex, their race or species, and their character class. Although many of these traits are cosmetic, there are functional aspects as well. Character classes will have different abilities and strengths. Common classes include fighters, spellcasters, thieves with stealth abilities, and clerics with healing abilities, or a mixed class, such as a fighter who can cast simple spells. Characters will also have a range of physical attributes such as dexterity and strength, which affect a player’s performance in combat. Mental attributes such as intelligence may affect a player’s ability to perform and learn spells, while social attributes such as charisma may limit the player’s choices while conversing with non-player characters. These attribute systems often strongly resemble the Dungeons & Dragons ruleset.[3][13]

    Some role-playing games make use of magical powers, or equivalents such as psychic powers or advanced technology. These abilities are confined to specific characters such as mages, spellcasters, or magic-users. In games where the player controls multiple characters, these magic-users usually complement the physical strength of other classes. Magic can be used to attack, to defend, or to temporarily change an enemy or ally’s attributes. While some games allow players to gradually consume a spell, as ammunition is consumed by a gun, most games offer players a finite amount of mana which can be spent on any spell. Mana is restored by resting or by consuming potions. Characters can also gain other non-magical skills, which stay with the character as long as he lives.[3]

    References

    1. [3]  Adams, Rollings 2006
    2. [12] Desslock. “Baldur’s Gate: Tales of the Sword Coast Review”. Gamespot. CBS Interactive Inc. Retrieved December 18, 2015
    3. [13] Adams, Rollings 2003, pp. 358-361

  7. Build Your Team

    TeamA team sport (or RPG Board Game) includes any sport where individuals are organized into opposing teams which compete to win. Team members act together towards a shared objective. This can be done in a number of ways such as outscoring the opposing team. Team members set goals, make decisions, communicate, manage conflict, and solve problems in a supportive, trusting atmosphere in order to accomplish their objectives. Examples are basketball, volleyball, rugby, water polo, handball, lacrosse, cricket, baseball, and the various forms of association football and hockey.

  8. Mastering Your Game

    MasterA gamemaster (GM; also known as game master, game manager, game moderator or referee) is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game.[1][2] They are more common in co-operative games in which players work together than in competitive games in which players oppose each other. The act performed by a gamemaster is sometimes referred to as “Gamemastering” or simply “GM-ing”.

    The role of a gamemaster in a traditional table-top role-playing game (pencil-and-paper role-playing game) is to weave the other participants’ player-character stories together, control the non-player aspects of the game, create environments in which the players can interact, and solve any player disputes. The basic role of the gamemaster is the same in almost all traditional role-playing games, although differing rule sets make the specific duties of the gamemaster unique to that system.

    The role of a gamemaster in an online game is to enforce the game’s rules and provide general customer service. Also, unlike gamemasters in traditional role-playing games, gamemasters for online games in some cases are paid employees.

    In Dungeons & Dragons, the game master is referred to as the dungeon master.[3]

    References

    1. Rosenberg, Aaron; Dupuis, Ann; Houle, Melissa (2005). The Deryni NextAdventure Game. Grey Ghost Press, Inc. p. 106. ISBN 978-1-887154-09-3
    2. Porter, Greg (June 1988). SpaceTime. Richmond, VA: Blacksburg Tactical Research Center. p. 1. ISBN 0-943891-03-5
    3. Sargeantson, Emily (2019-01-16). “What is a Dungeon Master? What Do the Best Ones Do?”. My Kind of Meeple. Archived from the original on 2020-05-22. Retrieved 2020-05-22

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    ADDRESS

    63739 street lorem ipsum City, Country

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    +12 (0) 345 678 9

    EMAIL

    info@company.com

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