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The Battle For Wesnoth
''The Battle for Wesnoth'' is a free and open-source turn-based strategy video game with a high fantasy setting, designed by Australian-American developer David White and first released in June 2003. In ''Wesnoth'', the player attempts to build a powerful army by controlling villages and defeating enemies for experience. The game is loosely based on the Sega Genesis games ''Master of Monsters'' and ''Warsong''. Gameplay ''The Battle for Wesnoth'' is a turn-based wargame played on a hex map. The strategy of battle involves trying to fight on favorable terrain, at a favorable time of day, and, if possible, with units that are strong or well suited against the enemies. Other concerns are capturing villages that produce gold for unit recruitment, and positioning units to restrict enemy movement. Games of ''Wesnoth'' come both in the form of single-player campaigns and multiplayer matches. Each unit in ''Wesnoth'' has its own strengths and weaknesses. A unit's defense (which means i ...
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Single-player Video Game
A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single player, though the game also contains multi-player modes. Most modern console games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The ''Unreal Tournament'' series is one example of such. History The earliest video games, such as ''Tennis for Two'' (1958), ''Spacewar!'' (1962), and ''Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as ''Speed Race'' (1974) and ''Space Invade ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from ''Dungeons & Dragons'', experience points are used to improve characters in discrete experience l ...
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Humans
Humans (''Homo sapiens'') are the most abundant and widespread species of primate, characterized by bipedalism and exceptional cognitive skills due to a large and complex brain. This has enabled the development of advanced tools, culture, and language. Humans are highly social and tend to live in complex social structures composed of many cooperating and competing groups, from families and kinship networks to political states. Social interactions between humans have established a wide variety of values, social norms, and rituals, which bolster human society. Its intelligence and its desire to understand and influence the environment and to explain and manipulate phenomena have motivated humanity's development of science, philosophy, mythology, religion, and other fields of study. Although some scientists equate the term ''humans'' with all members of the genus ''Homo'', in common usage, it generally refers to ''Homo sapiens'', the only extant member. Anatomically ...
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Race (fantasy)
Fantasy tropes are a specific type of literary tropes (recurring themes) that occur in fantasy fiction. Worldbuilding, plot, and characterization have many common conventions, many of them having ultimately originated in myth and folklore. J. R. R. Tolkien's legendarium (and in particular, ''The Lord of the Rings'') for example, was inspired from a variety of different sources including Germanic, Finnish, Greek, Celtic and Slavic myths. Literary fantasy works operate using these tropes, while others use them in a revisionist manner, making the tropes over for various reasons such as for comic effect, and to create something fresh (a method that often generates new clichés). Good vs. evil The conflict of good against evil is a theme in the many popular forms of fantasy; normally, evil characters invade and disrupt the good characters' lands. J. R. R. Tolkien delved into the nature of good and evil in ''The Lord of the Rings'', but many of those who followed him use the co ...
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Tolkien's Legendarium
Tolkien's legendarium is the body of J. R. R. Tolkien's mythopoeic writing, unpublished in his lifetime, that forms the background to his ''The Lord of the Rings'', and which his son Christopher summarized in his compilation of ''The Silmarillion'' and documented in his 12-volume series ''The History of Middle-earth''. The legendarium's origins reach back to 1914, when Tolkien began writing poems and story sketches, drawing maps, and inventing languages and names as a private project to create a unique English mythology. The earliest story drafts (of ''The Book of Lost Tales'') are from 1916; he revised and rewrote these for most of his adult life. ''The Hobbit'' (1937), Tolkien's first published novel, was not originally part of the larger mythology but became linked to it. Both ''The Hobbit'' and ''The Lord of the Rings'' (1954 and 1955) took place in the Third Age of Middle-earth, while virtually all of his earlier writing had been set in the first two ages of the world. ...
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Randomness
In common usage, randomness is the apparent or actual lack of pattern or predictability in events. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. Individual random events are, by definition, unpredictable, but if the probability distribution is known, the frequency of different outcomes over repeated events (or "trials") is predictable.Strictly speaking, the frequency of an outcome will converge almost surely to a predictable value as the number of trials becomes arbitrarily large. Non-convergence or convergence to a different value is possible, but has probability zero. For example, when throwing two dice, the outcome of any particular roll is unpredictable, but a sum of 7 will tend to occur twice as often as 4. In this view, randomness is not haphazardness; it is a measure of uncertainty of an outcome. Randomness applies to concepts of chance, probability, and information entropy. The fields of ...
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KISS Principle
KISS, an acronym for "Keep it simple, stupid!", is a design principle noted by the U.S. Navy in 1960. First seen partly in American English by at least 1938, the KISS principle states that most systems work best if they are kept simple rather than made complicated; therefore, simplicity should be a key goal in design, and unnecessary complexity should be avoided. The phrase has been associated with aircraft engineer Kelly Johnson. The term "KISS principle" was in popular use by 1970. Variations on the phrase (usually as some euphemism for the more churlish "stupid") include "keep it super simple", "keep it simple, silly", "keep it short and simple", "keep it short and sweet", "keep it simple and straightforward", "keep it small and simple", "keep it simple, soldier", "keep it simple, sailor", "keep it simple, sweetie", or "keep it sweet and simple". Origin The acronym was reportedly coined by Kelly Johnson, lead engineer at the Lockheed Skunk Works (creators of the Lockheed U-2 ...
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Free Software Magazine
''Free Software Magazine'' (also known as ''FSM'' and originally titled ''The Open Voice'') is a Web site that produces a (generally bi-monthly) mostly free-content online magazine about free software. It was started in November 2004 by Australian Tony Mobily, the former editor of ''TUX Magazine'', under the auspices of The Open Company Partners, Inc. (based in the United States), and carried the subtitle ''The free magazine for the free software world''. History FSM was originally conceived by its creator as a magazine to be sold in both print and electronic formats, with a higher signal-to-noise ratio than mass-produced print Linux magazines. Under this model, the articles were freely licensed six weeks after the print edition's publication. As O'Reilly Media's onLAMP.com noted, "several excellent magazines cover Linux, but they’re directed at particular subsets of Linux users and don’t have the broad mandate of Free Software Magazine." However, the high costs of printing ...
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Alignment (role-playing Games)
In some role-playing games (RPGs), alignment is a categorization of the moral and ethical perspective of the player characters, non-player characters, monsters, and societies in the game. Not all role-playing games have such a system, and some narrativist role-players consider such a restriction on their characters' outlook on life to be overly constraining. However, some regard a concept of alignment to be essential to role-playing, since they regard role-playing as an exploration of the themes of good and evil. A basic distinction can be made between alignment typologies, based on one or more sets of systematic moral categories, and mechanics that either assign characters a degree of adherence to a single set of ethical characteristics or allow players to incorporate a wide range of motivations and personality characteristics into gameplay. Alignment typologies ''Dungeons & Dragons'' The original ''Dungeons & Dragons'' (D&D) game created a three-alignment system of law, n ...
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Elves
An elf () is a type of humanoid supernatural being in Germanic mythology and folklore. Elves appear especially in North Germanic mythology. They are subsequently mentioned in Snorri Sturluson's Icelandic Prose Edda. He distinguishes "light elves" and "dark elves". The dark elves create new blond hair for Thor's wife Sif after Loki had shorn off Sif's long hair. In medieval Germanic-speaking cultures, elves generally seem to have been thought of as beings with magical powers and supernatural beauty, ambivalent towards everyday people and capable of either helping or hindering them. However, the details of these beliefs have varied considerably over time and space and have flourished in both pre-Christian and Christian cultures. Sometimes elves are, like dwarfs, associated with craftmanship. Wayland the Smith embodies this feature. He is known under many names, depending on the language in which the stories were distributed. The names include ''Völund'' in Old Norse, ''WÄ ...
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Hex Map
A hex map, hex board, or hex grid is a game board design commonly used in wargames of all scales. The map is subdivided into a hexagonal tiling, small regular hexagons of identical size. Advantages and disadvantages The primary advantage of a hex map over a traditional square grid map is that the distance between the center of each and every pair of adjacent hex cells (or ''hex'') is the same. By comparison, in a square grid map, the distance from the center of each square cell to the center of the four diagonal adjacent cells it shares a corner with is times that of the distance to the center of the four adjacent cells it shares an edge with. This equidistant property of all adjacent hexes is desirable for games in which the measurement of movement is a factor. The other advantage is the fact that neighbouring cells always share edges; there are no two cells with contact at only a point. One disadvantage of a hex map is that hexes have adjacent cells in only six directions ins ...
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Wargaming
A wargame is a strategy game in which two or more players command opposing armed forces in a realistic simulation of an armed conflict. Wargaming may be played for recreation, to train military officers in the art of strategic thinking, or to study the nature of potential conflicts. Many wargames recreate specific historic battles, and can cover either whole wars, or any campaigns, battles, or lower-level engagements within them. Many simulate land combat, but there are wargames for naval and air combat as well. Generally, activities where the participants actually perform mock combat actions (e.g. friendly warships firing dummy rounds at each other) are not considered wargames. Some writers may refer to a military's field training exercises as "live wargames", but certain institutions such as the US Navy do not accept this.''War Gamer's Handbook'' (US Naval War College), p. 4: "The .S. Naval War College's War Gaming Departmentuses the Perla (1990) definition, which describes w ...
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