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Fast Facts
Name:
Gods and Heroes
Acronym:
G&H
Developer:
Perpetual Ent.
Publisher:
SOE
Release Date:
CAN: 10/9/2007
Country:
USA
Genre:
RPG
ESRB Rating:
Not Rated

Interviews

Q&As and interviews with the people behind these games.

Monday, July 21st
Editorials

This week in RoleCraft, Jim Moreno looks at ways for roleplayers to deal with the Fairer Tongue of Elvish.

Monday, July 14th
Editorials

Jonathan Steinhauer continues his application of the writings of Carl Clausewitz to MMOGs, this time looking at what happens when victory is yours.

Tuesday, July 1st
Editorials

This time on RoleCraft, Jim Moreno wants to hear from you roleplayers out there.

Tuesday, June 17th
Editorials

In this installment of RoleCraft, Jim Moreno looks at an interesting idea from WoW RP Realms: Full Immersion Roleplaying (FIRP).

Monday, June 16th
Editorials

Jonathan Steinhauer continues his study of Clausewitz and examines the art of the kill.

Tuesday, June 3rd
Editorials

Just in case you may not be aware, RoleCraft isn't the only place where you can find roleplaying related info on the interwebs. Of course you know that, and I'm only joking. During the course of my day, I am given and locating sites which are directly related to or merely referencing some aspect of roleplaying, and I consider it part of my duty to help keep you, my fellow roleplayers, informed as much as possible.

Tuesday, May 20th
Editorials

Since we are dealing with computer-generated cyber worlds that are more than likely not our own creations, there are certainly roadblocks and speed bumps in these games that challenge roleplayers to improvise and adapt. These game mechanics come with the nature of the beast, and many are very necessary to the operation of the games, and are often so obvious as to threaten to pull a roleplayer out of character. While they may not be pleasant to experience during roleplay, their effect in-game can be at least lessened through the lens of imaginative roleplaying.

Monday, May 12th
Editorials

As game worlds become more and more advanced, they also grow larger and larger. The by-product of this improvement is the long distances that must be traveled between locations. For some reason, with this increase in world size, there is not a corresponding improvement in traveling systems. Indeed, there seems to be almost a perverse joy in sending players on quests that involve running back and forth between two distant points with no other objective but carrying a bickering message between a pair of NPCs.

Tuesday, May 6th
Editorials

Jim Moreno tackles the difficult task of roleplaying a merchant in this edition of RoleCraft: "Even roleplayers are known to struggle with this cookie cutter gameplay, and with keeping their characters from looking and acting just like every other character in game. What to do? One sure way to avoid the pitfalls of routine is to realize that there are many other classes in game besides adventurer. It's time to become a professional roleplayer!"

Wednesday, April 30th
Editorials

Sean Bulger's periodic community column today looks at the concept of Open PvP (player vs. player) and what it does to games and their communities.

A while back we talked about conflict between players and what sort of a role that it can play in a game and for communities. During this, it was noted that player competition can be implemented in numerous different ways. This week, I would like to revisit this discussion and talk about one of those particular methods: the open PvP world.

Open PvP is one of the more controversial topics in MMO circles and plenty of people have fairly strong opinions one way or the other on the subject. That said, I would like to explore both the positive impacts and negative ones on the player community. Open PvP has the potential to help bond a community fairly tightly, but it also has the potential to truly tear it apart as well.

Read more after the leap.