The California Voodoo Game (Dream Park, Book 3) by Larry Niven, Steven Barnes

By Larry Niven, Steven Barnes

Dream Park, the last word in enjoyment parks, used to be approximately to embark at the maximum video game ever: the California Voodoo video game. internationally bets have been being put; fortunes and reputations hung within the stability. Gaming careers will be made--or destroyed. And the main complicated software program package deal ever invented was once going to be tested.

But one of many gamers was once a murderer--and worse. purely Alex Griffin, head of Dream Park protection, and online game grasp Tony McWhirter guessed the level of the treachery tainting the sport. one way or the other, that they had to capture the killer--but particularly, the sport needs to cross on...

Also released below the identify California Voodoo online game.

Show description

Read Online or Download The California Voodoo Game (Dream Park, Book 3) PDF

Similar gaming books

Networking And Online Games: Understanding And Engineering Multiplayer Internet Games

Preview
The desktop video game is obviously growing to be towards multiplayer, on-line video games. realizing the calls for of video games on IP (Internet Protocol) networks is key for ISP (Internet merchant) engineers to enhance acceptable IP providers. Correspondingly, wisdom of the underlying network's services is key for video game builders.
Networking and on-line video games concisely attracts jointly and illustrates the overlapping and interacting technical matters of those sectors. The textual content explains the rules at the back of glossy multiplayer conversation platforms and the recommendations underlying modern networked video games. The site visitors styles that sleek video games impose on networks, and the way community functionality and repair point boundaries impression on online game designers and participant reviews, are lined in-depth, giving the reader the data essential to strengthen higher gaming items and community companies. Examples of real-world multiplayer on-line video games illustrate the speculation all through.
Networking and on-line video games: * presents a complete, state-of-the-art consultant to the advance and repair provision wishes of on-line, networked video games. * Contrasts the issues of ISPs (e. g. predicting site visitors rather a lot) with these of video game builders (e. g. resources of lag/jitter), clarifying coinciding necessities. * Explains how varied applied sciences comparable to cable, ADSL (Asymmetric electronic Subscriber Line) and instant, and so forth. , have an effect on on-line game-play adventure, and the way assorted video game kinds impose various site visitors dynamics and requisites at the community. * Discusses destiny instructions introduced via rising applied sciences resembling UMTS (Universal cellular mobilephone Service), GPRS (General Packet Radio Service), instant LANs, IP carrier caliber, and NAPT/NAT (Network tackle Port Translation/Network tackle Translation) * Illustrates the suggestions utilizing high-level examples of current multiplayer on-line video games (such as Quake III enviornment, Wolfenstein Enemy Territory, and Half-Life 2).
Networking and on-line video games may be a useful source for video games builders, engineers and technicians at net provider companies, in addition to complex undergraduate and graduate scholars in electric Engineering, laptop technology and Multimedia Engineering.
---
Alt. ISBN:0470018577, 0470018577, 9780470018576

Races & Cultures (Rolemaster)

Created for RMFRP and Shadow global, the hot Races & Cultures supplies every thing you want to layout particular, interesting and numerous characters in your Rolemaster and Shadow global adventures. Races & Cultures is split into major sections on races and cultures so that you can mi and fit!

Pathfinder Module: Tears at Bitter Manor

Wish opposed to Hope!

Bleak days have come to the Taldan urban of Cassomir and within sight settlements, with a wave of melancholy and rage sparking awful acts of violence. while retired adventurer Taergan Flinn doesn’t appear to fulfill together with his previous partners, the desktops are referred to as upon to enquire, major them right into a swirling maelstrom of horror and tragedy. Can the computers unmask and confront the malevolent entity at the back of the insanity and fix wish to a tortured land?

"Tears at sour Manor" is a deluxe super-adventure for 5th-level characters, and contains sixty four action-packed pages full of terrible haunts, eerie monsters, new magic goods, a stunning double-sided and full-color poster map that includes a nearby evaluate and a major miniatures-scale battleground, and extra! The successful access of the 2013 RPG star contest—in which unpublished authors compete for an opportunity to write down a Pathfinder Module—"Tears at sour Manor" contains not just Steven Helt’s profitable event, but additionally a plethora of recent monsters and magic goods submitted by way of different contestants!

Players can anticipate to arrive eighth point by the point they entire this epic experience and tackle the otherworldly entity that flourishes on humanity’s despair!

Written through Steven Helt, RPG star 2013 winner.
Cover artwork through Kieran Yanner.

ISBN-13: 978-1-60125-613-3

Pathfinder Modules are 64-page, top quality, full-color, adventures utilizing the Open video game License to paintings with either the Pathfinder Roleplaying video game and the normal three. five myth RPG principles set. This Pathfinder Module comprises new monsters, treasure, a double-sided poster map, and a completely targeted bonus position that may be used as a part of the journey or in the other online game!

Extra info for The California Voodoo Game (Dream Park, Book 3)

Sample text

It will also be more appealing if the forms available include more powerful animals (weaker animals, for Shapeshift Other as an offensive spell) – especially if some of these can talk and gesture well enough to cast spells. Special Costs Some spells may require more than time, energy, and a successful skill roll to work. Instead of creating effects out of thin air, magic could transform or expand existing materials. Spells that create permanent changes may require something to provide a continuing power supply.

Raising the Acc of Missile spells by a point or two can help. If the GM wants Regular or Area spells to be useful at great distances, he can reduce their range penalties. A way to do this without making wizards into lethal snipers with every spell is to allow casters who are working ceremonial magic (only) to use the Size and Speed/Range Table (p. B550) or even Long-Distance Modifiers (p. B241) for such spells. Wizards can then illuminate areas, read minds, heal friends, or inflict pain on enemies that they can see at fair distances, with relatively little trouble – but every casting takes at least 10 seconds, and some will take minutes.

Flexible Rituals For slightly more complexity, instead of automatically reducing the rituals required for spellcasting with higher skill, the GM can apply the following rules. These give all wizards more flexibility in their spellcasting, but deny powerful wizards the ability to forget about rituals entirely. By default, all spells require subtle foot motions (like dance steps), gestures with both hands, and a clearly spoken incantation. However, the caster may choose to omit parts of the ritual by accepting skill penalties: Foot Motions: No foot motions: -2 Hand Gestures: Gestures with only one hand: -2 No gestures: -4 Incantation: Softly spoken incantation: -2 No incantation: -4 On the other hand, if the wizard makes the effort to be especially precise with his movements, and speaks the incantation loudly and articulately, doubling the casting time, he gets +1 to effective skill.

Download PDF sample

Rated 4.39 of 5 – based on 27 votes