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The Official Runes of Magic Blog

The goal of this blog is to present a behind the scenes look at what's being developed, what's been implemented, and who the team is, behind Runes of Magic. If you haven't played it yet, you're missing out!

Author: RoMblog

A Day in the Life of a GM on Runes of Magic

Posted by RoMblog Thursday December 10 2009 at 8:42PM
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The cornerstone of any game, game masters, or GMs, take most of the responsibility in making sure things go smoothly in Runes of Magic. Jacks of many trades, these hardworking employees work around the clock to make Runes of Magic an enjoyable experience for everyone.

But what do the GMs of Frogster America actually do in the game? Every time a player sees one, they may feel a little burst of excitement and admiration seeing the all-powerful GMs — and maybe some jealousy of their impressive armor. Always friendly and helpful, the GMs are still somewhat mysterious ... until now. Here’s a sneak peek behind the scenes of “A Day in the Life of a GM.” In this interview with Brittany Watson, aka GM Eres, she shares her perspective on the job of a GM.

What are your typical daily duties?

GM Eres: We are like patrol officers of the community. Our biggest goal is to help the community. Unfortunately, sometimes we also have to put some people away when they break the rules, but it is always for the greater good of the community.

The players turn to us for fixing their issues, looking for new information about the game and events. Our job is being there for them when they need us.

What is the most common misconception about what a GM does? Do players ever think that you play the game all day?

GM Eres: Yes, I had a few ask me if I actually play on the same server as them and if I could join their guild.

What is the best part of being a GM, and what is the worst part?

GM Eres:
The best part of being a GM is it’s just not your ordinary job. Not everyone knows what a GM is. It’s something different, and when you tell people what your job is, they look at you with amazement and curiosity.

The worst part about being a GM has to be disappointing the players. The players don’t always get to know what is happening behind the scenes and the reasons why we make our decisions. The players then may turn their ire and anger on the GMs.

What’s the funniest thing a player has asked or said to you in-game?

GM Eres:
This one is a tough one ... hmmm ... I think the funniest thing is when the players sometimes act like
we are the most wonderful thing to gaming. They want our high level, the armor we wear, just to be a GM overall.

Anything you think all RoM players should know?

GM Eres:
The game masters usually take the heat when it comes to something a player disagrees with.

The players should know that game masters do not develop the game, and the company as a whole makes the decisions they see. We are here to help and gather feedback.

What was one of your favorite events you were recently involved in? What was unique/special about the event?

GM Eres:
I like all the events that GM Eres hosts. *wink* My favorite event is the “Trapped in your house” event because it was the first event that was ever held on the U.S. servers. I pretended that I was trapped in my house and I needed help getting out and then had players guess my house password. The first one to enter my house wins the contest. After that we eventually started building the event team.

I also have been holding some events through my Twitter page ( Recently, I held an event where players could show creativity by updating their Twitter backgrounds with a Runes of Magic holiday theme. I keep the page updated with news about Runes of Magic, and it’s another great way that players can get to know more about what goes on behind the scenes.

What are some things the GMs do to involve the community?

GM Eres:
There are many different ways that community members can become more involved in the operations of the game. We recently introduced a volunteer greeter team to inform new players about the mechanics of the game, and we also have a volunteer events team that helps out with holding events. Another important way community members can contribute is by being GTMs, who volunteer to monitor the forums and manage in-game relations.

We also went to PAX ’09, the Penny Arcade Expo, where we met fans and gave out game tours and T-shirts. For the players that couldn’t attend the convention, we had a live webcast on that led to some funny moments, like falling into a box by accident.

(See the link to a funny video of GM Eres at PAX : )




A Message of Great Importance Has Begun

Posted by RoMblog Saturday September 12 2009 at 9:16PM
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Hi everyone, I'm Götz Grandpierre, the product manager for Runes of Magic (and resident video specialist) for Frogster Online. I'm the guy at Frogster that gets to create all of the trailers you see for the game. It may not be a Hollywood directing career, but it's a lot of fun. I've pulled together some tips on what you can do to make great trailers yourself. Why not shoot your own movie this weekend?

In-game trailers are a very good way to show your game to the community. Gamers love trailers - they convey a feeling for the game play, grant a sneak peak of new features and zones plus a trailer is much more entertaining than screenshots with text, especially for people who are totally new to the game. That's why we at Frogster are producing in-game trailers for almost every new major Runes of Magic content update like new zones, dungeons and mini-games. Here I'm going to tell you a little about my experiences with the production of these in-game trailers.

Step 1: Know what you want.

At first you have to be sure what kind of trailer you want to make: Should it present the content or tell a story? This decision does not only affect the scenes you show, it affects all aspects of the trailer like the music, the text or even the editing. It could get annoying should somebody decide that the information about the new level-cap should be in the trailer just AFTER you finished cutting or even the rendering of a story trailer.

Adobe Premiere - an essential tool

Step 2: Text

The text should support the pictures - not vice versa. The audience is more interested in viewing the imagery than in reading a novel - so don't use too much text. For a trailer of 60 seconds 3 to 5 text cards are more than enough. They should provide the basic information you need to communicate the content or story. Be sure that the text is in a final version BEFORE you get started on the rest of the trailer. If changes are made in the text later, it sometimes doesn't fit the pictures and you have to record new footage. Trust me, I definitely know what I’m talking about ;-)

Step 3: Storyboard

If you can, write down every bit of information (i.e. scenes, cuts, text and music) and put it on your storyboard, because once that's done, you're halfway done. If you compose your own music, it it's very important to know which part of the music works with the images you show – for example: do you need the fanfare at second 21 or 25? How long will it take for the text to fade in, should the scene be in slow motion or will there be a flash of artwork – everything should be in the storyboard. It's the bible for the video production process. I'm happy that Frogster is working with Dynamedion, who did a great job in creating cool music and sounds for our game and videos, so we have a near unlimited amount of music and sounds. If you don't have the opportunity to work with professional composers like we do, try to search for free music on the internet. - You'll find a lot of good stuff too.

Step 4: The filming process

For a guy like me who is more accustomed to working on concepts and storyboard, this is the mostAnd, After Effects is a Must-Have Tool in the Kit! interesting part because it's really fun: you get to be the the first to have access to the newest and coolest content of the game; you can use all of the developer-commands, and spawn items you never even imagined as a gamer; you can build scenarios and armies and then destroy them in a fireworks display of effects. Sometimes it feels like the old childhood days of playing in the sandbox. You can do a lot of things with very little effort. You don't have to build an army of hundreds of NPCs if you only see twenty from a certain camera angle.

Once, I built a big scenario that took hours to create for a 2 or 3 second scene. In the end, we decided to use only the footage of one big boss-mob, because that actually looked much cooler. So I have learned that it's much better to be simple and try to make things look big. When filming scenes that require more than one player character, you need to make sure to choose players with game experience.

Don't assume that everybody in your company knows how to play every class in game. In some cases, we ask players from our community to participate, because they know a lot about the game and most of them are very helpful and experienced in making movies. If you - for any reason - have to fall back on more or less inexperienced actors, try to keep the sequences simple. Coordinating 10 or more gamers is like herding cats :) Be creative and use the possibilities the game offers you.

Once I spawned little guinea pigs in different colors so the 20 actors helping us knew their marks: “All the scouts go to the blue pigs and all the knights to the green pigs – one pig each!” It worked great. Don't give complex commands. Let them move forward (and I mean ONLY forward), give them a big boss-mob or a little a little army of minions to slay and just let them hit all the funny colorful buttons on their skill bar. This is the no tactics guide, this is Hollywood after all! The most important things when you are doing mass scenes is coordination and discipline. They have to do what you say – and nothing else. They should not have to use the text chat if it has nothing to do with trailer. They should not jump, run or attack if you do not say it. You are the director and you know what you need to film.

Write a small guide with rules and send them to the participants. Be sure that everybody has the right hardware and software they need. We create accounts with premade characters and assign them to the players. You save a lot of time if everything is well organized and everything is pre-arranged.

Step 5: Editing

Editing is the most important part of making a trailer. If the editing sucks, the whole trailer sucks. There are three simple rules you should consider: In the best trailers I've seen, music and cuts are in harmony. Don't work against the beat, work with it. If you want to build up tension, use longer scenes at the start and shorter in the end. Don't irritate the viewer with wild cuts. They want to see a game trailer not an art film. There is alot to be learned about making in-game trailers and though I'm not perfect, maybe I can give you some thoughts that will help you making your next trailer.

- Try to work in a team. Personally I have a great teammate who knows what to do if we are talking about post-production and CGI. We work as a team and inspire each other. I show him the concept and he asks me how I like the CGI effects he's building or the edits he's made. It's always good to get other opinions.

- Don't ask too many people what they think about your work. Show your storyboard to a dozen people and you will get a dozen different opinions. It can be very confusing and in the end you have to realize that you can't please everybody. Try to see what the players want and give it to them if you can.

- There a lot of books and papers about making short films, trailers and commercials out there. Read them! - Watch the trailers for other games and commercials on TV. They all follow the same rules and have the same goal. Get inspired and use new ideas to improve your good stuff and make it even better!

- Try to stay simple with your story – you won't and you can't win the Oscar with an in-game trailer. But you can support a great game in often less than 180 seconds.

I think that’s it. Hope you had fun reading this and maybe the next time you see one of our Runes of Magic in-game trailers you can find that little blue guinea pig in the middle of a raid encounter – that's not my fault, blame the editor.

A View from QA - Runes of Magic In the Office

Posted by RoMblog Monday August 31 2009 at 6:46PM
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Name: Daniel Schmelzer
Position: QA Manager
Company: Frogster Online Gaming GmbH

The last couple of weeks before a Content Update are always the most exciting ones for a Quality Assurance Team working on a big MMO like Runes of Magic. New zones get added to the game with more opportunities to get involved with a new race like the Elves and their beautiful island. Two new classes, the Druid and the Warden add a new range of quests and epic adventures, which will only give great reward to those who manage to survive the biggest challenges our enemies throw our way. New areas like the Savage Lands open their gates and taunt us with new rewards for our Heroes of Taboera.

At first glace it is very surprising how much we take from a virtual world like Runes of Magic into our daily office lives. We also have daily quests like meetings or other tasks that we need to prepare for each day. Every morning we start with the same routine. With the early sunrise, we check our supply of coffee and supplies, and countless documents about old legends, great rewards and new enemies need to be studied. After a short group discussion, we start our daily work and enter into a new adventure. The outcome is always surprising and challenging.

Other fellow office companions ask us for guidance to understand the full spectrum of new features or are in need of descriptions and documented material to understand some of the biggest mysteries in the world of Runes of Magic. Countless numbers of new areas need to be explored, accurately mapped and documented so that even the most inexperienced member of our fellowship can easily understand the goal behind these adventures.

As you can already see to work in a Quality Assurance Department is definitely a huge adventure. But we would not like to trade with anyone else. To see parts of a virtual world grow from a basic idea on a piece of paper to the actual zone you can visit in the game and wander around in, is something very special and rewarding for all of the countless hours of work we put into it. We can't wait to hear your feedback when you have a chance to experience these adventures at home for yourself.

Stay tuned for this weekend when we'll be doing some fun things for the labor day holiday.

Ystra Labyrinth 2.0 – Polishing the Evil

Posted by RoMblog Friday July 17 2009 at 7:07PM
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 While new features and balancing changes always get noticed in MMORPGs, there is also a lot of time invested in polishing and improving current adventures, which mostly go unnoticed – which is a good thing in general, because we want constant evolution rather than revolutions in the game.

I'd like to give you a little peek inside the polishing process. I'm Wilfried Henseler, Co-Producer for Runes of Magic at Frogster.

Back in Closed Beta, we saw a lot of changes when the lands of Taborea opened to the public for the first time. We changed pretty much every zone based on the experience of the testers; we doubled the number of quests, adjusted the level of difficulty, loot and reward tables many times, and added a huge amount of content to achieve the gaming experience we have today. One of these improvements was the dungeon under the ice of Ystra, called the Ystra Labyrinth. It was introduced around the end of Closed Beta to add more content to the experience for the levels 35-40.

With the current patch we revisited this dungeon and you can see many improvements in the dangerous darkness of the three levels under the surface.

Usually, when revisiting an area, it starts out with numbers and statistics – what I used to call the broadsword of the design analysis process, because it gives an external view of the full picture, with just a few details:

This map shows the path of the adventurers within the first level of the Ystra Labyrinth. The dark red blurs show where monsters were killed, the crosses show where heroes met their master and the yellow dots point to where quests started and ended. We use similar maps in many different versions, separated by classes, monster types, loot, quests, bosses, etc., but for now, this one will do the trick.

At first glance you can see that there aren’t many quests and the rooms of the dungeon are pretty empty. The dungeon also starts out quite challenging looking at the crosses. This is how it started before:

Treasure Hunter Corpses of level 35 players are right in the beginning. We changed this into a friendlier – if one can say that about bloodthirsty skeletons – beginning, and lowered the level of difficulty for the start. This is the same place in the revisited version of the dungeon:

The corpses are now level 31 players, which should give a nice start to the Labyrinth and players of levels slightly above 30 should be able to adventure here in groups. Zooming in to the lower right part of the map shows some more spots to notice:

There are just a few crosses in the lower left part, which indicates that the dungeon is getting too easy after starting out too difficult. This may be because adventurers learn the strategies to survive and adjust their play style, but in visiting the dungeon in person, one will notice that the monsters do actually get easier in this part than they were in the beginning – or actually they are exactly the same:

In addition there aren’t any quests anymore (no yellow dots) and the rooms are unused and empty:

It’s all just about slashing some fairly easy mobs (compared to the beginning of the dungeon) to dungeon crawl – which is not the quality we want in the dungeons. A good Crawl-type dungeon design keeps the heroes on alert and presents them with increasing dangers and, of course, increasing rewards for taking risks.

The details are fleshed out over many visits and discussions. We study the maps, run through the dungeon and have volunteer players report their experience. The community managers gather together all of the information from the forums regarding the area and all together, we map out how it can be improved.

So what we did in this case is we populated the spare rooms and added in a lot of quests to the ride:

Also, notice the teleport at the left. The dungeon becomes much more accessible as groups can port to all areas right away instead of having to fight their way back and forth all the time, giving the dungeon less feel of a crawl and introducing more strategy and less downtime.

The level of difficulty was streamlined in all parts, and the doorway from above is now guarded with more fitting Shadows (remember the starting level is now level 31, at this point level 35 fits quite well in the progression of difficulty):

The same improvements have been made to the other levels of the Ystra Labyrinth and the experience is a lot more fun now, and advances the heroes many levels on their adventure through questing and grouping in the Labyrinth.

On top of the graphical analysis of the waypoints and visits, we run statistics about the time required to finish a quest and on loot drops. Even though the process isn’t always perfect, it’s a fast and objective way to find glitches in quests and loot probability. We adjusted the loot tables in the dungeon quite a bit.
Polishing is always a mix of many sources, the numbers we have, the feedback we get in the forums, experiences from playing in the teams and external helpers. The process is constantly ongoing and doesn’t stop here, we watch the forums and statistics closely after we polish an area and we come back every once in a while to make adjustments and further improvements.

I’d like to thank every player who is contributing in the forums and helping us to make Taborea a great place of history and adventure, heroes and enemies.

In the end I also have a warning for you. There is a rumor that some strange new inhabitants are in the dungeon. While we were working on the polishing process, some of the deeper foes escaped out of the boxes where we were storing them for further study, and we fear they might have escaped into the Ystra Labyrinth.

If you encounter a bunch of ghosts carrying corpses around, please do not feed them!

The rumor is that they have found a way to turn corpses into soldiers and they are struggling to control the darkness in the labyrinth now. There is word of a strange silver powder and a mighty being, hidden in the dark. We are not yet sure how this all connects and how to handle the situation, but if the rumors are true, we must stop them before it gets out of hand.

Please inform the local authorities in the Ystra Dungeon if you have any new information, and don’t try to handle the situation alone. This must be handled with extreme care and with the help of friends to repel the waves of enemies and stop the imminent danger…

Thank you :)

And there may be even more in the Ystra Dungeon, lurking in the next patch…

New Content and Patch Cycle for Runes of Magic

Posted by RoMblog Monday June 1 2009 at 9:03PM
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New content and patch cycle – Daniel Ullrich, Director Product Management at Frogster

In my last posting I introduced myself but for those who are new to’s developer blogs, I’m Daniel Ullrich, Director Product Management at Frogster. Today I would like to talk about Runes of Magic’s new patch cycle.

Like I mentioned before, over the last several weeks, we’ve had exhausting, but great meetings with Runewaker to talk about everything necessary to prepare the coming Chapter II of Runes of Magic. One of the topics we discussed was how we can make the game experience for players better and how we can increase the amount of fun players will have with new content. As one of many improvements over the next few months, we’ve already implemented a new patch cycle and have upgraded our test server system with a lot of hardware to allow hundreds of users to test new and upcoming features and content.
But maybe it’s a good idea to start right at the beginning.

In Closed Beta, we started with a “direct-to-server” strategy which meant that patches didn’t last long on the test and QA servers. The reason for this system is very easy. We wanted and of course still want to work with our community on content and features. The community’s opinion is always important to Runewaker and Frogster, so we provided our players as early as possible with new under-development content on a weekly basis. With very early feedback from the community on new features, new areas and gameplay, we were able to react quickly to wishes and suggestions, and were able to improve a lot of things on the live server.

For those who don’t know, Runewaker is the developer of the game but they also give Frogster the opportunity to design game mechanics and features. So Frogster established a sub-department in the Product Management department dedicated to producing the game. And because I am the Director of this department, I know most of those discussions and of course, am involved most of the time. It is very cool to see the ideas our community submits, even if of course a lot of it is unfortunately not that easy to integrate into Runes of Magic. Generally, I like the idea of a completely destructible environment, but as I mentioned before, features like this are not that easy to integrate.

Anyway, I was talking about the new patch cycle. The new patch cycle will be on a 4-week frequency, which means that Runes of Magic will have more exciting content each month. Runewaker and Frogster decided on this frequency, because it will give us a consistent schedule where you the community can expect changes to the game.

The time the content received on our brand-new test server system, will increase the quality and fun factor. Like I mentioned above, we would like to have community feedback as well, so we’ll let a lot of players on the test server system within the next few weeks. Some of those players will be selected as special alpha testers who will be able to see parts of the new content at a very early development stage. If you are interested in becoming an alpha tester keep, an eye on the forums. We’ll select people who are very active in the community and the game. If you have already written constructive feedback it’s of course a plus.

In one of the upcoming blogs, I’ll write more about the content of the patches and upcoming features. As the system gets up in running over the next few months, we will patch in larger content, and graphic and sound updates, to prepare the world for Chapter II of Runes of Magic. But, first a smaller patch will hit the live servers on Jun3rd, so start your client and log in.

I hope to see you in game and in our forums.



Posted by RoMblog Tuesday May 26 2009 at 4:24AM
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Daniel Ullrich, Director, Product Management at Frogster

Greetings to all of the and Runes of Magic fans! - It’s a great pleasure and honor to write a blog on this pretty cool website. I remember that in the past, was always a site I scouted for new information and upcoming games, I can honestly say that I grew up with this site. So I want to thank’s crew for the great opportunity to write this developer blog about Runes of Magic on their site.

To introduce myself, I’m Daniel Ullrich, Director, Product Management at Frogster Online Gaming GmbH. As a director of a very special department, I have to lead a lot of sub-departments like Producing, Quality Assurance, Game Improvement, Developer Communications and of course one of my favorite and very important sub-departments, Community Management.

Community Management is my origin. Before I took over new challenges at Frogster, I was working for a large German gaming network which is in some cases similar to, even if it was only in German. One of my biggest take aways from that time is the knowledge that game developers and publishers should listen carefully to the folks on the forums, because they are the heart of the game. That is by the way the reason why Frogster decided to open its own forums. I think that direct interaction with the people who are playing Runes of Magic everyday is very important to keep yourself in the loop on the most important issues for the players. It’s like reading articles about new technologies. The more you read, the more you know about what the future trends will be.

But let’s come back to present. Because I am one of the lucky guys who are involved in the patch planning and developer communication with our excellent game designers at Runewaker Entertainment in Taiwan, I know about most of the upcoming content for Runes of Magic very early. It’s nice to see how Runes of Magic becomes bigger and bigger each week, influenced by new suggestions and new ideas from Runewaker, Frogster and our great community.

I would like to announce, that I will, from time to time, talk about new, unreleased topics like new mounts, auction house changes, new areas, dungeons and PVP-modes. These are only a few examples of a lot of things to come. I won’t tell you everything right now, but what I’m able to say is that this will be a very exciting and interesting year for Runewaker, Frogster and I’m pretty sure the community too.
Keep your eyes open for the next information about Runes of Magic’s Chapter II, the title of which I’m not allowed to talk about right now….…. but hey, maybe in one of our next blogs, which you can read on weekly, I might be allowed to tell you more….

Next week for example, I might have a chance to write about the new patch cycle we’ll be announcing and why we established it. Or, maybe Tony, one of the lead guys at Runewaker Entertainment, will take one of the next slots to talk more about how the game has been developed and what’s in development.

Last but not least I ‘lluse the chance to thank the over one million registered users for playing Runes of Magic and discussing their experiences on the forums. We love you and hope to see you with some of your brand-new elite skills in a couple of weeks.

And so it begins....

Posted by RoMblog Monday May 11 2009 at 12:23PM
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Welcome to the first bi-weekly Runes of Magic blog. I'm Sean Kauppinen, the lucky guy that gets to introduce the blog to you all, which is going to be where we give you a chance to see what it's like behind the scenes on Runes of Magic. It's pretty difficult to create and operate a free-to-play online game, but we'll let you into the studio and let you know what it's like from the perspective of Frogster and Runewaker as we continue to build this game for the community. We're going to talk about all of the great things we're working on in the future and give you the opportunity to get to know some of the team. Sure, we'll talk about features, issues and how we're solving them, but also how we are inspired to make this game better every day for the fans.

The next writers will be Daniel Ullrich, Director Product Management at Frogster and Tony Tang, VP of Business Development at Runewaker Entertainment, and they've already promised to reveal something in the next blog post, so stay tuned.

So I'll start off since I'm more on the outside of production and next week we can take you into the studio. So I served as Frogster America's founding CEO as we started up the business in the U.S. and I've been in the games industry for about 15 years. My background is that I've worked on a lot of MMO launches on the PR, Marketing and Business Development sides, including EverQuest 2, PlanetSide (First MMOPFS), EverQuest Online Adventures (First Console MMO), Star Wars: Galaxies, Age of Conan, Warhammer Online, Vanguard: Saga of Heroes, Lord of the Rings Online, and several other titles, which has given me a pretty good idea of how MMOs work on every level. That doesn’t include the MMOs that I’ve played for fun, and yes Runes of Magic is definitely one of those games. I've also spent a fair amount of time at conventions and Fan Faires, so I know what it's like to really be a fan and to want to ask the game team questions. So that's also part of why we're starting up this blog. I've always had a lot of respect for teams that really put their heart into the game and engaged the fans.

That's one of the things that I really like about Frogster and Runewaker, these are people that really care about the community and the game.

Well my average day is pretty busy. I get up and usually respond to a bunch of email from the press while making sure everyone knows what they're doing.

I've got some friends in the press too, so it's always fun to take them on a tour of new zones, especially places that even I haven't seen before. In fact, that's how I came to work on this project. Many years ago, I met Andreas Weidenhaupt, who is now CEO of Frogster Online Gaming, and we've been friends for a really long time now. He told me they were looking for someone to help get the company going in the US and launch Runes of Magic. So I checked out the game and was really surprised. But what surprised me the most was how passionate everyone is about RoM. It's gotten us old guys playing the game again. I'm running around, questing and I love the dual class system, which lets me be two characters in one. I basically like to play as a tank in most games, but I also like to cast magic in certain circumstances. Some things you just want to keep at a distance, so casting comes in handy.

I will admit to playing a bit during the game, but most of my questing is at night after 10PM until around 2AM. Sometimes I play a little later, but since we coordinate with Germany on a lot of things and they're nine hours ahead, 2AM is about when I need to get to sleep.

But during the day I'll be doing anything from writing up news, releases, community contests, or working on our marketing plans so more people hear about the game. We're going to be rolling out a really big contest across the internet for some exclusive limited edition items in the next month.
It's something that has taken a lot of planning, and I hope everyone enjoys it when it rolls out.

So you’re probably asking why am I writing the first blog and telling you about the companies and people we get to work with on a daily basis. It’s because Runewaker and the other Frogster guys are sitting down at this moment to discuss the first add-on for Runes of Magic. So keep an eye on this blog if you want to read more information about this in the coming weeks.

We've got E3 coming up pretty soon and I'm sure the summer is going to be huge for the game. We're also going to be in Cologne Germany for the first GamesCom in August, so hopefully 100,000 people will get a chance to see Runes of Magic over just a few days.

Well I have to run; I need to get back to work. Have fun in Taborea!