segunda-feira, 24 de fevereiro de 2020

Life, The Universe And Everything Symposium Preview


On February 13–15, 2020 I will once again be attending Life, The Universe and Everything Symposium (LTUE Website). There is always something for everyone who wants to be involved with being creative in multiple forms of communication media. This year is no exception. There are development tracks for developing skills writing books, screenplays, and theater, along with developing games, both electronic and tabletop. And if you're interested in creating art for any of these there are events for those.

This is the first major writing event I ever attending and I recommend it for people who ask me about a good place to start. It's been going since the 1980s and has great guests and teachers that know what they are doing in their fields. This year includes internationally recognized artists (Howard Lyon), writers (Kevin J. Anderson), and media artists (Megan Lloyd) along with many others. For gamers a professional game master is a guest of honor (Natasha Ence).

The symposium focuses on science fiction and fantasy, but really if there is something in the creative fields you are interested in, there are a lot of like-minded people attending.

Howard Lyon
Megan Lloyd















In past years I've had the opportunity of meeting writers who have inspired me to continue doing what I am doing. They have also challenged me to becoming more, because that is the direction I want to be go. I've also had a chance to meet with some of the people who read what I write on a regular basis. This year I will sitting on a panel with one of them. It's a wonderful experience to share time with all of them.

This year I will be on four panels dealing with gaming and writing. After the symposium I will give cover some of the information that we discuss on the panels, but there is nothing like being there and getting the information unfiltered.

As I prepare for the topics I wanted to let everyone know what is being covered and to open up the discussion a little before hand to answer questions you may have about the topic. If you have a specific question for one of the panels, please send me a note as a comment or an email. I will do my best to include the questions I get into the panel discussion.

Here are the panel titles and the short description we were given.

Natasha Ence
Kevin J. Anderson
















Narrative Arcs in Board Games

While often overlooked, board games can be an effective storytelling medium. This can range from the game actively telling a story to passively telling the story through the mechanisms in the game. Learn how to unlock your game's storytelling potential.

Oaths and Honor: Expressing a Character's Code of Conduct

Every society operates according to social norms, a sense of justice, and moral codes. How do you write characters within their ethical contexts and make those contexts compelling?

Cooperative Games 10+ Years After Pandemic

Pandemic created a new type of board game with cooperative elements. How this has changed the world of board games and what does this mean today?

Dancing in the Dark: How to Get the Most Out of Playing Evil Characters

Evil characters can be fun and challenging to play but can cause both campaign and interparty issues. Are there solutions to these problems, or are they inherent in the type of play?

Again, I hope to get the chance to meet with more people who share my interests. If you are attending, please say hello. Because I still have a day job, I might not be there all day on Thursday, but I will be there on Friday and Saturday. Because of the schedule of being a panelist and other courses I don't spend much time in the game room. But it is awe inspiring to game with someone who has their work published internationally. I have also had the chance to playtest some great games.

I'm working at keeping my material free of subscription charges by supplementing costs by being an Amazon Associate and having advertising appear. I earn a fee when people make purchases of qualified products from Amazon when they enter the site from a link on Guild Master Gaming and when people click on an ad. If you do either, thank you.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).


domingo, 23 de fevereiro de 2020

Storium Basics: Narration Basics

One last article of "Storium Basics," here - this series has been focused on the player side, but I would be remiss in not addressing narration at least somewhat.

It's hard to spell out absolute basics for narration, and hard to really learn it without diving in and doing some narration. Unfortunately, there haven't really been good ways to get a beginner narrator game going the way we can for beginner players. But here, I'm going to try to give at least a general overview, and link to some articles that can develop things further. I highly encourage going through at least some of the articles I link to below, as there's just no way to adequately explore narration in one or more "basics" articles.

In Storium, a narrator is the person who is in charge of setting up the story, creating scenes, defining the story's focus, and in general guiding the story along. It is the narrator who creates the game's starting concept and advertises it to players, who selects the characters who will enter the story, and who creates the scenes and their challenges and outcomes to give players writing cues and situations to address.

Over the course of the game, the bulk of a narrator's time is going to be spent setting up scenes, and setting up challenges. Storium makes this pretty straightforward technically - it only takes a few clicks to set up a scene and start creating a challenge - but philosophically, it can be complex.

While scenes can be set up without challenges, the bulk of them in your average Storium game are going to focus on one or more challenges, and that's honestly how I encourage beginning narrators to think through their scenes: Focus on what challenges the scene is going to be about, and then work on the actual scene text. It may not work for everyone, but for me, I found starting out that starting with the mechanics and moving to the story text made my story text more focused.

So, let's start out with challenges.

I've always had a bit of a problem with that term: "Challenge." It puts Storium narrators in the mindset that these are things that are meant to "challenge" the players, in some sort of tactical sense. They aren't.

A challenge, in Storium, is simply a focal part of the story - a situation which can turn one way or another, and lead the story in different directions. One of those directions (the Strong outcome) feels better for the main characters or for the overall tale, and one (the Weak outcome) feels worse. There's nothing tactical about it. It's a writing cue.

When you set a challenge out, what you're saying is "this is the situation I want you to write about for this scene," or "this is the focus of this scene." Think about things in that mindset. You aren't trying to challenge the players - you're setting up something for their characters to deal with, but as far as the players go, you're just giving them something to write about.

A challenge can be one of two types: a Character, or an Obstacle. Mechanically, these work identically, and there's not much of a difference that I've found about them philosophically. I use the two types more to just keep things sorted than anything else. Conceptually, a character challenge is one that focuses on dealing with a specific character (or sometimes specific group), whether that be by communication or by combat or anything else. An obstacle challenge is one that focuses on other things that can get in the player characters' way or complicate the story, whether that be ancient artifacts, natural disasters, crumbling hallways, dangerous river crossings, corrupted magical energies, messy crime scenes, or anything else. Choosing the type of challenge you're making is more something to keep things sorted as you get a lot of cards, in case you want to pull out a challenge again later, and to highlight to players what the focus of a challenge is.

When you create a challenge, you're going to have to describe it. The challenge description will show up on the challenge card when players click on it in game. The purpose of the description is to give a basic overview of the challenge and help players understand its focus. If it is a character challenge, what is that character doing now, or what do they want now? How does the scene revolve around that? If is is an obstacle, what are its characteristics and how is it in the way? How does the scene revolve around that?

Once you've come up with a description (and, optionally, added a picture), you "Play" the challenge. This puts the challenge into the game, and brings up a new window where you'll set three things: points, strong outcome, and weak outcome. Let's take these in order.

The "challenge points" represent the number of cards which will need to be played on the challenge in order to complete it. One card equals one point, and a challenge can have anywhere from 1 to 9 points on it. So, if you set up a challenge with 4 points on it, the players will have to play 4 cards to complete it. This could come in various combinations - maybe 4 players each play 1 card, maybe 1 player plays 3 and another plays 1, maybe 2 players each play 2. What matters is that at the end, they've played 4 cards.

How do you determine how many points to put on a challenge? I think of two things.

First: the level of focus I want this situation to have. The more points a challenge has, the more moves it is likely to involve. If I set a challenge with a single point on it, no matter what, it will take only a single card to complete - which likely means it will be around for one move. If I set a challenge with three points, under default settings a player could complete it in one move, but it'd be a complex, multi-card move...and more than likely, it's instead going to be played across at least a couple different moves. If I set it as 4 points, under default settings, I'm guaranteeing that multiple moves will happen as no player can play that many cards in one move. And at 9? I've just defined it as a major, perhaps singular focus for the entire scene, a huge situation that will take many moves to get through and let players play a lot of their cards and explore a lot of elements of their characters.

The more points, then, the more focus the challenge receives in the story. If a challenge is important, if it provides a lot of opportunity for drama and interesting writing cues, and if the situation feels complex and fun to write about, add more points.

Second: the number of players I hope to see involved. I mentioned this a bit above, but by default, a player can play only 3 cards in a single move. What that means is that you, as narrator, can encourage challenges to involve more than one player - you just have to set the points at or above the upper limit of what a player can play. If you set a challenge at 1 or 2 points, you may end up with only one player playing it. If you set a challenge at 3 points, you're probably going to end up with more than one player playing on it - players, as they get more experienced, tend not to want to blow all their plays on one move. If you set a challenge at 4 points, you're guaranteeing  that more than one player will play on it, because one player can only play 3 cards. And if you set a challenge at, say, 7 points? Now you need three players to complete it. All by default card settings, of course.

The more points you put on a challenge, the more players will play on it - so, if things feel like they should take more group involvement to complete, or feel like good opportunities for character interaction among the heroes, put more points on them.

Be aware, though, that you have a point limit: You cannot put more points on challenges in a scene than the number of cards your players can play in that scene (because, after all, we want challenges to be completed). So if, say, you have 4 players who can each play 3 cards, you will have a point limit of 12 for that scene. If you put down a challenge with 9 points, that means you only have 3 points left for any other challenges you want to do in a scene.

Except...in my experience, it's actually not a good idea to use all of your points. If you do that, and one player is away or unable to play for a bit, you get yourself into situations where challenges can't be completed and you have to work around it, which can be detrimental to the game. So, my personal rule is to hold back one player's worth of points and not use it. At a basic level, then, if I have 4 players who can play 3 cards each, I hold back 3 points that I won't use: So instead of thinking of my limit as 12, I think of it as 9. So if I spend 9 points on a single challenge, then, I won't use those remaining 3 points that scene.

Now, once players have completed a challenge, they get to write the ending...and for that, they look to the appropriate outcome.

The outcomes, then, are the potential endings for the challenge. There are lots of different ways narrators have found to write outcomes, and I'm not going to delve too deeply here - suffice to say that you will find many of those in the links below - but let's look at the basics of them, in any case.

Your outcomes are the challenge's potential endings, and they come in two flavors on the challenge card: Strong and Weak. In both cases, what you're writing is a quick look at how the challenge ends...an overview of the ending, with room for the player to make it fit his character's actions and explore the specifics on his own.

You don't want to spell out every little detail here - you just want to give the players what needs to be in the story for that ending, or how the situation goes more in general. You want to lay out what's important, what needs to be specified, and let them play with the rest.

Now, as I mentioned, there's two different outcome types you'll be writing here: Strong and Weak. In general, the difference is simple: Strong is better for the player characters and the story situation than Weak.

Storium suggests that in general you use the following interpretation:
  • Strong outcomes mean that things worked out well for the players.
  • Weak outcomes mean that the situation was overcome but at a cost or with an interesting complication.
I agree.

This doesn't have to be what you do all the time, but it's a good philosophy to follow. Stories are most interesting when they keep moving forward, and they keep moving forward if, generally, the heroes are finding their way through situations. So, for Strong outcomes, I tend to write up outcome text that suggests an outright success for the heroes. Strong outcomes are pretty easy to understand how to write, honestly - I think we all get "the heroes succeed," right? The main thing to worry about for Strong outcomes is making sure to give them the proper amount of success - if it feels like something should be more involved and not fully resolved, that's fine - stories are full of really complex situations that can be resolved only in part. Just make sure your outcome text suggests that.

Weak outcomes can be more difficult to understand. For Weak outcomes, I tend to write outcome texts that still show the situation ending up resolved in their favor in some way, but with complications or costs, or that show the situation partially resolved in their favor but partially not.

This keeps the story moving forward, but perhaps even more importantly, it makes Weak outcomes often interesting for players - things they will intentionally decide to play towards at times. This is precisely what you want. You want your players to sometimes get Strong outcomes, and sometimes get Weak outcomes, and to be engaged with the story either way. An outright failure can be interesting, but more commonly, it serves as a brick wall that stops the story. If you outright fail to find evidence, well...where does the story go? But if you find the evidence just as the villain's big, burly henchman comes in to try to destroy it, and now you have to run away from him, well, that just added a new twist to the tale. Primarily use complications, costs, and partial successes, and you'll find that not only will the story move more smoothly, but the players will be interested in seeing the Weak outcomes come up.

The best experiences I've had in Storium, as a narrator, have been when I've played a challenge card into the game and players have looked at it and said, "Oh, wow - I hope this goes Weak!" I love that.

This is actually a technique that I've found in a lot of recent tabletop games. Fate uses it, and so does 13th Age, for two. You can find it under various names - Success at a Cost, Success with Complications, Fail Forward - but in all cases, the idea is that if the rolls don't go well for the players, the story should still move forward. In Storium, things are a little different - the players aren't depending on dice rolls or luck of any kind, and they may outright choose the Weak outcome - but the principle is similar: Keep the story moving forward, and keep things interesting for the players.

Again, this doesn't have to be your theme all the time. You can do a Weak outcome that's an outright failure on the part of the characters (note: the characters, not the players - never think of a Weak outcome as a failure on the part of the players, and never think of it as a punishment for them), and you can even do a Strong outcome that is a failure on the part of the characters, but a less painful one than the Weak. Those can and have worked for me. But by and large, stick to the philosophy above, and you'll have an easier time.

Now, there is one more outcome type: Uncertain. This comes up when the challenges comes out neutral, with equal numbers of Strength and Weakness cards played on it (or none of those, just neutral cards). When the Uncertain outcome comes up, it is your job to write an ending for the challenge, rather than the players'. This is easiest if you spend a little time thinking about things before the challenge starts, and leave yourself a little room "between" the Strong and Weak outcomes that you can use for your Uncertain, but that isn't the only way you can do them. Uncertain outcomes are a great chance to put in twists or send things a little sideways. For the most basic level, though...try to write something that feels "between" the Strong and Weak outcomes. You can get more advanced with these later and have more fun with them (see my article on Uncertain Outcomes for more on that!).

Now, it bears mentioning that you can have more than one challenge in a scene - either by playing more than one challenge to the game at once, or by playing a new challenge to the game as a continuation after the first challenge is resolved. The point limit I described above applies, but otherwise, it's up to you how you want to handle it. Just be careful: It's important not to have challenges that clash - if one outcome could prevent another simultaneous challenge from being resolved, they probably shouldn't be out there at the same time. And you don't want to undo the results of an earlier challenge, generally - so don't play a follow-up challenge whose outcomes will undo the outcome the players just got.

Once you've set up the challenges, then, it's time to write the scene's actual text. When you're doing that, use the challenges as your guide. What's going on? What's important? Those are the things you want to call out in the scene text. The challenge descriptions are the basics, but here is where you get to dress things up a little bit and make it actually exciting. If you've got a challenge about a charging army, for instance, you don't just write "the army charges" as your scene text. Delve into how it looks. How it sounds. How the army is equipped. How the player characters' allies, if any, are reacting.

What you're doing isn't just mechanically kicking things off, though that's part of it. What you're doing is setting the scene and giving the players things to use. This matters. Setting the scene with the enemy army charging, talking about how they're heavily armored and well-equipped, and how the players' allies look like they're about to break and run, is very different than if you describe the charge as that of a massive but untrained and poorly equipped rabble, and the players' allies as confident and heavily armored themselves. In the former, players are going to write moves about finding ways to blunt the dangerous charge or work around it and encouraging their side. In the latter, players are going to write about knocking back the charge and working with their confident allies. The tone of the challenge will be very different.

Your outcomes can affect this too, of course - I talk about this on the player side, but outcomes both describe the ending and set a range of things that can happen during the challenge - but your scene text is going to be a much larger impact.

Aside from just setting the tone, though, as I said...you're giving players things to use. Cues. A lot of narration is setting up cues. It's what you do in the challenge description, it's what you do in the outcomes, and it's what you do in the scene text. You leave openings for players to fill in the blanks. You give details that they can use to expand their storytelling. You lay the groundwork, the foundation, that they will build upon to complete the story of the challenge.

That's the basics of narration in a nutshell. Look...there's more, a lot more, but narration, at heart, is doing the above...over, and over, until the game is complete. A lot of the rest is style - there are a lot of different narration styles, a lot of different priorities, and a lot of different ways a narrator can make Storium work for them. I go into those a lot in the articles below.

Above all, remember: You are narrating to help the players draw out a story. It isn't your story...it's yours and the players'. Narrate to help them write. Narrate to make things interesting for them. Your job isn't to challenge them as players. Your job is to help them as writers. Have fun, be a fan of them, enjoy what they write, and look for ways to help them bring out the themes of their characters.

For more on narration, you can see the "Storium Narration" category overall, but here are some articles I particularly recommend:

quinta-feira, 20 de fevereiro de 2020

Download Hunting Simulator For PS4

Download Hunting Simulator For PS4

USABLE ON 5.05  HACKED CONSOLES OR HIGHER VERSIONS


Launch offer: purchase the game now and receive 2 exclusive official rifles as a bonus.
Discover your new hunting areas and complete hundreds of objectives alone or with your friends. Explore different environments, track your prey and become a better hunter – there will always be a new hunting adventure awaiting you!

Features

  • Experience the thrill of hunting with a campaign mode of 111 missions.
  • Track 37 species each with realistic animal behaviours. Big and small game, predators, waterfowl…
  • Explore 12 vast regions in Europe and North America and adapt to the elements with dynamic weather and day / night cycle.
  • Choose from among 17 different firearms (rifles, bows and crossbows) and close to 50 essential accessories.
  • Improve your shooting skills on the shooting range and track all sorts of prey in Free Hunt.
  • Set off for adventure with three of your friends in multiplayer mode.
  • Use a drone to explore your surroundings.








Hunting Simulator FOR PS4 | SIZE: 4.3GB

#SIZECLICK TO DOWNLOAD
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– GAME ID: CUSA00000
Password: After 10$ payment is done

[Hackaday] Machine Inside Of A Chip: How Sprite_TM Built The FPGA Game Boy Badge

Machine Inside of a Chip: How Sprite_TM Built the FPGA Game Boy Badge

The World Is Safe... For Now

What's going on everyone!?


Today for the #2019gameaday challenge I decided to get an early game in because of our big move. I decided to play Elder Sign: Omens, basically Eldritch Horror mobile.

After getting reacquainted with the game I started to try and save the world from the ancient ones! 

After a few rounds of success in closing gates the game started showing me it's TRUE colors and killing off my party!

(I failed to grab a screenshot of the first death but it was the guardian angel) 

By the time all was said and done it was 3 dead and only Joe left. Surprisingly he pulled himself together and mustered up the courage to close the last gate himself and thus saving the world from ultimate doom and destruction! 

I'm unsure if my score is any good to be honest as this is my first win. Let me know if you play this one and if my score is good or subpar at best.


As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

In Defense Of Metal Gear For The NES

It's an old story, the MSX version of MG was fantastic but then apparently hopelessly ported to the NES in a short space of time and outside of the control and oversight of Kojima....

But you know what... I have played the MSX version, I've played through it, I've tried to complete it, but imho, for all the supposed inadequacies of the NES version, I actually prefer it.

I prefer the fact that you have to infiltrate the base at the beginning, that is fantastic! People love MGS3 for that reason and I think it is a great touch. In the MSX version.... meh.... you start out in the base already.... not very sneaky.

And as to the fact you don't fight Metal Gear? SO WHAT? Why should you? I actually thought it stupid in MGS that you actually fought Metal Gear, it is meant to be a mobile device that fires nukes.... not something designed for combat with a single man. It stands to reason that it makes more sense to destroy the computer that controls the thing and also the man who is operating it.... which is exactly what you do in MG Nes.... Imagine someone having a fight against an ICBM machine, that would be dumb, it wouldn't be an opponent... it would not be geared up to fight you, and you would be able to take it out easily.... so that's why it doesn't matter that you don't fight Metal Gear.

And above all.....

The MUSIC in the NES version is absolutely superior! The MSX music is painful, dull and something to mute as soon as you can. The NES music is fantastic! It is exciting, it is tense, it is an amazing score and whoever produced it should be proud of themselves.

I could write more on this, but I need to prepare to offer Holy Mass, which isn't in 5 mins, but in 30 mins by the way. Priests should prepare for Holy Mass properly.


quarta-feira, 19 de fevereiro de 2020

MONTHLY 5 - JANUARY 2020

https://collectionchamber.blogspot.com/p/hunter-hunted.html https://collectionchamber.blogspot.com/p/monty-pythons-flying-circus.html https://collectionchamber.blogspot.com/p/moonstone-hard-days-knight.html https://collectionchamber.blogspot.com/p/quarantine.html https://collectionchamber.blogspot.com/p/syyrah-warp-hunter.html


We've got something for everyone in the first collection of mini-reviews of the new decade. Survive an alien game show in the 2D platformer Hunter Hunted (1996, Sierra On-Line). Mourn the loss of Terry Jones by playing the action platformer Monty Python's Flying Circus: The Computer Game (1991, Virgin Mastertronic). Spill blood in the ultra-gory fantasy action-RPG Moonstone: A Hard Day's Knight (1992, Mindscape). Want more blood? Then play Quarantine (1994, GameTek), an ultra-violent action/driving game. Lastly, save your planet in the sci-fi puzzle game Syyrah: The Warp Hunter (1997 Sunsoft). Enjoy!

Read more »

quinta-feira, 13 de fevereiro de 2020

Brave Browser voted the best privacy-focused product of 2019



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

Earn Basic Attention Token (BAT) with Brave Web Browser

Try Brave Browser

Get $5 in free BAT to donate to the websites of your choice.