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State-of-the-art Massively Multiplayer Games such as EverQuest and Ultima Online are currently implemented as client-server systems. Although this approach allows the development of commercially viable MMG services, the costs associated with running a scalable client-server MMG service are often too high for small companies or research projects. This paper proposes FreeMMG, a mixed peer-to-peer and client-server approach to the distribution aspect ofMMGs. It is argued that the FreeMMG model supports scalable, cheat-resistant, massively multiplayer realtime strategy (RTS) games using a lightweight server that delegates the bulk of the game simulation to the clients. A working prototype game called FreeMMG Wizards is presented, together with some preliminary scalability test results featuring up to 300 simulated game clients connected to a FreeMMG server. The results show that the measured server traffic can be considered very low if compared with more centralized alternatives.