6
6
Telegram:
immortalchess101
chess domi
TripleA
PACG
ChampMan
Su pulteliu
OpenYahtzee
RftG
DoomRL
MUDs PBBG Hattrick
B-17 Queen of the skies
Chainsaw Warrior Talisman Patton's Best Raid on St Nazaire
Arkham Horror
Diablo 2 Jagged Alliance 2 Shadow Watch
Final Fantasy VII
Race into space
Galimos Veiklos:
saskes sachmatai - create a perfect game kaip kaip Final Fantasy VII ir Suikoden 2,
or just search for tactics puzzles, or solve/create problems/studies,
or study opening theory, or review games
Piesimas - kaip Comix Zone ir Thunder Force ir Lightening Force
Solo chess, champ man, yzhtzee, farkle, c-evo, triplechain, race into space,
Rasymas/skaitymas - kaip Fallout 1, kaip Starcraft Brood War istorija, kaip
Plienine Ziurke, kaip Final Fantasy VII, Shining Force 2
Roguelikes Angband Crawl SS
MUDs
Aurora 4x
Chess:
In Ruy Lopez there are 3 main variations, each with its own pros and cons.
https://old.reddit.com/r/rpg/comments/1c0b87f/im_addicted_to_random_tables/
I'm a Stars Without Number GM, and sometimes I get the urge to rolls up a planet
and just "explore" even with no game on the horizon. I get way too excited to roll
dice for prep and see what kind of worldbuilding, plot, or characters result. Then
interpreting those dice into something coherent is so fun. It's like reading a
whole backstory from nothing.
Making decisions is for suckers, I'm dice brained
https://www.youtube.com/@champman1998/videos
3 Top Tips For Success (Part One) - Championship Manager 99/00
High Scoring Attacking Midfielders - Championship Manager 99/00
Success With Any Club - Championship Manager 99/00
Most Prolific Young Strikers - Championship Manager 99/00
Top Left Wingers (England's Achilles Heel) - Championship Manager 99/00
Top 3 Defensive Midfielders (The Claude Makelele Effect) - Championship Manager
99/00
Best Coaches (Helping You To Focus Solely On Team Selection) - Championship Manager
99/00
Top 3 Left-Backs with Insane Potential - Championship Manager 99/00
I love learning C! I feel new brain muscles are growing in my head, lol
BUILDS:
Diablo 2 - Attributes, Skill Trees, items
dnd 5
fallout 1 - attributes, skills (3 tag skills), perks
Shadow Watch - core features of character, skill trees
Championship Manager - Attributes (hidden and visible), ??? Skill Trees ???,
Tactics
Checkers Chess - position is your build, discover moves in a position that are
suitable for this position/build
===================================================================================
======
<h3>Revamped Skills</h3>
<p>One of the best aspects of Median XL is the large number of unique skills on
every character: each class comes with 8 skill trees of brand new abilities.
Experiment with many unique builds such as Melee Sorceress,
Blood Amazon and more.</p>
<div class="skillBox">
<div class="skill skill01">
<div>
<b>Broadside</b>
<br><i>asn</i> - plants a mechanical device that fires a barrage
of knives
</div>
</div>
<div class="skill skill02">
<div>
<b>Wyrmshot</b>
<br><i>ama</i> - fire a dragon spirit that bombards nearby
enemies with arrows
</div>
</div>
<div class="skill skill03">
<div>
<b>Harbinger</b>
<br><i>dru</i> - collide with prey in a surge of ravenous hunger
</div>
</div>
<div class="skill skill04">
<div>
<b>Dream Eater</b>
<br><i>nec</i> - target foe is consumed by horror
</div>
</div>
<div class="skill skill05">
<div>
<b>Superbeast</b>
<br><i>pal</i> - morph into a shadow beast, increasing damage
</div>
</div>
<div class="skill skill06">
<div>
<b>Havoc</b>
<br><i>sor</i> - a devastating fiery incantation
</div>
</div>
<div class="skill skill07">
<div>
<b>Thunder Slam</b>
<br><i>bar</i> - blast out a stunning thunderclap
</div>
</div>
<div class="skill skill08">
<div>
<b>Meteor Shower</b>
<br><i>item skill</i> - bombard the target area with a continuous
rain of meteors
</div>
</div>
<div class="skill skill09">
<div>
<b>Rising Dawn</b>
<br><i>item skill</i> - casts a searing sun that burns enemies
while passing overhead
</div>
</div>
<div class="skill skill10">
<div>
<b>Teleport</b>
<br><i>reward skill</i> - teleport to target location
</div>
</div>
<i>Hover over the skill icons.</i>
</div>
</div>
<h3>Quality of Life</h3>
<p>Median XL modernizes the Diablo II engine by adding many features found in
modern games:</p>
<ul>
<li>Increased resolution and field of view</li>
<li>Supports <a target="_blank" href="https://forum.median-
xl.com/viewtopic.php?f=42&t=66782">D2DX (60 fps)</a> and <a target="_blank"
href="https://github.com/CnCNet/cnc-ddraw/releases">cnc-ddraw</a> video modes</li>
<li>New modernized Graphic User Interface</li>
<li>Automatic gold and waypoint pickups</li>
<li>Dozens of new hotkeys</li>
<li>Removal of corpses and immunities</li>
<li>Skills have individual cooldowns</li>
<li>Increased inventory, stash and cube space</li>
<li>Built-in map reveal</li>
<li>Gamble refresh</li>
<li>And more...</li>
</ul>
</div>
===================================================================================
==============
championship manager 01 02 - panasiai kaip craps in for 1900 out for 2370
https://boardgamegeek.com/thread/1777118/b-29-superfortress-vs-b-17-flying-
fortress-leader
I have B-29 and B-17 leader. And I prefer
B-17 leader. More decision making in the leader game. But when I want to see if my
bomber makes it back from Japan after a bombing raid I will do B-29. Most of the
time I end up running out of fuel or a lucky bomb bay hit.
https://www.reddit.com/r/footballmanagergames/comments/175bg4h/why_do_we_like_this_
game_so_much/
its the building up and collecting of
players/achievements i feel.
its like an RPG in a way yet the club is
your "character" your slowly building them up through the story that is your "save"
===============================
It's probably the most rewarding and
immersive sports game.
You have to invest time in scouting,
staff recruitment, squad building / planning, tactic development etc...then over
time, you get back the benefits for that.
============================================
If you think about it. Ultimate team is
so popular because you can mix and match your favorite players to find the best
combination. It�s the same as in FM. fifa�s career mode simply isn�t in depth
enough to scratch that itch but ultimate team actually is an extension of that
fantasy of building your own team just streamlined
-----------------------------------------
I just like managing clubs but mostly I
like seeing the outcomes of the evolving universe.
=============================================
When I was a 9 year old kid I played CM2
at a friends house and was hooked from then on. A complete obsession from the 97/98
edition which is the first one I had right up until FM2021 which is the most recent
one I bought (I don't have enough time to play to justify buying it every year).
==============================================
getcomics.info
getcomics.org
arves.org
ozproblems
igg-games
onedrive
google my-drive
dropbox
pcloud
koofr
icedrive
mega.nz
rpg.net
reddit rpg
rutracker 2355
reddit SEGA
chessbase
myfreecams
atlantis word processor
cosmigo pro motion
grafx2.chez.com
redddit thetrove
pigu.lt
senukai.lt
youtube
dice play http://www.domino-play.com/
telegram immortalchess101
reddit C_Programming shogi chess checkers xiangqi artistlounge writing
PTA3PlayersHandbook Pokemon tabletopadventures orcus Pokeymanz uestrpg cortex prime
fate accelerated
dark heresy genesys grim world genesys naruto d20
writing fallout 1 starcraft brood war atoryline dnd
miniature wargaming dakka dakka theminiaturespage
cribbage gin rummy race for the galaxy no limit holdem pot limit omaha race into
space checkers chess xiangqi shogi backgammon baduk mancala
reincarnation spirit world jesus christ dievas
https://old.reddit.com/r/rpg/comments/1b9fnpn/great_fan_made_rpgs/
https://old.reddit.com/r/rpg/comments/1bjl5u0/
what_is_the_easiest_pokemon_ttrpg_to_get_into_for/
http://bggames01.blogspot.com/
FourHousesInChaos
PTA3PlayersHandbook Pokemon tabletopadventures
Pokeymanz TTRPG Beta 6
Complete Book of NPC Tables
Old School Primer
Principia-Apocrypha-SC-20
Principia-Apocrypha-Booklet-12o
BlackStreamsSoloHeroes021014
lancer-core-book
icon-15
One Page Solo Engine
commonsense-1.2.1
647685446-Exalted-Essence-Download
Flying Swordsmen RPG
UltimateChallengeTeaGarden
tbos20 itsrpg20
Orcus rpg
Wulinban
alone-in-the-dark-solo-rules-for-blades-in-the-dark
solo-game-masterx27s-guide-v2-3-pdf-free
so1um
TSR 1071 Rules Cyclopedia
FU-RPG-classic-update-2020
pdf-gurps-lite-fourth-edition_compress
661131918-Forbidden-Lands-Workshop-Forbidden-Hero-Solo-Roleplaying1
681782245-Vaesen-The-Solo-Thursday-s-Child-2308221
672489525-Spellbound-Kingdoms-Revised
playing-solo-classic-traveller
Commonsense_A_Role_Playing_Game_System
DBA Unofficial Guide
FnPr-SR_MagicShadows
FnPr-SR_RPG3rdEdition
Maze Rats (v4.3 booklet)
Blades in the Dark (v8.2)
Fabula Ultima
Dragon Fist pdf
Ive been playing One Ring RPG 2e with the strider mdoe and Mythic and it has been
great, having a blast.
https://old.reddit.com/r/Solo_Roleplaying/comments/1bv4n16/
what_is_a_solo_rpg_that_really_tries_to_do/
Something that steps into its own space.
I keep looking for an rpg that really grabs me, but it never happens.
Got addicted to Diablo 2, Minecraft, plants vs zombies, dragon vale, and many more.
Just no solo RPGs it even table top ones. I�ve read through the rules of probably a
little over 100 rpgs.
Ironsworn is cool. Ryuotoma. Pathfinder 2e. And many more. They just all feel
pretty similar and don�t have that aspect I want.
I like collecting things in a game. Building things up through effort. Video games
do this really well. RPGs don�t. In my opinion.
So I guess I�m looking for something that is unique but also caters to people that
like farming games, breeding, fishing, collecting, crafting games.
I guess that�s what I want. Those video game elements in an open world of my
choosing.
===================================================================================
=========
https://boardgamegeek.com/thread/3209473/article/43477319#43477319
Sixty years ago, when I couldn't any other kids to play board games with me (and to
be clear, I very often could,) I'd figure out a way to play them solo. I mean, you
don't really need another person to enhance the experience of CandyLand, especially
if you have a good imagination. (I once took the board and wandered away from home,
using the board as a map and trying to get to the "real" CandyLand. I ended up in a
cow pasture and a bunch of neighbor kids came riding up on bikes to tell me my mom
was looking for me and I'd better get right home.)
Through the years, I never stopped playing solo, especially card solitaire games,
and through the years the options got better. And I learned that I liked playing
solo, because I could pick it up and put it down whenever I wanted to. In a similar
way, I enjoyed hiking alone and playing musical instruments alone, though
occasionally I enjoyed doing the same with other people, especially my family. But
doing those things alone gives me a freedom I enjoy. I can stand at my game shelf
and pull out exactly the game I'm in the mood for at that moment, without
consulting anybody. I enjoy a monthly game group with my grown kids and their
friend and their friend's mom, but once a month is a good balance compared to my
daily solo play.
And lately I find that sometimes I'm playing with ghosts. When I play my solo
version of Cassino, I'm taken back 60 years to my games of Cassino with my dear
departed mother. When I play a solo trick-taking game, I feel like I'm sitting at
the card table with my parents and siblings, and sometimes the nostalgia is almost
unbearably bittersweet. My husband used to play chess with me. He's still very much
alive, but he's getting vague with age and isn't up to chess any more, or much of
anything more complicated than A Gentle Rain. So I play two-player abstracts two-
handed, and have learned that I enjoy it.
https://old.reddit.com/r/Solo_Roleplaying/comments/1bv4n16/
what_is_a_solo_rpg_that_really_tries_to_do/
Something that steps into its own space.
I keep looking for an rpg that really grabs me, but it never happens.
Got addicted to Diablo 2, Minecraft, plants vs zombies, dragon vale, and many more.
Just no solo RPGs it even table top ones. I�ve read through the rules of probably a
little over 100 rpgs.
Ironsworn is cool. Ryuotoma. Pathfinder 2e. And many more. They just all feel
pretty similar and don�t have that aspect I want.
I like collecting things in a game. Building things up through effort. Video games
do this really well. RPGs don�t. In my opinion.
So I guess I�m looking for something that is unique but also caters to people that
like farming games, breeding, fishing, collecting, crafting games.
I guess that�s what I want. Those video game elements in an open world of my
choosing.
===============================================================================
https://old.reddit.com/r/ArtistLounge/comments/1bomual/
how_to_stop_depending_on_references/
=========================
I don�t really know anyone who draws well without references. I mean I�ve seen
people do like cartoons, but all the art I enjoy seems heavily referenced. And even
in art school we were told to collect references and we would put them up on our
easel to work from. This is 20 years ago so it was like newspaper clippings and
magazine cutouts to work from lol.
=========================
You're talking about the human figure in particular, yeah?
Try your hand at learning gesture drawing. Not only will it help you draw FAST, but
it'll also force you to figure out shortcuts when it comes to poses,
foreshortening, hands, etc. It's more about speed and capturing the idea of
something instead of going into the nitty-gritty of anatomical precision.
Also, be patient and build your "library". You brain has a specific memory of
things it can reference quickly, given time and repetition. And chill out, I've
been working in concept / boards for 6 years and everyone I've ever met in the
industry still uses references.
==========================
Keep depending on references. All good artists do it.
=========================
Everybody paints off references. It is a beginner's mistake to think the masters
don't.
==========================
If you're not using references then you're using half remembered references in your
mind.
===================
================================================================
https://boardgamegeek.com/thread/3271256/top-5-10-forever-games
Top 5-10 �Forever Games�
My all time favourite games are ones that I return to frequently and never get
tired of.
1. Chess.
I practise this every day. I have many chess sets but if I sold them all it would
make little difference. I could still find ways to look at annotated games,
practise and play.
You might wonder how much skill is involved and how much is the deck itself that
determines the outcome. You can arrive at some kind of answer by choosing an
average deck and running a gauntlet of a dozen or so other decks and see how far
you can get.
I usually find that I've memorised the deck after three games and I start to play
it differently. Because of that it's easier to win with it.
I like drafting 40-card decks from a draft booster box as well as playing with 60-
card themed decks.
==============================================================================
@SolitaryplayerOh okay, so you are playing two handed I assume, not against some
sort of AI?
==============================================================================
Yes. None of the games I mentioned are designed for solo play but I play them all
solo because that's my preference.
Re. MTG, while it may be exciting to imagine an AI could provide a fun challenge, I
don't find them very interesting. I have played a few automated MTG opponents and
even designed several of my own but in the end I find the games fall a bit flat
because what I enjoy is the interaction between two different decks and the ongoing
challenge of trying to win with the same deck against many different types of deck.
Some decks are hard to play even against average decks. It can sometimes be fun
just trying to work out how to win with them. There are some preconstructed decks
from the days when Wizards used to sell them that I've never won a game with, e.g.
"Groundbreaker" from the Tempest Rath Cycle.
Blue control decks can also be difficult and you need to practise the timing of
when to play specific cards. So I really enjoy playing both sides.
==============================================================================
This actually does sound fun. Is your basic strategy to just play both decks as
aggressively as possible? In other words only make decisions with worst outcomes
against the primary deck?
==============================================================================
Yes, exactly. Or, I would phrase it as trying to make the best decisions for each
deck given the current board state and each deck's strategy.
One of the hardest decisions can be when to block and when to allow an attack
through. It can often hinge on the chances of drawing a specific card next turn.
When you do need to block and there are several ways of doing it, it can also be
difficult to make the best choices.
I haven't seen an AI system that handles these decisions. They normally resort to
telling you to make the most sensible choices.
If I can't work out what the best choice is for the opposing deck, I roll a die.
But that is rare.
Another problem for the solo player is combat tactics which rely on concealed cards
in hand. This was a big problem for me in my early solo games but it rarely occurs
in the 40-card format because decks using combat tactics are rarely efficient in
that format. In the 60-card format I play with open information and usually flush
out the instants by forcing them to be played. If there is any doubt about whether
it's beneficial to play them, I roll a die.
SOLO Chess - create demonstration games in a certain opening, you get points for
the depth of the game/how much you analyzed it
http://c-evo.org/bb/viewtopic.php?f=4&t=58
There are things about this game that could be improved, but I will have to say
that I have never found a game that meets the challenge of strategy as much as this
game. Perhaps, it is because I was a competitive chess player during my high school
days and can find things appealing without the need of good graphics. I do not know
how many C-evo games I have played but it's in the hundreds if not thousands. I
have changed strategies at least 100 times and my games in 2007 when I began to
really take interest in the game would be nothing like my games today. It takes
time, I have studied the manual extensively. Calculated whether it better for this
building or that building-- experimented with what wonders were needed and which
were not. The great thing about C-evo is that the strategy can change in every
single game---some games may be totally peaceful for 1700 years and then a massive
war break out---others you meet a nation in first 20 turns that does not want to
receive emissaries and goes straight war and 4 nations are dead before the ADs and
your mass producing military units for survival. I will say this if you can beat
this game on Insanity with consistency than I think you are an excellent player---I
can dominate this game on Moderate or below with extreme consistency, but Hard or
Insanity are very difficult due to the percentage increase in production, military,
and research--There are not impossible and I will say that I will most likely win,
but it will be a hard fought game. The things that appeals about this game is that
it is very challenging! Kudos to the new releases as well as the AI seems to play
at a higher level.
KAI ANALIZUOJI SACHMATUS, reikia KALBETI (internal monologue), then you can talk
about position/strategy and filter out calculation/tactical sequences
https://gamefaqs.gamespot.com/gba/468548-golden-sun/faqs/28586
When you hit a foe with an attack (physical, magic, or otherwise), you'll want
to take notice of the end puncuation of the damage summary. If it ends with a
period (.), then the foe is strong against that element. An exclamation point
(!) signifies that the enemy is neither weak nor strong against that element.
Finally, three exclamation marks (!!!) denote that your foe is weak against
that element. Quite nifty, wouldn't you say?
https://gamefaqs.gamespot.com/gba/468548-golden-sun/faqs/28586
By giving your characters different combinations of Djinni, it's possible to
create a myriad of different classes. These classes not only have completely
different stats and such, but they also have access to different spells. In the
list below, I've compiled every class I could come up with, the various ways
to achieve said class, and the stat bonuses that the class gives to a bare
character with no Djinni. That said, let's get crackin'!
The 12th World Champion is a passionate stamp collector
mechanical engineering
electrical engineering
computer engineering
software engineering
checkers/chess engineering
You can plan it and play it all by yourself. No need to find a gamemaster or other
players to play with � you can play right away, with your favorite beverage and
writing tools at hand. You can play at any time and at your own pace! Plan missions
centered on Deep Space 9 over a lazy weekend, or take 15 minutes to squeeze in that
all important scene for your captain. Captain's Log is ready any time, anywhere for
your imagination to go wild and discover all that's possible
https://gamefaqs.gamespot.com/ps/198844-suikoden-ii/faqs/45197
If you have another strategy for any boss, I would like to see it, since I
believe that my strategies are not the ultimate best possible strategies out
there.
https://gamefaqs.gamespot.com/gba/561356-golden-sun-the-lost-age/faqs/22880
=============
== THE END ==
=============
Sorry, no Further Analysis section for now. Most of what was said in the
previous Golden Sun guide still holds, of course, but I lack the time to
update it for Lost Age at the moment, and besides, anything I write about
strategy will soon be further refined and surpassed by the denizens of the
GameFAQs message boards.
Just remember. The important thing is not what the best setup ever is...
it's to figure out what the best setup for *you* is. Playing style is
everything, whether you rely on weapons, Psynergy, special classes, summons,
or sheer variety.
Golden Sun presents a hefty number of jobs for you to discover, and all of them can
be obtained by setting a certain amount a Djinn to a specific character. Depending
on the number of Djinn and their element, each combination will yield different
jobs for the wearer. While this feature greatly increases the strategic elements of
this game, it can be frustrating as hell, since I'm sure everyone would spend hours
to find out the perfect combinations for their party, just to become a Golden Sun
''master.'' I spent most of my playing time adjusting the Djinn to their respective
wearer that I sometimes ripped my hair out, trying to find out what's best for me.
Next thing you'll know, I'll be buying a toupee.
Captain's Log is ready any time, anywhere for your imagination to go wild and
discover all that's possible
The core game loop and explanatory flowchart on this page, coupled with the Yes/No
Probability Matrix on page 254, serve as the engine to empower you to unlock your
imagination and tell your character�s story.
Putting it simply, a solo RPG is a pen-and-paper roleplaying game that can be
played by a single player, without the need for other players or a gamemaster.
Using the rulebook and components including guidance, story tools, random tables
and worksheets, players can unlock the most incredible stories in a solo setting.
Some consider solo RPGs a form of guided journaling or tools for creative writing;
both are correct..
The Objective Of The Game
There is no overall objective to complete in TEW; how you choose to approach the
game is entirely up to
you. Whether you are using the game as a framework to unleash your creativity, as
the backdrop to a
diary / creative writing piece that you're making, as a competitive exercise to see
how well you can do,
or simply as a sandbox to play in - they're all perfectly valid methods of play.
Remember that the less time you spend in the story, more
time you have to recruit all the stars and do everything to get a perfect game.
How to learn - either calculate, or try many times to find out the
answer/strategy/way to move forward
===================================================================================
=========
VEIKLA TURI DUOTI _PASIEKIMO JAUSMA_ - KAZKA ISMOKTI - PABEATINTI - NORS LASELI
AZARTO
text based - angband dungeon crawl stone soup, champ man, muds, geneforge, pokerth,
chess (create a perfect game)
play dice games - four twenty one, craps, sic bo, hazard
SACHMATU KOMPOZICIJA - BEATING THE STRATEGY
https://en.boardgamearena.com/
zaidimai su pulteliu, Golden Sun, Golden Sun the Lost Age
play muds, pbbgs
piesimas
pig / farkle /yahtzee
skaityti knygas
kurti champ man
gpro ad - manage your own grand prix racing team, develop cars, manage finances,
analyze data and strategize (!!!)
rftg portes plakoto fevga tric trac triplea wagic - strategy without tactics
(calculation)
What is STRATEGY - cm 97/98 01/02 jie postina savo laimincios komandos sudeti (line
up). NOW THIS IS WHAT I CALL STRATEGY!!!
triplea wagic c-evo wesnoth
Mokykis Purebasic Freebasic BlitzMax Freepascal Qb64pe C C++ Zig
Su pulteliu Sega/NES/SNES/GBA/GB/GBC zaidimai
Rasymas, galbut ir skaitymas (beating the story mode), iveik gamebooka parasyk
gamebooka
kurk solo modulius/gamebookus sau paciam, kurk rpg taisykles/sistema
mokykis rpg sistemas pvz Cortex Prime
daryk solo roleplaying (eg Mythic Gamemaster Emulator etc, galima journal kaip
romana rasyti, o galima tik bullet pointus/notes)
versti is anglu kalbos i lietuviu kalba pvz kuri nors rpg arba fiction book
sachmatu uzdaviniu sprendimas ir uzdaviniu kurimas
sachmatu openingo studijavimas
sachmatu partijos sedevro sukurimas
Artas su Aseprite
Kortu soliteriai - Klondike Freecell Spider Cribbage Calculation Lost Cities
Battleline Trick taking (Whist)
Kurk strategines simuliacijas/wargeimus panasiai kaip online sport managers
Zaisk Champ Man 97/98 01/02 TEW 2020 EWR WMMA5 Wrestling Spirit 3
Experience all that a game has to offer, 100% completion, disoover all that's
possible, beating the story mode
https://old.reddit.com/r/Solo_Roleplaying/comments/17elz84/gameplay_loop_framework/
I'm pretty much in the free form camp even when I have various rule systems. So, my
game play loop is the conversation. Player goes and then the GM goes. The exception
to that would solo games like Five Parsecs from Home which is a solo skirmisher
with a hard coded turn sequence.
Chess solo - tikslas yra sukurti partija move by move, surasti klaidas pvz kaip
Khalifmanno analize,
arba studijuoti opening theory - find all traps/combos in a
certain opening
Narrative solo - sukurti pasakojima word by word, rory's story cubes
Kauliukais tikslas - isridenti kuo daugiau pergaliu per viena diena
Drawing solo - sukurti paveiksliuka spritea pixel by pixel, line by line
Poker solo - analyze poker in your head
Ko as noriu
Arba ridenti kauliukus
arba skaityti
arba rasyti
arba piesti
arba final fantasy tactics, tactics ogre - orcus, dnd 4e, mission packas sachmatu
technologijai - uzdaviniu rinkinys
Prima Games Strategy Guides, BradyGames Strategy Guides, Piggyback, FuturePres
Kinijoje leidziama 2 tipu xiangqi knygos - problems collections and best games
collections
=================
THIS CHESS BOOKS READS SIMILAR TO FINAL FANTASY VII STRATEGY GUIDE
Ilczuk, Panczyk - Queen�s Gambit Declined Vienna (2018).pdf
To sum up, in the main line of the Vienna
variation, Black should definitely play 10 ...
Nbd7. Then the play has a fairly forcing
character (any sidelines are weaker for both
sides): 11 Bxf6 Qxc3+ 12 Kf1 gxf6 13 h4 a6
14 Rh3 and now Black should play the
modern move 14 ... Qb4!, with good chances
to equalize.
https://forums.ootpdevelopments.com/showthread.php?t=343453
I'm with Cap. I find it difficult to keep up with multiple weight classes in a
particular universe. My main universe is a fictional LW one, but I also have a
historical HW uni on a CD somewhere.
With a little imagination, TBCB can be incredibly fun. You can get lost in it for
many, many hours.
If you wanna competetive strategy like Arkham Horror the Card Game and Aeon's End
and CCGs like Shadowfist and Hearthstone, play Shogi
If you are tired play OpenYahtzee
Street Fighter
Wu Xing
Fight!_2nd_Edition
Qin
Legend of the Five Rings
Exalted Essence
Exalted 1 2 3
Dragon Fist
Feng Shui
Marvel Universe
Fireborn
Hero System Martial Arts
Gurps Martial Arts
AFMBE Enter the Zombie Zombie Smackdown
Legends of the Wulin
Wandering Heroes of Ogre Gate
Art of Wuxia
Fabula Ultima
ICON
Lancer
https://lishogi.org/forum/general-shogi-discussion/why-are-non-japanese-players-so-
good-at-shogi
We have some shogi books translated into other languages that gives us more
abilities to understand the secrets of playing shogi and there are some videos on
Youtube where you can see some games of shogi, not only the rules. The second
reason is that shogi pieces are similar to chess pieces in moving and capturing and
strong chess players can realise how they should play shogi (you know how pieces
move � you know how you should create tactics in the game). Shogi has practically
endless variations versus 10^120 ones in classic chess that makes shogi very
attractive. The main reason why non-Japanese players are as strong in shogi as the
Japanese one is practice: more puzzles + more games = excellent experience of
playing
https://old.reddit.com/r/writing/comments/1b9jefk/
what_motivates_you_to_be_a_writer/
This is going to sound selfish and redundant, but my reasons for writing are
entirely selfish. It's one of my most selfish pursuits. I get to play in other
worlds without bumping into anyone or being controlled. Writing reminds me of my
own free will. At a soulless job, going through the motions, I begin to question
it.
https://old.reddit.com/r/rpg/comments/1b8q6m1/
nonrpg_games_to_play_with_a_set_of_7_rpg_dice/
Thank you! I'll give these a shot. Simple games like this are perfect; there are so
many distractions where she is.
Kad uzsikresti strategija, reikia tik paskaityti apie Aeon's End card game with
deep strategy
Alex M
@gundammeister
Jan 24, 2017 (edited)
Odd comments on memorisation regarding chess. Chess is definitely not a game about
memorising things � in fact it�s quite the opposite, the skills you need mostly
relate to recognising good board position, how to create strengths and exploit
opponent's weaknesses, and recognition of situations that lead to good tactical
play (essentially punishing blunders but on a much subtler level). When you get to
a certain level it�s a good idea to know your opening game well, but if you play
chess enough and well enough to get to that level you will most certainly be
interested in the opening game to want to, and once you start studying opening
theory it�s incredibly interesting understanding why certain moves are considered
the best � and gaining that understanding will make you a better chess player.
The problem I had with Chess, personally, is that it is all encompassing. The more
you play it, the more you want to play it because getting better involves putting
in hours of play and study. It rewards your time as a game immensely but it does
come at the cost of having no time to do anything else. I played solidly for about
2 years, mostly online (often pbem style), and never really got to a level beyond
average club player, but the more I played the longer and longer I would spend
looking at just one position trying to pick apart the nuances of it. Ultimately I
quit because it was a drug I liked too much and I suspect when kids learn to be
brilliant at it from a young age, they end up with that problem. What you *might*
know about Chess is neverending.
So, I think a much better answer to �why don�t I play Chess� is not �I can�t be
bothered to memorise� - because that shows that you don�t know what kind of game
you�re rejecting � it�s �I can�t be bothered to put the time in.� Frankly, if you
can, you are ubermensch and you command respect.
CHESS - buildas pries builda - paimi opening linea ir daug iszaidi ir padarai
isvada kas turi pranasuma
Kaip Karpov How to play the English Opening - a collection of 30
analyzed games in English
Sviedinys ir Sarvas - sachmatu pradziu teorija
Can we find a novelty in this line?
Dnd buildai
OPENING THEORY!!!
https://www.aurochdigital.com/blog/2021/5/24/chainsaw-warrior-game-over
Chainsaw Warrior is a game that does, and will, forever hold a special place in my
heart. The original was published by Games Workshop in 1987 and as a young gamer I
loved it then. It is a solo board game where the player has to race against the
clock to save New York from destruction at the hands of a strange entity called
�Darkness�. While solo games (or versions of games) are quite common now in board
games, back in 1987 this was a rare thing! It was also really, really hard - which
is a good thing if it costs weeks of pocket money to buy; you got your money�s
worth without doubt!
I loved the game and its aesthetic so much that many years later when I got the
amazing opportunity to work with Games Workshop on a digital title, I asked if we
could bring Chainsaw Warrior to digital screens and GW kindly said yes! So it was
in September 2013, 26 years after the original release, that we brought it to
mobile to some rave reviews. 148apps described it as "a brutally awesome good time"
while Gamercast wrote it was an accurate adaptation of the original, saying it has
"everything you want in a digitised version of the Games Workshop classic". As part
of this, I was honoured to get to interview the games original creator, Stephen
Hand. A month later in October of 2013 we released it on Steam too. This was our
first Steam release and opened the doors to that key gaming platform to us.
https://old.reddit.com/r/TournamentChess/comments/18jv59n/
at_what_level_does_opening_theory_start_to_feel/
I also like studying theory!
SHOGI - pagrinde skaiciavimas, bet yra atradimu dziaugsmas, sedevru sukurimas, bet
yra sunkiai pastebimi ejimai.
YRA SHOGI/XIANGQI/CHESS knygos, uzdaviniu rinkinai, geriausiu partiju
rinkiniai.
How To Calculate?
=============================
And I don't mean literally "how". I mean how do you get the desire to calculate
positions and tactics? I mean, I understand how kids under 18 could be into this
but once you're an adult: How do you have the desire to sit and put up resistance
in a 600 year old board game with nothing on the line? How do YOU find the
motivation to basically play GI Joe once you're an adult?
==============================
The same question can be asked about virtually any kind of human endeavour - why do
people get the desire or motivation to invest their time and energy in anything
particular at all. In the end, everything is pretty meaningless in itself. Cooking,
watching sports, playing soccer, reading newspapers, running a business, writing
academic papers, shopping clothes, go partying, making money, having sex, dating
women, trolling websites, traveling the world, painting, studying law or anything
else, visiting someone etc - for most activities, there is really nothing (or at
least not much) "on the line", and any such activity can be questioned by framing
it in some particular terms that brings out one aspect of its essential
meaninglessness.
For chess, you have sort of done that by pointing out that it's essentially just a
"600 year old board game" and essentially similar to "playing GI Joe". But in the
same way, I could ask what's the point with investing so much time into cooking
when it's just a matter of filling the stomach after all, why watching sports when
the winner next week will be the other team anyway, why having sex when it's just a
matter of biological urges and ephemeral sensations and anyway quite sweaty, why
pursuing a university degree when you're not going to change the world anyway, and
so on. In the end, why do we do anything at all?
For me, my interest in tactics specifically derives partially from the intellectual
challenge involved in finding the solution, but more importantly, the realization
that it's a necessary element of training to become really good at chess as such.
So to a large extent it derives its value/meaning from its instrumental relation to
a deeper ambition in chess as such (beyond mere tactics). In general, it is a quite
enjoyable activity to do while eating breakfast for instance, since I like to think
hard, but I doubt I would have been doing chess tactics unless I had had a more
fundamental goal in chess as such.
So then one can ask: Where does the motivation for pursuing chess as such come
from? For me, that comes from various sources. And I believe the reason is the same
for most people who decide to dedicate a substantial part of their lives to any
particular kind of activity: It's an activity that involves a nice mixture of
elements that give value to life (creativity, goal-setting, self-realization, hard
work, the self-fulfilment at reaching goals, pursuit of excellence, etc.) while
relying on various kinds of capabilities that I personally happen to enjoy using
(analysis, thinking hard, problem-solving, creativity, memory, etc.) Other people
will have other inclinations that will lead them to dedicate time to other
activities.
That being said, I do sometimes struggle with the question of what's the essential
meaning with it at all. I have tried other paths in life - women, money, academics,
cars, socializing, revolution - and none has turned out to be a completely
satisfactory response to life. For now, chess is a nice time-filler.
=============================================
I obviously never should have made this thread but now that I did, I feel I should
update it quickly. I have really turned things around lately and managed to find
the solution to the problem with me. The problem wasn't with Chess, of
course....but with me. I have been playing and studying more than ever lately and
have not only found the motivation to improve, but an actual love of calculation
and training. I'm starting to win a lot of games online, at all different time
controls, and am going to begin playing OTB here in 2022.
Every bit of true work I put into this pays off when I'm motivated and striving to
improve with everything I do, and it's been extremely satisfying lately. I had to
just sit down, put the time in, accept the initial hardships and hurdles, and
remember to simply enjoy the process. I've found a nice rhythm and my ratings are
shooting up now. I had a lot of problems with clock management and through a mix of
blitz, rapid, and classical games - It's been largely resolved for now.
Immediately, my opponents are making more mistakes and I'm able to achieve much
faster wins. I can honestly say that the last couple of weeks with this are as fun
as any time I've ever spent gaming online...and then some.
===================================
I WILL PROBABLY NEVER STOP LEARNING ABOUT CHESS.
Have you played Betrayal at House on the Hill? One of my favorite board games.
There are just so many scenarios, and the way a scenario plays out can depend so
much on the configuration of the house and location of players when the scenario
starts, that replayability is amazing.
Telegram Resources
https://t.me/s/ChessDVDBooksProg
https://t.me/s/freechessforever
https://t.me/s/ChessResources
https://t.me/s/chess_addiction
https://t.me/s/Chess_Domi
https://t.me/s/ChessOwl
https://t.me/s/chess_on_line
https://t.me/s/immortalchess101
https://t.me/joinchat/_UOq6O8pXWo5ZThk
https://t.me/+yTcNsWc6ygJmYzM8
https://old.reddit.com/r/chess/comments/1azuzbg/
how_have_you_finetuned_your_repertoire/
I think you're probably right about the overall level of opening study, which is
probably for the best lol. I know far more theory than I need at my level just
because playing solitaire chess, analyzing variations, and sitting at home with a
book and a database is part of how I enjoy the game.
I've come to this opinion super recently, but I think the e6 Sicilian might be the
ultimate Sicilian for casual players because there's lots of different, dynamic
ways to play it. 3. Bg5(+) isn't an issue and playing an Alapin against e6 seems...
sub-critical, so it probably works well to get into exciting positions. I
constantly go back and forth with what I want to play against e4, so I might spend
some time with the Taimanov. Hedgehogs are fun, the classical Sicilian is fun, and
the Kramnik (3. c4) doesn't look like it'd bother me too much, so I should check
out Aman's series...
�a�kes - tai menas (ir ju nepakeis nei kinas, nei filharmonija!), �a�kes - tai
sportas ( ir ne lengvesnis u� sunkumu kilnojima arba ledo rituli!), �a�kes - tai
mokslas (nors ir ne matematika).
mokslininkas ir �a�kininkas J.Fominych (Perme)
kaip ir kitose sporto �akose, var�ybu dalyviai eikvoja fizines jegas, taigi turi
buti gerai pasirenge fizi�kai;
�a�kes yra "proto gimnastika". �aidejas per kiekviena partija patiria stipriu
emociju: nuo paciu maloniausiu iki - tragi�ku.
Moko psichologijos
Palaipsniui �aidejai igyja nema�ai psichologiniu �iniu. Vien i� var�ovo
elgesio, judesiu ir kitu atrodo nereik�mingu detaliu moka padaryti daug reik�mingu
i�vadu: kaip var�ovas nusiteikes, kokio rezultato partijoje siekia, kokiu poziciju
vengia, pasitiki ar nepasitiki savo jegomis ir t.t.
So recently I did some soul searching and finally got it through my thick skull
that there's no point in me doing art if I'm not enjoying it. Before this I took
that to mean that I would just have to practice until I started to get better and
then enjoyment would come from making stuff that looked good, but that didn't
really work. I did get better, but at what cost?
Now instead of working on technical skills and anatomy and stuff I'm drawing
pokemon fusions based on sprites and my own creativity and I'm having so much fun
with it. I actually want to draw now. I want to sit down and create something silly
and experiment and just have fun even if I'm not focused on improving. I figure any
drawing, even if it's not a focused study done with a real life photo reference, is
better than nothing.
Even though I'm having fun again I still have the voices in my head saying there's
no point in me drawing if I'm not actively working on improving, but most of the
time that's easily silenced. Just gotta remind myself the fun is the point and that
I'm not competing against anyone, even myself.
======================================
https://old.reddit.com/r/ArtistLounge/comments/1ay3u43/why_do_you_make_art/
because it's fun
what makes it fun?
you can explore any different style, for me it's fun
I agree absolutely. I am particularly attracted by how different styles affect
perception. It's like a separate language.
It is fun and relaxing
It is my version of video games. I sit down and have fun creating a story with the
characters I created, rolling for resolution and twists.
https://devoneriksen.com/about
Devon Eriksen is a life-long reader, with a particular fondness for classics from
the golden age of science fiction, such as "A Mote in God's Eye" and "Ringworld."
While he was dissuaded from becoming a writer in his childhood, retirement from a
career in engineering and the unwavering support of his loved ones presented an
opportunity to pursue his childhood dream. Eriksen began writing stories with a
single overarching goal: to give the reader something to love.
And he hasn't looked back since.
Tai pat Art - kai piesi, atrandi paveiksliuka, tai empirinis mokymasis.
Kopijavimas - Skill, Dedication, Patience.
Taip pat Chess - "I will probably never stop learning about Chess" (GM
Huschenbeth). Atradimu dziaugsmas, sedevru sukurimas,
Tukstanciai planetos sachmatininku fanatiskai
nagrinejo saskiu zaidima 64 langeliu lentoje.
Game - possibility space.
Rpg - Screen
World Representation
Player Representation
Actions
Collectibles
Actions produce Collectibles
Actions and Collectibles are used
to achieve Goals.
Everyone works at different paces, and your pace isn't really that slow, I don't
think. There are people who spend months or years on a single piece! But the more
you do it, the more you will streamline your process.
---
People can spend 80 or more hours on one piece, why do you think that 4 is too
much?
TAIP PAT YRA GRINDAS - angband arba dcss zemelapiu navigacija, Shakes and Fidget
laukimas
=====================
https://gamedev.stackexchange.com/questions/758/level-design-tips
What are some pitfalls or pieces of good advice when designing levels or maps for a
(presumeably 3D but not necessarily) game?
-------------------------
Make use of "arenas"--confined spaces where the player must solve some puzzle,
fight some enemy, etc to move on. This is often referred to as "gating" the player,
ie barring their progress until they have completed their task. This helps to
create a sense of accomplishment when the player is allowed to continue, and makes
for easy save/retry loops. The "arena" does not have to be an "arena" in the
classical sense, it simply refers to any confined space where the player has to
complete a task--it could be a courtyard that has no exit until an enemy bashes
through a wall, for example.
Block the area behind the player as much as possible (within reason). Playtesting
has demonstrated that players are more confident about moving forward in a level if
the amount of backtracking available to them is limited. This also plays nicely
with the "arena" concept--an explosion in the tunnel a player just exited confines
them to the next area of the map, creating a new "arena".
Following along the same lines as the second point, carefully limit the number of
paths available to a player. While it is common these days to advertise that there
are multiple paths through the game, this is frustrating to players who want to
ensure that they are seeing everything the game has to offer. Some branching,
however, can make the game more interesting and is more practical as it provides
multiple path options to AI, etc, and gives the player some freedom of choice.
---------------------------
========================
https://old.reddit.com/r/TournamentChess/comments/18jv59n/
at_what_level_does_opening_theory_start_to_feel/
At what level does opening theory start to feel dreary? And what were your favorite
openings before you got there?
At 2400 it's sometimes fun when you find a new idea and want to play it, but it's
mostly just a lot of work...
========================
You don't need to be a strong chess player in order to be a good chess programmer.
In fact I think there are very few good chess programmers who are also good at
playing chess themselves.
--------------
and I don't play online
Is this a conscious choice? What is it you don't like about online chess?
--------------
I like chess as a social game, and I spend too much time in front of my computer
anyway.
===================================================================================
=================
===============================
https://old.reddit.com/r/ArtistLounge/comments/1axxi9n/
oh_well_i_feel_like_i_want_to_rant/
Try not to dwell on the past and what you feel you haven�t done. I�m a self taught
Artist and have been painting pretty much since childhood. But only started
painting and drawing daily for the last 3 years. I�ve studied books, learnt
processes online through tutorial videos, and asked advice in places such as this.
It�s never too late to improve or learn more. I learn every day. Take photos of
your work and then when you look back you�ll see visible improvements with your
work over time. I�m by no means a master, but I have grown in confidence with my
work. We can all get frustrated. If I�m lacking motivation or have a block I step
away for a few days. Don�t be hard on yourself, and if drawing is something that
brings you joy keep at it. As long as it brings you joy don�t worry about others
opinions on it.
============================
CHESS ESME - kartok ir kartok openinga kol nustatysi kritiskiausius variantus kaip
pocket encyclopaedia of chess openings/FCO/MCO
openingas turi buti optimalus, o endgameas turi buti kaip
_endgame studies_
Watson apie knyga A Spanish Repertoire for Black - I found
many improvements
STRATEGIJOS ESME - champ man best squad rosters (they post their winning teams line
ups)
barbartian prince - optimal strategy/path
pocket encyclopaedia of chess openings (most
critical/sharp lines)
one city civ challenge
colonization's optimal strategy
blackjack pig/farkle/yahtzee
Piesimas - kaip sugrizti prie piesimo - kopijuok pixel by pixel pixel spraitus is
Double Dragon 5 : Shadow Falls and Comix Zone
Daile menai amatai piesimas graphic design sprite editai as laikau save amatininku
Devon Eriksen is a life-long reader, with a particular fondness for classics from
the golden age of science fiction, such as "A Mote in God's Eye" and "Ringworld."
While he was dissuaded from becoming a writer in his childhood, retirement from a
career in engineering and the unwavering support of his loved ones presented an
opportunity to pursue his childhood dream. Eriksen began writing stories with a
single overarching goal: to give the reader something to love.
This is not a strategy guide. Strategy involves the setting goals and priorities,
and deciding where and when to attack and
defend, as well as what units to buy. There are plenty of articles written already
about the strategies for various maps in
TripleA. This handbook seeks only to describe the tactical tools one can use to
achieve those goals and priorities that are
essential to strategy. Some of the scenarios described below may not be realistic
during actual gameplay and are contrived for
illustration purposes only. All screenshots are from �Pact of Steel� or �World War
II Revised� (also known as WW2v2)
As noriu unlocks/unlockables/collectibles/secrets
ttrpg ir video games tai turi
checkers/chess/yahtzee/craps/backgammon/baduk/mankala, books, drawing
Kaip buvo mywiferocksproductions talisman ir Star Wars escape from the death star,
taip pat Hoplites card game, Star Wars the Clone Wars, Tetris DS, Fallout 1,
Pathfinder the Adventure Card Game
KAIP VISADA TURETI SACHMATUS - paimk sachmatu knyga bet kuria, ir tu nori taip pat
analizuoti, produce awsesome analysis, mokytis kaip RFTG,
to have similar thoughts while analyzing as in chess books it is written
!!!!!! EMPIRINE STRATEGIJA !!!!!! YAHTZEE, RFTG, B-17 (it has different tables for
different situations), TITLE BOUT (you learn which boxer will win/
diferent matchups not by calculating, but by intuition/empirical learning)
Any kind of advanced strategy for Yahtzee has to rely on calculating or estimating
the expected final score you will get with respect to your current position in the
game and the different possibilities you have for scoring. This is a very difficult
task, since in general it involves too many calculations. As with most board games,
the best way to actually apply this principle is by playing a lot and developing
some intuition as to what the best choices are. In general, you should be able to
discard many possibilities just by looking at them, and then choose among the
remaining ones in the best way you can.
I generally play these solitaire, taking turns for the two sides. There's no
surprise element, but it's a puzzle to see if I can force a win.
I say just start with the head and face, then do hands, (those are focal points/
things people notice first) then everything else is 1000x easier.
I was solo gaming back in the early 1980's. Made my own charts and everything.
Oddly I still have them all. Nothing elaborate, just 5-6 pages with essential
charts. And they worked for almost any genre game I wanted to play out. And hey, it
entertained me for YEARS. Lots of great stories and quests. I am shocked that its
only now this has become a thing.
<p>Agreed, this is one of the best things about the game. I like to play just
running the game world and making the fights I want to see, and I can set it up
that way with a minimum of fuss. People who want to challenge themselves and have
realistic booking dilemmas can do that too. </p><p> </p><p>
The new booking screen letting you sort fighters by ranking or reputation is
massive improvement for the way I like to play too.</p>
===================
https://forum.greydogsoftware.com/topic/56157-when-i-take-my-time-and-let-myself-
become-fully-immersed-i-really-think-this-is-one-of-the-best-games-ever/
When i'm chilled out and in the mood for a slow burn game that I take my time and
think everything through and watch every match, I really feel this game has such a
timeless feel and second to none immersion. I only play my mod now, but it's just
the perfect way for me to unwind before the day is over. Love it. Between this,
Rimworld and Crusader Kings 2, I don't need anything else.
==================
Totally agree, I can play this game all day compared to EA's UFC 4 which has no
depth to it whatsoever.
==================
Yeah, I still play CK2. I really find it to be one of the best games ever made.
Endless replay value. I did think about buying CK3 but heard that it was a bit
dumbed down and was sort of scared that if I play it I might like some aspects of
it a lot but hate others. And in doing so it might ruin my enjoyment of CK2. The
thing I like about CK2 is that it is very minimal in terms of graphics so I'm
forced to use my imagination a little for what characters look like in the flesh.
I am however quite interested in the much more detailed portraits in CK3. How do
you find the two games compare?
==================
SUPER COOL NARRATIVE FICTION FIRST RPGs:
DUNGEON World, Dungeon World (1st edition) (410 pgs).pdf, DM Guide.pdf (guide to
Dungeon World)
Blades in the Dark
Mythic GM Emulator 2nd edition
Tetris DS
Fallout 1 2
Warhammer 40k
Star Wars The Clone Wars
Checkers (turkish checkers) chess backgammon baduk mancala cribbage - these games
have SECRETS, ATRADIMO DZIAUGSMAS,
Vlado Valantino puslapis apie saskes ir saskiu nauda
Knygos irgi turi PASLAPTIS
===================================
On Dec 3, 2006, SomethingAwful forum user ShadowCatboy started a thread, entitled
"Let's Play Planescape: Torment!".
On Feb 7, 2011, he posted the final update, after years of meticulously narrating
and chronicling the entire story from the game.
=========================================
Mamedyarov and Grischuk are good friends. They always spend hours playing dominoes.
In his interview 2, 3 days ago he said he spent 8 hours playing dominoes with
Grischuk though he can't do the same with chess.
========================================
Kramnik said in his lectures that within the French, the sharpest and most
theoretical lines come after 1.e4 e6 2.d4 d5 3.Nc3 (rather than 3.Nd2 or 3.exd5).
But you have to decide whether the theoretical load is one that you're willing to
handle.
========================================
Maas has mentioned that, "The sense of discovery is why I love writing so much.
It�s a total thrill for me."
=========================================
Perhaps the most difficult WoD game to play (and, to a certain degree, to storytell
as well), Mage has such a vast array of options, it can really be mind-bogling.
However, with the right ST and group, you can define certain parameters to run
almost any story you want. That freedom seems to come with the price of complexity,
but for those of us who've read almost anything Mage, that makes no scratch.
It's hard to get into it. But once you do, you just can't get out. Perhaps my
favorite RPG ever.
NOTE: I speak mostly about 2nd edition. 3rd edition was lousy, until Bill Bridges
took the steering wheel again, but that was a little bit too late, sadly.
=========================================
=======================================
Chinese Takeout is a game of Martial arts and Sorcery for two or more players. If
you happen to have a great knowledge base on all the moves and equipment of the
oriental arts then don�t get too excited. My inspiration for Chinese Takeout is
very much the Kung-Fu/ Kill Bill/ Crouching Tiger kind of martial arts, where the
heroes move almost exactly as if they were on wires suspended from cranes and the
job of a henchman has got to be the most depressing career available. Maybe it pays
well?
31 full colour pages with simple rules and great subtlety built in. Kids can pick
it up in minuites. Adults can spend weeks fine tuning their character and combos.
====================================
==============================
I feel that it's about 40:30:20 (Skill, Army, Chance). Mainly because much of the
game tends to be skillfully tilting the odds in your favor - for example, 10
marines charging a Rhino may have a chance of killing it, but 2 marines firing
meltaguns at it would have better odds of doing so. Similarly, I rarely see one
squad charge an equally matched squad and hope that the dice roll in the first
squad's favor - it's all about tilting the odds by softening it up first.
I mainly put skill first because Tau, Nids and Daemons are definitely not real
strong armies on their own, but a player at my FLGS can flat-out table so-called
"stronger" armies without breaking a sweat because of his great deal of experience
and skill. Having a good army and having strong luck are important, but having a
strong tactical mind and a lot of experience can dramatically alter the outcome of
a game.
=================================
K D
-4 -5
-5 -6
===============
Yes! 100% agree! And also, it�s so much more freeing to just draw however you want!
One day I�ll want to draw in a more realistic style, and the next maybe I want to
do full blown cartoon! And not to mention all of the �sub-genres� of said styles.
The experimenting is endless!
==============
=====================
Came back to this game when a content creator I watch started up his GM Showdown
show again. It's so fun playing matches on this game and watch them is just as fun.
Held a tournament last night to crown the WCW World Champion and is came down to
DDP vs Macho Man (very fitting given the history between the 2) and Macho had it in
the bag when BAM! Diamond Cutter out of no where and Page picked up the win.
Amazing.
=======================
================
FPWW is HARD. I have had the game for 4 years now, and I can't win any matches
higher than a 2 CPU rating, LOL
However, I have yet to see any game that simulates matches better than FPWW does.
If two CAWs are designed well, with proper logic, you can see some absolutely
amazing CPU vs. CPU matches in FirePro.
=================
creative writing - kiekvienas sakinys yra kaip kolekcionuojamas - mtg korta arba
pasto zenklas arba komiksu knygeles
RPGs:
kaip Space Rangers 2
skirtingi buildai, buildas pries builda
shopinimasis - space rangersuose - nueini i parduotuve, ten daug itemu su
skirtingais statsais, kazka issirenki nusipirkti
wagice - shop with cards
yugioh legacy of the duelist link evolution - unlocking
booster packs
Jei nera kompo, trpgs ant popieriaus
cribbage
domino
kauliukai, those two strategic backgammon variants in
greece
Talisman Origins
Ikvepimas
sachmatai - achieve power position
writing - kiekvienas sakinys yra collectible
mtg - it's just cool
programavimas - solving problems
RPGs - buildas pries builda, crazy storylinesai
knygos - kiekvienas sakinys yra collectible, books are all about imagination
piesimas - comix zone, double dragon v shadow falls
===================================================================================
======
<h3>Revamped Skills</h3>
<p>One of the best aspects of Median XL is the large number of unique skills on
every character: each class comes with 8 skill trees of brand new abilities.
Experiment with many unique builds such as Melee Sorceress,
Blood Amazon and more.</p>
<div class="skillBox">
<div class="skill skill01">
<div>
<b>Broadside</b>
<br><i>asn</i> - plants a mechanical device that fires a barrage
of knives
</div>
</div>
<div class="skill skill02">
<div>
<b>Wyrmshot</b>
<br><i>ama</i> - fire a dragon spirit that bombards nearby
enemies with arrows
</div>
</div>
<div class="skill skill03">
<div>
<b>Harbinger</b>
<br><i>dru</i> - collide with prey in a surge of ravenous hunger
</div>
</div>
<div class="skill skill04">
<div>
<b>Dream Eater</b>
<br><i>nec</i> - target foe is consumed by horror
</div>
</div>
<div class="skill skill05">
<div>
<b>Superbeast</b>
<br><i>pal</i> - morph into a shadow beast, increasing damage
</div>
</div>
<div class="skill skill06">
<div>
<b>Havoc</b>
<br><i>sor</i> - a devastating fiery incantation
</div>
</div>
<div class="skill skill07">
<div>
<b>Thunder Slam</b>
<br><i>bar</i> - blast out a stunning thunderclap
</div>
</div>
<div class="skill skill08">
<div>
<b>Meteor Shower</b>
<br><i>item skill</i> - bombard the target area with a continuous
rain of meteors
</div>
</div>
<div class="skill skill09">
<div>
<b>Rising Dawn</b>
<br><i>item skill</i> - casts a searing sun that burns enemies
while passing overhead
</div>
</div>
<div class="skill skill10">
<div>
<b>Teleport</b>
<br><i>reward skill</i> - teleport to target location
</div>
</div>
<i>Hover over the skill icons.</i>
</div>
</div>
<h3>Quality of Life</h3>
<p>Median XL modernizes the Diablo II engine by adding many features found in
modern games:</p>
<ul>
<li>Increased resolution and field of view</li>
<li>Supports <a target="_blank" href="https://forum.median-
xl.com/viewtopic.php?f=42&t=66782">D2DX (60 fps)</a> and <a target="_blank"
href="https://github.com/CnCNet/cnc-ddraw/releases">cnc-ddraw</a> video modes</li>
<li>New modernized Graphic User Interface</li>
<li>Automatic gold and waypoint pickups</li>
<li>Dozens of new hotkeys</li>
<li>Removal of corpses and immunities</li>
<li>Skills have individual cooldowns</li>
<li>Increased inventory, stash and cube space</li>
<li>Built-in map reveal</li>
<li>Gamble refresh</li>
<li>And more...</li>
</ul>
</div>
===================================================================================
==============
====================
Beautiful work!
I can paint pretty well with the mouse, but I have a hard time doing really fine
lines with it. I have to erase and start over a hundred times LOL. Did you use the
mouse to outline the portrait too?
======================
Programavimas
Skaitymas
Rasymas
Rpgs
saskes/sachmatai
https://old.reddit.com/r/TournamentChess/comments/18jv59n/
at_what_level_does_opening_theory_start_to_feel/
At 2400 it's sometimes fun when you find a new idea and want to play it, but it's
mostly just a lot of work...
=======================
I also like studying theory!
=======================
The Basics
Before creating characters we need to put the whole thing in context.
Olde Swords Reign is a tabletop role playing game where a group of friends
get together and create a communal story.
There are 2 main roles within the group - a Game Master (GM) or Referee,
and players. The GM creates the world and all of the creatures that live in it.
The Players create characters that they then use to traverse the world,
overcoming obstacles and gaining experience as they do. Simple!
The gameplay tends to unfold according to this basic pattern.
1.
The Referee describes the environment. Giving the players a
detailed description of their surroundings.
2.
The players describe what they want to do. This can either be as a
group or individually. It could be to search a treasure chest while
a second keeps watch for monsters. Sometimes, resolving a task is
easy but if there is a risk of failure the referee might ask the player
to roll a die to determine the results of an action.
3.
The Referee narrates the results of the adventurers� actions.
One that always comes to my mind is Mage: The Ascension, where the free-form magic
system opens up a near-infinite number of combinations for players. The Storyteller
needs to have mastery over the mechanics to make rulings on the fly and determine
what the outcome of a set of rolls will be. Learning the paradigms, foci, and
paradox implications is cumbersome, and that's not even getting into the deep lore.
I love running and playing this game, but I would be especially careful about who I
play with. And I probably would be very forgiving of anyone who was running the
game for the first time.
So what games come to mind that you enjoy, but need a really great GM for it to be
tolerable?
On the flip side, what are games which are still fun, even with an inexperienced
GM?
===========================================================================
https://old.reddit.com/r/gamedev/comments/18nmpny/game_design_or_game_programming/
I�m at a crossroad in my career path and I could use some guidance. I�m kinda torn
between both design (specifically 3D art) and programming and both fields fascinate
me. On one hand I�ve always been pretty good at designing, coming up with ideas and
creating maps. I�ve thoroughly enjoyed game design in every aspect. On the other
side, problem solving and making my code finally work is so satisfying and it
generally feels like such an interesting field to work in. It might be a bit early
to ask considering I�m only 15 but I�d appreciate your opinions and insights on
this!
===================================================================================
========
I can relate to enjoying both. Luckily you'll need both sets of skills, especially
if you plan on doing any solo game dev.
Here's something you could try to gain clarity: Design out and build a small
game/prototype pushing each one of these disciplines (design/programming) past your
limit in the project. By pushing them past your current skill level you may get a
better sense of which one you enjoy more overall when the going gets tough.
If you still like them both the same, pick the one you think you can best support
yourself on in the future. You can always do the other one in your spare time.
As you said though, the good news for you is you're young and have time. So just
start exploring the disciplines now through mini projects and the answer will come
to you eventually.
===================================================================================
=========
It�s not a best version of the game but it�s the only one I had, so I enjoyed it
tremendously.
https://www.dakkadakka.com/dakkaforum/posts/list/809264.page
I dunno, do some you even try to have fun with like minded opponents? Or even play?
The game is a blast, even with its myriad flaws.
You could also just use 1 team and play to beat the animals and keep a track of how
different team mixes perform.
Pete... In all your collection of dumb ideas, this one breaks the record!
Hmm, great topic, tough choices. I�ve read over 50 books this year, which is pretty
good for me (it�s hard to find the time) and I�ve enjoyed most of them to one
degree or another. I guess my favorites would be:
A Deadly Education (and really the whole Scholomance Trilogy) - Naomi Novik, which
was so much fun I spent a couple of months just reading (and greatly enjoying, by
and large) everything she�s published.
Pushing Ice - Alistair Reynolds, solid and consistently surprising big idea sci fi
The guilty pleasure honorable mention has to go to Seanan McGuire�s silly but
ceaselessly entertaining Incryptid series.
art takes so long to learn because you never really stop learning. anything you can
think of, real or fictional, can be drawn. no one can master, or at least become
decent at drawing so many different things in only a few years. you have to start
with simple stuff like shapes and objects so you can build up to more detailed and
complex subjects.
the possibilities are literally infinite. it also takes time to develop hand eye
coordination and whatnot. art is a mix of mental, emotional, and physical
expression and skill, and it varies from person to person. someone who may
naturally have more steady hands or is a quick learner will likely improve faster
than others. what it mostly comes down to though is how much time and effort you're
willing to put into art. repetition and habit builds skill
It takes so long because you are always learning. If I didn't constantly learn and
hope to improve I would give up. That's what makes it fun though (at times).
You will still be developing over time for sure. But you can be making compelling
art from the outset. And within months if not weeks of first putting pen to paper,
you can be doing stuff that you find fun and that others will appreciate.
It does sound like it would make the game easy. I actually like how hard it is, as
you feel great when you finish it:)
Im in my room, and I don't wanna go out becuase it's freezing cold, just wanna do
something fun to pass the time. Great video
=================================================================
Euchre Solitaire
Contributed by Natty Bumppo ([email protected])
You lead to the first trick. When you lead to a trick, the deck plays cards from
the top: you continue turning over cards until the deck either follows suit or
trumps. If the deck takes the trick, it leads the top card. When the deck leads you
must follow suit if you can.
Since the deck often plays several cards when you lead to a trick, it is possible
for the deck to run out of cards. If that happens, you win the remaining tricks by
default.
Otherwise, play and scoring are the same as in two-handed euchre. If you take three
or more tricks you score a point; if not the deck scores two points.
In any deal you can choose to "go alone". In that case, you must take all five
tricks to score four points. If you lose a trick you are euchred; and if you get
euchred going alone, the deck scores four points.
Note that the deck scores only by euchring you. Game is 10, and either you win or
the deck wins.
Sounds simple, but it involves a higher degree of skill than nearly all other
solitaire games.
Adapted with permission from The Columbus Book of Euchre, Second Edition. Copyright
� 1982, 1999, Borf Books.
===================================================================================
=========================
DOMINOES Solitaire
Turi 7 domino ranka, ivedamas is kruvos startinis kauliukas. Priesas neturi rankos,
jis zaidzia su visa kruva.
Jei gali jungti, jungi, ir prieso ejimas. Jei negali jungti, sau i ranka pridedi
kauliukus is kruvos tol, kol gali jungti.
Per prieso ejima - jis ima is kruvos tol kol istraukia toki kauliuka, koki gali
jungti.
Jei sujungei visus savo rankos domino kauliukus - pergale. Jei pasibaigia kruva, tu
gauni tiek baudos tasku, kiek tasku yra tavo rankoje.
Cia panasiai kaip EUCHRE SOLITAIRE.
===================================================================================
=========================
I always play solo with 4 spirits (randomized), and I'm completely addicted. There
are so many interactions and possibilities...
�a�kes - tai menas (ir ju nepakeis nei kinas, nei filharmonija!), �a�kes - tai
sportas ( ir ne lengvesnis u� sunkumu kilnojima arba ledo rituli!), �a�kes - tai
mokslas (nors ir ne matematika).
mokslininkas ir �a�kininkas J.Fominych (Perme)
kaip ir kitose sporto �akose, var�ybu dalyviai eikvoja fizines jegas, taigi turi
buti gerai pasirenge fizi�kai;
�a�kes yra "proto gimnastika". �aidejas per kiekviena partija patiria stipriu
emociju: nuo paciu maloniausiu iki - tragi�ku.
Moko psichologijos
Palaipsniui �aidejai igyja nema�ai psichologiniu �iniu. Vien i� var�ovo
elgesio, judesiu ir kitu atrodo nereik�mingu detaliu moka padaryti daug reik�mingu
i�vadu: kaip var�ovas nusiteikes, kokio rezultato partijoje siekia, kokiu poziciju
vengia, pasitiki ar nepasitiki savo jegomis ir t.t.
===================================================================================
=
Do not draw with a mouse. You WILL wreck your hand and wrist. If you can�t afford
to save up for a small inexpensive tablet then you certainly cannot afford surgery
for carpal tunnel syndrome repair. Please take care of yourself.
=======================================================================
Drawing with a mouse is like trying to hammer in a nail with a rolled up newspaper.
It's not the right tool for the job.
In your position I would practice traditional, learn the fundamentals while you
save up for a tablet. They're not very expensive these days, a entry model pressure
tablet will set you back $25 (or less if you get it second hand). The fundamentals
you've learned traditionally will carry over once you start digital.
I know this isn't the answer you're looking for, but it's the correct answer.
========================================================================
Mouse is absolutely possible, I've painted really complex work with my gaming
mouse. Get the best gaming mouse you can afford, with adjustable dpi and ability to
set macros.
==========================================================================
I started off with mouse and made a lot of paintings with it, the process involves
a lot of ctrl-z and repeating a single stroke until it comes out right, this leads
to each painting taking a lot more time to complete, eventually it becomes
discouraging to continue. After buying my huion graphics tablet that i got for
pretty cheap as there was an offer going on. I pretty much cant get back to drawing
with the mouse. If you're serious about digital art i would suggest buying even the
cheapest graphics tablet possible.
=====================================================================
Everyone has said great stuff but I�d like to add that drawing with a mouse is a
sure fire way to permanently fuck up the tendons and ligaments in your hand. I�m
talking long term, possibly lifelong pain and loss of mobility. See if you can find
a second hand tablet on Facebook marketplace or eBay, i promise it�ll be cheaper
than long term physiotherapy and surgery.
=====================================================================
it's not impossible, I've seen a few people here and there who actually make some
pretty impressive art with a mouse. it's pretty rare to see that in my experience
tho, probably bc it take so much practice to get used to. it feels really different
than using a drawing tablet obv and its very possible you may not like digital art
with a mouse but would with a tablet. if you feel like a mouse isn't working for
ya, maybe you could test out an iPad or something in store just so you know what it
feels like?
=====================================================================
Better off learning Inkscape and doing design based stuff like logos.
=====================================================================
I would not bother with a mouse and keyboard unless I were doing pixel art.
========================================================================
You can also use the vector like selection tools in Krita but your mileage may
vary. Or you could try inkscape and make art with the mouse.
========================================================================
mouse is fine too, just do cartoony or less detailed artstyle. Bezier tool is good
enough for most part.
========================================================================
Pixel art! :3 Pixel art doesn't require fine motor control, only an eye for what
pixels go where.
(We do have a drawing tablet, but even with it we can't seem to do the fine motor
control necessary for line drawing very well, so we mostly stick to pixel art and
that doesn't even need the tablet.)
========================================================================
No freehand artist draws with a mouse. That said, graphic design is still art. If
that's your trajectory, a mouse will suffice. If you want to go freehand (painting,
drawing) you need a tablet.
=========================================================================
I personally use a mouse, and I got used to it. So I recommend give it a try, and
see, what is better for you.
=========================================================================
https://old.reddit.com/r/rpg/comments/17y78dc/your_opinion_on_solo_trpgs/
===============================================
Playing with other people with a set of common rules gives the game a consensual
reality that can't really be accurately translated to any of the solo RPGs I've
tried. Solo play, while interesting, just ends up feeling like making up a story in
my head with extra steps, not a game.
================================================
They aren't for me. If I want to play an RPG alone I'll just play a crpg.
=================================================
I like solo journaling RPGs since they give me a chance to practice my writing and
creativity. Other solo play ones though I haven�t enjoyed as much just because I
miss having other players around.
=========================================
Feels more like writing a book than playing a game.
You can play voicing out or in your head, no need to write
anything
Well i dont roll on tables, play with miniatures or follow a
rulebook while writing a book.
===================================================
I've had some fun with solo games but the social aspect is a huge part of my RPG
experience and I've found that I would rather prep stuff for my friends in my
lonely play time.
=================================================
Eh. It's fun as a sort of "Advanced Choose Your Own Adventure" but for me the key
part of playing RPGs is the social aspect. Sitting around and having a laugh with
friends. Harder to do that by yourself unless you've got MPD.
==========================================
They bore me to tears. The reason why I love TTRPGs are because it's an amazing
group activity but without that group activity it becomes boring. I look at all the
little oracles and charts and it makes my brain go numb to the point I give up.
============================================
I don't love them, personally, but thats because for me, it's the collaborative
aspect of the roleplaying I enjoy. Playing by myself is just writing, and I don't
enjoy writing alone
============================================
I don't understand the appeal. If you think about it daydreaming is basically
diceless solo rpg. And if you voice dialogues... You literally talking to yourself.
============================================
I'm a writer, so I figured I'd enjoy writing my own story with solo RPGs. It really
isn't something for me. I don't hate the concept of solo RPGs but I just don't
enjoy them overall. My favorite thing about ttrpgs is the roleplay interactions
between players and that's the one major thing you lose out on when playing by
yourself. It's not really the same roleplaying by yourself.
============================================
100% COMPLETION:
50,937 views Jun 9, 2021
Part 1 of 2 of the full game walkthrough, including every quest, every NPC, all
unique items, most (if not all) dialogue, every companion alive, the good ending
and the credits.
It is very
uncommon for unmarried woman to have Children, except it be those
who live with Whitemen for sometime, in that case, when they return to
live with their nation, necessity compels them to accept the first offer
that is made to them and they generally get some poor, lazy, worthless
fellow who cannot procure a wife in the usual way.
DOMINOES - 6 SOLITAIRES:
1 - kaip Onirim jungti i taskus duodancia eile
2 - kaip Cribbage pegging jungti i taskus duodancia eile, arba galima
Cribbage/Poker Squares
3 - Strategy solitaire (Sir Thommy), Calculation solitaire
4
5 - jungti 3 handus i jungini, laimi jei visas kruveles sujungi
6 - kaip euchre solitaire, jungi viena handa i jungini pries handa kuris ima tileus
is stock (visu likusiu domino kruvos)
How to write - remember Fallout 1 - you see character from isometric perspective,
but instead of controlling that character,
you describe what that character experiences. It's LitRPG -
reading text is like looking/observing through the shoulder
someone playing an RPG.
Svarbiausia - kuo daugiau aprasymu - descriptions.
Slice of life
4 elementai kuriu as noriu:
Kaip Fallout 1 - skaityti ir rasyti
kaip golden sun/shining force 2 procedural messages, galbut ir charts and dice
games like b-17, taip pat chainsaw warrior - reading cards
kaip confrontation miniatures wargame - cards with stats and rules for unit - 2
remaining units vs each other and doing _rollout_
kaip FF VII minigames - combat etc., blackjack, cribbage, open face Chinese poker,
craps, sic bo, pai gow tiles/poler etc.
Quest for perfection = checkers/chess/programming, books/rpgs, drawing/art
My own strategy - like multiplayer dominoes and chess - this number is good for me,
I will hit him with this number, I will hit him with this move0
INTRODUCTION
This challenge was the brainchild of GarlandG, a veteran of the GameFAQs
challenge community. After completing the formidable Low Level/No
Materia/Initial Equipment/No Accessories challenge, which relies almost
exclusively on items, Garland decided to turn the tables: what if we banned
the use of items instead of materia? This was no small revision. Up to that
point, items like Molotovs and S-Mines had been considered necessities for
finishing the game's bosses; Demons Gate especially seemed impossible without
Molotovs. And what to do for an enemy like Proud Clod, whom you have no hope
of killing with magic? As it turned out, these problems were all overcome.
Welcome to OzProblems.com, a site all about chess problems in Australia and around
the world! Whether you are new to chess compositions or an experienced solver, we
have something for you. Our aim is to promote the enjoyment of chess problems,
which are at once interesting puzzles and the most artistic form of chess.
!!!
As noriu uzsiimti chess, nes tai chess engineering, as noriu sekti Chris Hargrove
pedomis,
yra mechanikos inzinerija, yra elektros inzinerija, yra kompiuteriu inzinerija, yra
softwaro inzinerija,
yra sachmatu/saskiu/backgammon/baduk/mancala/whist inzinerija
KAIP FINAL FANTASY VII SECRETS, STRATEGY GUIDES, PERFECT GAME
https://boardgamegeek.com/thread/741617/zorg-solitaire-variant
That�s about it, at least for now. So far, it�s quite a blast to play!
Absolutely. Negativity and fear will infect people and spread but on the flipside,
so will positivity but in my opinion it is much harder to attain.
I have had many challenges in my life and I see them as tests. Perhaps from a God
or perhaps it's a controlled eugenics experiment like in the film Unbreakable.
The people who cannot moderate and succumb to addictions, violence and fear are the
ones who fail the test.
===================================================================================
===================================================================
!!!!!!THE BEST DOMINO SOLO GAME I EVER PLAYED:!!!!!!
su domino. trys kruveles po penkis. tikslas - sujungti visas kruveles i viena
linija (kuri yra su dviem galais). Kruveles uzverstos (uzdengtos).
Kai darai ejima uz kruvele, gali paziureti i visus domino toje kruveleje ir
pasirinkti, kuri domino is tos kruveles prijungti prie linijos.
Jei kazkuri kruvele neturi tinkamo prijungimui domino, pralaimi. Laimi, jei visos
trys kruveles (is viso 15 domino) susijungia i linija.
Galima panasiai padaryti ir su kortom.
Tai labai azartiskas, itraukiantis zaidimas, nes tu gali isvengti klaidu, jei
atidziai ziuresi i kiekvienos kruveles domino.
Tai panasiai kaip standartinis domino zaidimas, bet tu zaidi uz visas tris kruveles
ir laimi, jei sujungi visus 15 domino.
===================================================================================
====================================================================
RYTOJ:
zaisti champ mana, studijuoti drwhossg, galvoti apie savo paties champ mano kurima
(su raylib ir raygui arba libagar), studijuoti onirim (solo card gameas)
===================================================================================
========================================================================
visa esme - duombaze, kaip checkers/chess opening theory, blackjack strategy, pig
dice game strategy, dnd 4e/orcus thousands of
powers/techniques/manouvers/feats/spells
su saskem, sachmatais, nardais, baduk ir manakala - sukurti partija kaip chess
informant, ant popieriaus, su analize. Tada galima skaityti ir lyginti savo analize
su parasyta analize, lyginti savo ejimus su parasytais ejimais
su domino solo trick taking - uzrasai tik pergaliu skaiciu ant popieriaus, kiek per
visa diena losimo pasiekei pergaliu (panasiai kaip ir kauliukais)
jei tik kauliukais pig/farkle ar panasiai - kiek pergaliu pasiekei per diena
solo roleplaying - writing :
jei writing, rezultatas - ant popieriaus fikcijos tekstas, sugeneruota
istorija su orakulais
jei solo roleplaying - rezultatas - pergale kauliukais arba istorija, kuri
yra rezultatas solo kauliukais zaidimo
(story is a result of a game)
jei tik writing, tai istorija ant popieriaus arba poezija
jei nieko neturi (nei popieriaus uzrasyti, nei kauliuku) - galima solo roleplayinti
galvoje, atmintyje issaugai istorijos santrumpa/bullet points,
It has lots of cool / over the top abilities (including some summons (from level
1)) (like 1000s of different attacks)
You learn new abilities (and forget old ones) when you level up,similar to persona
etc. When you get new personas
It has really tactical and well balanced combat (what you want from a combat heavy
game like atlus games as well)
it has limited healing and limited attacks and with this is a game of attrition (so
similar to how you only have limited ressources when going into a dungeon ans have
to make the best of it)
So I think this could be a good fit. Of course you would need reflavouring if you
want to make an atlus like game but from game mechanics if could fit well.
Also skill challenges can nicely be used foe social interactions. Ao you could also
do the persona talking part in an interesting way
=====================
Aprasinek slice of life ir diablo diablo 2 arba angband arba chainsaw warrior
ideja tokia - skaitydamas toki teksta tu tarsi ziuri zaidejui zaidzianciam diablo 2
pro peti
PVE t.y. player versus environment
aprasineji skirtingus buildus pries pastovia E
bus pastovi E, gal siek tiek randomizuota kaip diablo 2 arba angband
kai tu skaitai, tu ir sergi uz zaidzianti zaideja (P dalis is PVE), ir taip pat
mokaisi apie E (aplinka, environment)
SVARBIAUSIA - TU TURI MOKYTIS KAI SKAITAI
THEORY OF FUN - FUN IS LEARNING
AS NORIU KAD SKAITYMAS BUTU KAIP ANGBAND arba DIABLO 2 zaidimas, t. y. tu mokaisi
kaip ivairus buildai performina pries E,
t.y. tu mokaisi _OPTIMALIOS STRATEGIJOS_
http://www.ultraviolent4.com/guide.html
While Crawl might look a little daunting from the outside, there's a very rich and
rewarding game to be found if you're willing to give it a chance. Even after
thousands of playthroughs (albeit many lasting mere seconds), I still find myself
in novel situations all the time.
galima sachmatu uzdavinius spresti ir sudaryti
galima kurti istorijas zodziais kaip yu-gi-oh, wuxia, pokemon, naruto, duel masters
galima kurti istorijas skaiciais t.y. trpg
pvz - is https://www.spcnet.tv/forums/ apie wuxia yra tema - Yang Guo's Melancholy
Palms the most powerful martial arts innovation in the trilogy? with
2 pages of discussion
TURI BUTI DUOMBAZE, POSSIBILITY SPACE
KAIP SACHMATU POZICIJA SU SKIRTINGOM FIGURELEM KURIOS VEIKIA SKIRTINGUS LAUKELIUS
Just reading a text is like a video game - reading comprehension
Solo roleplaying - It is my version of video games. I sit down and have fun
creating a story with the characters I created, rolling for resolution and twists.
DARYK STORYTELLING
100% COMPLETION
EXPLORE STORIES
AS NORIU - kaip Golden Sun combat - procedural dice game, the closest is B-17 Queen
of the Skies or Chainsaw Warrior, or pokemon, arba skaityti, arba dwssg
PVZ (reading wargame) - it's fun to roll dice:
====================================
https://boardgamegeek.com/boardgame/352963/waterloo-solitaire/ratings?comment=1
I like the theme and the presentation. You play the same battle numerous times but
it is becoming more difficult over the �levels�. And you can play as the British as
well - defend and hope for the Prussians to arrive. Unfortunately it lacks the
variety of tactical options: You chose one action out of 7, roll for the enemy�s
action, roll for your own result. And that is it. In short: It is too static and
too repetitive. Just not enough for me.
Edit: I raise my rating up by 1 point after 7 games. My criticism is true BUT it�s
so much fun and exciting to cross out your enemy�s and your own troops melting away
in the heat of the battle until one side is ultimately broken. Waterloo in 20+
minutes. Despite its weaknesses a good game!
====================================
https://boardgamegeek.com/boardgame/360567/gettysburg-solitaire/ratings
Nice solitaire game to pass the time. Low investment of time and brain power
(sometimes this is a big plus), yet engaging and fun. Pick an action, chuck some
dice, resolve the events and combats. Repeat.
=====================================
�In general, it�s hard to concentrate on one thing for that long, but with chess,
the time goes by so quickly because I�m always thinking about all these different
possibilities on the board and it�s kind of like a repeated puzzle,� Yip said. �I
always find that part of the game really fun.�
�I�m hesitant of making chess a defining quality,� she said. �There are so many
other things I�m interested in and passionate about. It�s been a profession for the
last few years, but it�s not really my whole life, and I don�t want to make it my
entire life.�
�Chess is a very analytical game and I�m interested in computer science because
it�s a lot of the same sort of problem-solving,� Yip said. �It also has similar
creative ties to the liberal arts so comparative literature, religious studies, and
creative writing appeals to me too.�
Chess is like a really wonderful activity that combines creativity and critical
thinking, so regardless of level it has been really nice to see the popularity
increase.
Designer�s Introduction for v0.99 Edition: Alien: Invasion Risk (AIR) is now a
print and play
game with fully revised rules. Be warned � this is �thematic� solo gaming. Expect
to plot your
strategy, roll lots of dice and ride the wave of your luck only to be ripped from
the jaws of
victory in the most sudden, arbitrary and unexpected way � all this in furtherance
of the epic
story of an oddball alien race.
In short, if you enjoy a game that focuses on the narrative and takes you on an
interesting ride,
then AIR is for you. On the other hand, if you prefer a solo game that will always
reward your
perfect �armchair general� strategy, then you�ll just have to cheat�
REALLY COOL - AMERITRASH GAME WITH CHESS PIECES AND CHESS BOARD:
tabya sudaryta, baltu pozicija, ir juodu pozicija. Judini baltas figureles, jei
uzpuola juoda, kad nukirsti, reikia 10+ isridenti ant dvieju kauliuku.
juodi yra automa - nejuda, bet jei gali uzpulti, uzpuola. Jei gali kirsti, kerta.
Kertanti figura, jei jos aplinkinius 8 langelius puola draugiska figura, tai +2
prie kauliuku metimo (reikia 10+ kad kirtimas pavyktu).
Juodi netestuoja kauliuku, o tiesiog nukerta.
Dar - jei balta figura uzpulta, ji negali judeti, tiktai kirsti gali.
Cia panasiai kaip Race into Space, ir pokerio arba farkle kauliukai.
https://old.reddit.com/r/ArtistLounge/comments/17619ee/
how_to_actually_learn_to_draw/
Portable size sketchbook, goes with you everywhere. A sharpie, fine line pen, a
pencil or two, and draw EVERYTHING and EVERY DAY
https://www.reddit.com/r/dominoes/comments/27uko5/
anyone_on_reddit_play_dominoes_42_moon_regular/
Thanks for the correction. It would be "na" (em + a, na my school). Sometimes I
don't see any sense between in and on. I mean, somethings aren't inside, so why use
in?
It seems like a card game! They guys here use very regional slangs for the domino
play, so I think we play regular dominoes. We don't play for points- we play in
doubles, and the first to let all his pieces out win. I am relatively new, so I'm
just getting used to the strategy! I used to think it was a pure luck game.
Sometimes people close the game on the edges while beating it... I don't know if
that is exactly what you said. I think it can be done with any number.
https://old.reddit.com/r/ArtistLounge/comments/16zot1g/
what_do_you_love_about_your_art_and_making_art/
I like that it�s endless. You could spend your whole life drawing hands or plants
or whatever else and still have room to grow and have more things to do. There
would be endless compositions and design choices that would make endless different
impressions. And you understand more about the world and yourself as you go. Most
other activities seem quite finite in comparison.
====================================================
I like making decisions. I know this is a weird thing to say, but I like the
decision making process that�s involved when I create things to draw. Things like
choosing colors or thinking about flow and shape language
https://old.reddit.com/r/ArtistLounge/comments/175sgoq/
what_makes_you_not_want_to_give_up_your_career_in/
Here�s my thing. My main priority in life is being happy. I don�t care about being
rich, I care about just being able to get by and save money along the way. Doing
art makes me happy. I want to pursue a career in art because being creative makes
me happy. I could hypothetically stop pursuing a career in art and do something
more profitable, like STEM and do art on the side. But I would not be happy doing
this. And why would I want to spend 40 hours a week crawling through a job that
makes me miserable just to be able to do art (or other hobbies) that make me happy
for only like 5 hours on the weekend? I don�t want to waste my whole life working a
job I hate just so I can do something I love on the weekends. I don�t work to work
my entire life just to wait till retirement to devote my time to things I love. Why
wouldn�t I want to spend my whole life doing a career I love and brings me
fulfillment? I don�t want to retire. Even when I�m 80 I�m still going to be doing
creative shit.
So yeah, basically I don�t want to waste my life being unhappy and unfulfilled.
That�s why I�m not giving up.
I WANT TO READ or
I WANT TO BEAT - I WANT CRAPS, VIDEO POKER, SLOTS, BARBARIAN PRINCE, DWSSG,
BEJEWELED, SOLO thing with push your luck
He changed - there was a period of time where not attracted at all and with social
phobia, but after that time became attracted to women
Lotrlcg:
To solve scenarios - Certain cards must come in certain order
https://www.dakkadakka.com/dakkaforum/posts/list/809264.page
I dunno, do some you even try to have fun with like minded opponents? Or even play?
The game is a blast, even with its myriad flaws.
I am normally not interested in solo gaming (I play for the player interaction),
but For Northwood is amazing. Do not let the cute artwork fool you, there is a lot
of gameplay here and many fascinating choices throughout.
Chess kaip DBA arba Warmaster - sustatai tabija, tada darai koki nori ejima, bet
turi isridenti 7+, jei isrideni, gali kita ejima su ta
pacia figura daryti, bet vel reikia 7+. Jei neisrideni 7+, tai ejimas atsistato,
tarsi jo nebuvo.
Botas juda - jei gali kirsti, kerta.
Chess is like a really wonderful activity that combines creativity and critical
thinking, so regardless of level it has been really nice to see the popularity
increase. - sachmatu kompozicija - kurti uzdavinius ir spresti uzdavinius ir kurti
solo chess (kaip chess informants)
Chess - kaip Shadowfist!!!
There are many people who abhor the very idea of drawing from reference photos.
They see it as a betrayal of real art. Others greatly admire the skill, patience,
and dedication involved in copying faithfully and long to do the same thing. Who�s
right?
All games - like a sacred ritual (maybe with roleplaying), or like a competitive
strategy game with all the number crunching
https://old.reddit.com/r/Solo_Roleplaying/comments/170li67/
which_oraclestables_do_you_use/
[�]TheDidgeridude01 [score hidden] 9 hours ago
So, I'm an Ironsworn fanboi and I've got to say that I adore their oracles. It's
usually just enough information to give my brain something to hold onto and run
with.
Dragon Quest Monsters: Caravan Heart is the third installment in the well
known Dragon Quest Monsters series. At the time of this translation's release,
it's the only game in the Monsters series that didn't get an official English
localization.
Caravan Heart was the very last game published by Enix themselves, right before
they merged with Squaresoft. It's assumed that the game never saw an English
release due to the company's restructuring at that time.
Unlike the previous Dragon Quest Monsters games, the game isn't entirely
focused on monsters alone. The caravan is also filled with several human party
members, which will aid you in your quest. There are 22 different character
classes, with completely different abilities. Together with your guard
monsters, the game offers for a practically endless variety of possible
strategies and formations.
The monster breeding of the previous game was reworked into monster
reformations this time. Instead of breeding new monsters you collect hearts
of defeated monsters and combine them to reform your monsters into new forms.
The system offers a great deal of freedom for experimentation and collecting.
With nice graphics and a classical Dragon Quest soundtrack the game offers
everything a Dragon Quest fan could wish for. Caravan Heart has a lengthy main
quest that will keep you busy for at least 30-40 hours. After that you'll be
treated to a whole new quest in which you can easily spend over 200
hours and more.
KAIP RASYTI NARATYVA - esme- Have fun pushing the limits of your creative ability
as you create never-before-seen experiences for your captain and crew.
For example, the Incident and Theme matrixes offer
verb/noun prompts to assist in creating inciting
incidents. Some of the combinations might seem
obscure or off-putting. You may scratch your head
wondering how to make �Control Exploding Planet,�
�Arrest Rogue Comet,� or �Medicate Crater� work.
Have fun pushing the limits of your creative ability
as you create never-before-seen experiences for
your captain and crew. Maybe the captain must
find a way to contain out of control magnetic
energies that threaten to shatter a populated world.
Or perhaps they must invent a new type of tractor
beam to snag (arrest) a comet that is about to strike
a colony. Maybe the away team stumbles into a
large crater that is actually the orifice to a sickly
subterranean beast.
================================================================================
When alone - definetly not sad, play something, analyze something, especially chess
================================================================================
Solo yra dvieju rusiu - skaitymas (Chainsaw Warrior, B-17 Queen of the Skies, Dr
Who Solitaire Story Mode) ir
rasymas (Thousand Year Old Vampire, Captain's
Log Solo Roleplaying Game)
As noriu sukurti - kaip pig/farkle, b-17, Chainsaw warrior ir dr who ssg, total
extreme wrestling 2020, talisman origins - there is learning, but not look ahead
I WANT TO READ
J.R.R. Tolkien liked to paint and draw for recreation, and often used his
talents with pencil, inks, watercolours, and coloured pencils in connection
with his writings.
Ultimate Invasion 1 2 3
CHAPTER ONE:
GOOD ARTISTS COPY
EPILOGUE:
GREAT ARTISTS STEAL
GrafX2 is a bitmap paint program inspired by the Amiga programs Deluxe Paint and
Brilliance. Specialized in 256-color drawing, it includes a very large number of
tools and effects that make it particularly suitable for pixel art, game graphics,
and generally any detailed graphics painted with a mouse.
https://old.reddit.com/r/ArtistLounge/comments/16rirqo/cant_draw_from_memory/
I guess my question to you would be: why do you need to draw from imagination?
Many artists or many genres work very closely from reference pretty much all the
time. There are tons of areas of art and techniques you can use even never
developing any sort of 'from imagination' visual library at all. That said you
definitely might develop it over time as well. But even if you don't then no, I
don't think it's a problem at all.
-------------------------------------------------------------------------
I think it boils down to studying with intention, really understand how different
pieces connect and whatnot. Don't beat yourself up, it takes a lot of repeated
drawing and looking at references to build up your mental library. I'm sure you're
better than you were even just a year ago. You won't be able to measure leaps in
progress in just an hour. But you are improving.
I think that the fact that you can recognize what went wrong means you do have a
concept of how it �should� look. Meaning, you do have a mental library. I used to
be envious of comic artists who could draw amazing anatomy, until I realized just
how often they have to draw people for panels, over and over�
----------------------------------------------------
Try learning how to break down references. Instead of merely drawing what you see,
break them down into simpler shapes and guidelines. Once you understand how these
simpler shapes interact to form complicated structures, then drawing from memory
would be a bit easier as you can use your understanding on combining simpler shapes
to slowly reach the end result.
Most artists are always using references so don't feel down about having to rely on
references. It takes time learning how to draw from memory as it requires your
understanding of when you were drawing with references and some muscle memory. Just
keep drawing and keep building your understanding of forms ^
-------------------------------------------------------
Practically all artists draw from reference, it's just not flattering to admit it,
so many don't speak about it openly.
But look at comic book great Alex Ross, he takes a chunk out of his paycheck to pay
a photographer, studio and models to take specific references he needs. Almost all
his comic panels have photographic reference.
I think you'll find out that 99,9% of the classical paintings we enjoy, heavily
depended on references.
-------------------------------------------------------------
National Master of chess recognized by the United states chess federation. Chess
coach and author of the book "Commanding The Chessboard" which is available on
amazon by clicking on the title below. I am available for chess lessons. I have
over 20 years of coaching experience with players of all ratings and skill levels.
I am especially interested in working with people that love chess and are willing
to work hard. You can email me at [email protected] if you are interested in
coaching.
Complete beginner who wants to learn how to draw. People recommend all kinds of
tutorials on the internet, but artist friends all tell me to "just draw everyday" -
so what do I do?
-------------
I want to learn how to draw, as a 32-yo complete beginner who has pretty much not
drawn anything since elementary school. On the internet, I often see people
recommending things like Drawabox, the book 'Drawing on the Right Side of the
Brain', and Proko's courses, among other things. However, I have some artist
friends, and they all pretty much give the same advice: "Just get a pencil and
paper, and draw. Draw everyday."
These are people who have drawn since childhood. They're self-taught artists now.
They learned by just drawing whatever they felt like drawing everyday. Some of them
did art classes later on, but only after they already were pretty skilled, to
perfect certain techniques etcetera. They hadn't heard of Drawabox, but when
looking it up they pretty much told me it looked tedious and very unlike how they
learned to draw at all. I'd have a better time just drawing everyday, and I'd
improve little by little over time.
Do they have a point? Is it really as simple as "just pick up a pencil and draw"?
Or is it different because they've drawn everyday since childhood, and I'm a
beginner at a later age?
--------------
Kiekvienas sakinys yra kaip Magic the Gathering / Shadowfist korta
Tikslas - sugeneruoti kuo daugiau sakiniu - rasyme ir solo roleplayinime
Slot machines, craps, blackjack, open face chinese poker, return to dark tower,
mywiferocksproductions escape from the death star, etc.
SKAITYMAS:
I have been working my way through the lovely Folio Society editions of the
original James Bond books. It has been interesting reading the 65 year old roots of
a still culturally relevant character, and seeing the occasional �Oh, THAT isn�t
going to make it into the upcoming sanitized editions��
Did Fleming follow Arthur Conan Doyle in trying to kill off the beloved character
that he was tired of, only to be forced to continue writing him by popular demand?
It felt that way at the end of From Russia With Love.
Dr. No and Goldfinger seemed to lean in more to pulp or even comic book themes, and
I didn�t find them quite as endearing as the earlier books.
Anyone have opinions on the second half of the canon compared to the first � still
good stuff, or downhill?
ARBA - adventure (nuotykiu) games kaip return to the dark tower, pig/farkle
kauliukai
ARBA - knygos
Zaidimas turi tureti mokymasi, turi buti duombaze paslepta ar nepaslepta kuria tu
mokaisi.
Theory of fun - fun is learning.
Cool ideas - 100% completion, collecting, unlock your imagination, unlock stories,
unlockables, secrets
RPG design:
screen - world representation
player representation
there are actions, collectibles
actions produce collectibles
actions and collectibles are used to achieve goals
Visi jie is paziuros atrode panasus i kits kita, ir vis delto kiekvieno ju
zvilgsnyje, lupu kampuciuose, kuno
laikysenoj galejai iziureti individualiu bruozu, kurie kiekvienas savaip bylojo
apie siu zmoniu ryzta ir sugebejima
neprarasti galvos sudetingiausiomis gyvenimo aplinkybemis.
I have B-29 and B-17 leader. And I prefer B-17 leader. More decision making in the
leader game. But when I want to see if my bomber makes it back from Japan after a
bombing raid I will do B-29. Most of the time I end up running out of fuel or a
lucky bomb bay hit.
PUIKU:
Ideja - rasyk slice of life or whatever but underlying structure must be PVE (kaip
fallout, angband, diablo 1 2)
koks gali buti e - pozemis su kambariais su encouter lentelem kiekviename kambaryje
Aprasymas bus vis skirtingo veikejo bandymas pereiti e, kas bus is esmes roll
out'as / empirinis mokymasis
nes struktrura per sudetinga kad tikimybiu formulemis apskaiciuotum
tikslas - pereinant daugeliui veikeju per E, skaitytojas mokosi apie E, optimalios
strategijos, kokie veikeju buildai veikia geriau, kokie blogiau
is esme tikslas - pabeatinti ta ar kita E
Tekstas kaip video zaidimas - LitRPG, Slice of Life
------
That's exactly how it is for me as well.
-----------
Bullet points. Haven�t looked back since. Sure there might be times when you need
to write more than that, but keep bullet points and hashtags at the front of your
mind as much as possible and ironsworn will start to feel like an actual ttrpg
instead of a writing session. Godspeed!
------------
At first I was. Then I realized I generally remember the cool bits. Characters and
places I like to make sure I have bullet points for since I sometimes return to
them. I should also note that most of my games last 10 or so sessions. I�ve only
ever done one long one and I did that with lots of narration and journal writing.
Never again haha
------------
I write the same stuff down as I do when playing in a traditional group.
Do you make point-by-point transcripts of every RPG game you play? I don't. I write
down the essentials - besides the character sheet, stuff like gear, major info,
maps, character notes, etc.
The novel-writing mode is fine for some but I would find it tedious, and heck, I've
published several novels LOL.
Sure, years down the line I might forget that character X in settlement Y is the
cousin of so-and-so or which delve yielded this odd bloodstained axe, but I'd
rather forget a few details than spend a lot of time laboriously writing them down.
It's not like other players are going to complain.
I wonder if some (I said some) people do the novel-writing thing because they're
not entirely comfortable with solo play or find it feels awkward without some level
of "audience". Of course, whatever floats your boat as long as you're having fun.
-----------------
My system is to aim to have one paragraph to set up a move and one paragraph to
describe the results. Sometimes it takes a bit more. Sometimes a single sentence
will do.
I find it helps to write in the first person and in the past tense, like a literal
journal. Conversations are briefly described, not written out word for word.
-------------------
I used to write in stream as I played, but I found that burned me out faster. This
more recent playthrough, I take minimal notes and play out the mechanical parts
first, then record it later in prose in my campaign journal.
----------------------
You got it. I try my best not to take notes at all until the scene is over. Most
details you don�t need unless you reread your stuff for enjoyment. I try to jot
down plot points. I try to think and play as if there we people playing with me
meaning you stay in the moment, not breaking out to write transcripts. Just
important bullet points.
---------------------
https://old.reddit.com/r/Ironsworn/comments/14x6vna/
does_anyone_play_without_writing_much_down/
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Character finds the McGuffin, Make xzy move, note down action and challenge dice
rolls Character doesn't see the hunters sneaking up behind them Make another move
Character does this in response.
I'm thinking about the conversations, the events, the action etc in my head, but on
paper it's just enough to track what happens
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[�]GoonSquad404 2 points 2 months ago
It's already been said but I play out scenes then only dot point the most important
bits (characters involved, plot changes, new locations or vows). I tried writing it
all out like a story but felt turned into more of a writing exercise than a game. I
like to stay in the action and keep the story moving.
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Chainsaw Warrior is a game that does, and will, forever hold a special place in my
heart. The original was published by Games Workshop in 1987 and as a young gamer I
loved it then. It is a solo board game where the player has to race against the
clock to save New York from destruction at the hands of a strange entity called
�Darkness�. While solo games (or versions of games) are quite common now in board
games, back in 1987 this was a rare thing! It was also really, really hard - which
is a good thing if it costs weeks of pocket money to buy; you got your money�s
worth without doubt!
I loved the game and its aesthetic so much that many years later when I got the
amazing opportunity to work with Games Workshop on a digital title, I asked if we
could bring Chainsaw Warrior to digital screens and GW kindly said yes! So it was
in September 2013, 26 years after the original release, that we brought it to
mobile to some rave reviews. 148apps described it as "a brutally awesome good time"
while Gamercast wrote it was an accurate adaptation of the original, saying it has
"everything you want in a digitised version of the Games Workshop classic". As part
of this, I was honoured to get to interview the games original creator, Stephen
Hand. A month later in October of 2013 we released it on Steam too. This was our
first Steam release and opened the doors to that key gaming platform to us.
When the press release for the Star Trek Adventures Captain�s Log Solo Roleplaying
Game dropped in my inbox I was damn near overwhelmed with excitement. A single-
volume rules system for generating endless adventures across the final frontier
without having to synchronise calendars with friends was to me like a dream come
true.
Let me make it very clear up front: Captain�s Log is a deeply niche game, more so
than even the descriptor of �solo Star Trek RPG� would suggest. If you�re looking
for a dense system of rules that will take you on a Starfleet-themed rollercoaster
ride then it will 100% not be for you. What Captain�s Log is, and what it actually
is exceedingly good at being, is a story-generation tool for writing Star Trek
adventures. It�s called Captain�s Log because that is exactly what you will be
creating throughout a play session.
The 325 page hardcover book is roughly split between a primer on Star Trek itself,
guidelines for creating characters with narrative hooks both in their histories and
in relation to each other, general advice on storytelling and how a good Star Trek
episode or movie tends to use the three-act structure, and lots of tables for
randomly generating a prompt or outcome for any given situation that may arise.
Maybe your mission generation rolls determined that you are escorting a VIP to a
dangerous frontier, and you decide that this means you�re a Starfleet ship taking a
Vulcan scientist to the edge of the Delta Quadrant to deploy an experimental sensor
station to monitor for Borg incursions just a few months after the triumphant
return of Voyager. You write a few opening paragraphs from your character�s
perspective to reflect this, and then at the start of your first plot beat loop
decide that it�d be fun to throw the Ferengi into the mix. You randomly generate,
or create yourself, a Ferengi captain and ship, including their motivations, and
decide that your crew have detected them following in your warp-wake before you
arrived at your destination.
Every character and starship you create has a series of twelve statistics split
into two lists of six. These are defined as attributes and disciplines with
characters and systems and departments with ships. In any situation that may arise,
you�ll choose one statistic from each of the two lists, combine their values that
were established during character and ship creation, and attempt to roll under them
on a D20.
Want to hail the Ferengi captain and try demanding that they explain themselves?
Try combining your presence attribute with your command discipline. Want to try to
analyse their ship without letting them know that you�re aware of their presence?
Combine your ship�s sensors system stat with its engineering department stat, etc.
You�ll then determine the outcome and establish where that leaves your characters
and their mission for the next plot beat, and continue until you�re done.
It�s an elegant system for storytelling, except that at every turn Captain�s Log
reminds the player that if they don�t think the outcome is narratively satisfying
then they should feel absolutely free to just come up with a new one.
The kind of role playing where you ignore the rules in favor of what is more
satisfying to the players is something I actually massively encourage on the whole,
don�t get me wrong, but for me it really pushed Captain�s Log further into feeling
like it�s a system focused on story crafting much more than story playing. I
totally get that an endlessly generative solo RPG ruleset is inherently going to
kind of be that way, but I was still left constantly wanting for there to be more
to it that compelled me along beyond what the experience of just sitting down and
fluffily writing the bullet points of a Star Trek episode without the aid of it
would deliver.
As a toolset for coming up with stories I really do think that Captain�s Log is
brilliant. It�s a beautifully laid-out book that�s easy to comprehend, and I feel
like if Modiphius were to make a universe-agnostic version it would be an
absolutely incredible resource for dungeon masters of any game system to aid them
in devising their own compelling adventures. As a solo game system to actually sit
down and play it never really engaged me though.
Oh well, at least we�ve had one good Star Trek solo adventure game this year.
kaip ir kitose sporto �akose, var�ybu dalyviai eikvoja fizines jegas, taigi turi
buti gerai pasirenge fizi�kai;
�a�kes yra "proto gimnastika". �aidejas per kiekviena partija patiria stipriu
emociju: nuo paciu maloniausiu iki - tragi�ku.
Rasymas, skaitymas - beating the story mode, explore your own stories, a chance to
let your creativity shine,
players can unlock the most incredible stories in a
solo setting
a framework to unleash your creativity
The core game loop and explanatory flowchart on this
page, coupled with the Yes/No Probability Matrix on page 254, serve as the engine
to empower you to unlock your imagination and tell your character�s story.
Captain's Log is ready any time, anywhere for your
imagination to go wild and discover all that's possible
The entire point of Captain's log is for you to
control the story
while adding in random events to push the limits of adventure and imagination.
Reading comprehension - mazdaug panasiai kaip
searching for optimal strategy
John Carmack
Linus Torvalds
Brian Hook
Chris Hargrove
Matt Toschlog
Mike Kulas
Dace Baranec
Shawn Hargreaves
Mike Abrash
Tim Sweeney
Ken Silverman
Sean Barret
Chris Camfield
Whether you are venturing into the cosmos alone, conducting Galaxy-spanning
missions cooperatively with friends, or exploring the unknown with a gamemaster
facilitating your adventures, use the guidance and random tables contained in
Captain�s Log to generate countless hours of memorable adventures in the Star Trek
universe.
Create an original character and then use the tools in this book, combined with
your fertile imagination, to fashion your own fascinating Star Trek-style stories.
Play in any era of Star Trek - from the 21st century to the 32nd century and
everything in between. Explore strange new worlds, new civilizations, and all the
wonders of the universe!
You�ll learn how the mechanics work in this chapter, but keep in mind this
balance between those mechanics and the fiction. Without mechanics,
your story lacks choices, consequences and surprises. Without fiction, the
game is an exercise in rolling dice. Playing Starforged relies on both the
mechanics and the fiction, but leads and follows with the fiction.
�I read all the time, and I love Star Trek novels and short stories. When we were
in layout � when you see the book start coming together � I knew that once it came
out, whoever got it would be creating their own Star Trek stories and probably
sharing them online. That got me really excited because I was like, �oh, now I�ll
have thousands of new Star Trek stories to read.��
The entire point of Captain's log is for you to control the story
while adding in random events to push the limits of adventure and imagination.
Captain's log doesn't have a lot of tables with words for open ended questions
It has a lot of concrete situation tables, hundreds of them
How they play it - narrate (fiction first), and then time comes, they roll on
oracles, and try to mark mission progress, then narrate more and if
needed roll on oracles
what you get as a result - created story
on paper you write not necessarilly fiction/journal, but most importantly - keep
track of stuff
you use - paper for keeping track of stuff, dice, Captain's Log rulebook for all
the tables/matrices/oracles
Welcome to Captain�s Log, where you can learn
about the franchise, the setting, the eras and styles
of play available to you, and then use the tools
in this book to create a unique character and tell
amazing Star Trek-style stories, either by yourself or
with a group of friends.
Apie Talisman
boardtodeath.tv - 9 out of 10 (plays fast)
The most fun I've had playing any boardgame. (a comment on bgg)
https://www.modiphius.net/en-us/blogs/news/introducing-captain-s-log
If you�ve seen the press release about Modiphius Entertainment�s newest Star Trek
product, the Captain�s Log Solo Roleplaying Game, you may be wondering: �What is a
solo roleplaying game?�
For Captain�s Log specifically, we�re talking about creating expansive and amazing
Star Trek stories, inspired by the franchise�s many incarnations and eras of play.
The game�s contents and tools can be used to tell stories inspired by various Star
Trek eras, from the earliest days of the Federation in the 2100s to the 32nd
century and beyond, and by any Star Trek culture, species, or situation.
You can choose to set your game at the dawn of Earth's tentative steps to exploring
space between the 20th and 21st centuries; or move along to the "Five Year Mission"
period during the 2200s when illustrious captains like Georgiou, Pike, Kirk and
Kang commanded starships that pushed the known boundaries of space exploration; the
2300s when the Klingon Empire and Federation forged peace and had to navigate the
challenges that followed; all the way up to the far future depicted in the recent
seasons of Star Trek: Discovery. The possibilities truly are endless!
You choose everything about your character! Their species, role, rank, allegiance,
gender, skill set and so much more. Whether they are a Human Technician or a
Ferengi Commodore, any type of character you can imagine is possible when playing
Captain's Log.
You can plan it and play it all by yourself. No need to find a gamemaster or other
players to play with � you can play right away, with your favorite beverage and
writing tools at hand. You can play at any time and at your own pace! Plan missions
centered on Deep Space 9 over a lazy weekend, or take 15 minutes to squeeze in that
all important scene for your captain. Captain's Log is ready any time, anywhere for
your imagination to go wild and discover all that's possible
Our future posts will delve into more detail on how Captain's Log works, including
how to use the tools in the book to create your captain; their starship or space
station; how to set up the story you want to tell and so much more!
Brace yourselves for an exciting ride into a bold, new frontier of Star Trek
storytelling and roleplaying. I cannot wait to read and see the stories you create
with Captain's Log!
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
https://www.modiphius.net/en-us/blogs/news/starting-your-first-captain-s-log-
adventure
If you�ve been following along in this Captain�s Log series of blogs, you now
should have a good understanding of the Star Trek universe, a character ready to
explore the Galaxy, and a starship or station on which your character lives and
operates. It�s now time to start creating their first mission in the final
frontier!
The handy flowchart on page 184 lays out the steps you�ll want to take for your
first couple missions. The more you play, the more these steps will feel like
second-nature, so that you can get into your character�s subsequent stories that
much faster. You�ll feel like a writer or producer in your series� own writing
room.
With your character and ship or station established, you�ll next want to determine
what mission type you�ll embark upon. Consult the probability matrix to select a
random mission type, and then roll on that mission type�s specific probability
matrix. For example, if your result is �Diplomacy� for mission type, you�d roll on
the Diplomacy mission matrix, and perhaps roll for a �Host Cultural Exchange�
mission. Of course, you could decide to simply pick a specific mission type and
mission rather than leave it to chance. The choice is up to you.
Now that you have a mission in hand for your character, you�ll use the relevant
probability matrixes to create an inciting incident and theme for the story, as
well as any advantages or complications present at the start of the story. Most
Star Trek stories open with a question or issue for the characters to face from the
start, and Captain�s Log is no different. By rolling randomly or selecting
incident, theme, and an advantage or complication at the start will help you
formulate what sort of story to tell, tied into your character and their
capabilities.
After that, you�ll want to spend some time with the other probability matrixes and
your imagination to establish details about the opening of the adventure. Where is
your character? What are they doing? What pressures or challenges is the crew
facing as we fade into the first opening scene? What amazing adventures are
awaiting discovery?
Adding details about the first encounter your character will face, any non-player
characters present in the scene, the environment, and so on, will help add depth
and scope to your unfolding narrative. Whether you keep a short list of bullet
points or write things out into a full-blown story, you can start building the
story, bit by bit.
Once all those details are in place, you should have a good idea of how the story
and first scene are going to start, and that should give you enough information to
write the opening log entry for the mission, whether you are playing a captain or
any other role.
Stay tuned next time where we go into more detail on how to write out that first
captain�s log, and then head into the story based on the details you�ve created.
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
https://www.modiphius.net/en-us/blogs/news/captain-s-log-writing-your-mission-s-
opening-log
In the last Captain�s Log blog post, we discussed using the many probability
matrixes provided to generate the opening mission type, inciting incident, theme,
and other location and character details you�ll want to have in place to start
telling your own original Star Trek story.
You are encouraged to follow the tradition of most Star Trek episodes and open your
mission with a log entry. Whether it�s a captain�s log, a personal log, or another
form of log entry from your character no matter their role, the opening log entry
establishes the tone of the adventure and defines the starting point for your
story.
If you need a little help on how to pull together the various data points you�ve
generated with the probability matrixes into a log entry, consider the template
provided in the book on page 234.
The template gives you guidance on which specific probability matrixes to roll on
or consult when preparing the mission. Generate the data points as needed, plug
them into the template, and then adjust the language to suit your character�s
unique voice and style.
For example, Gisele works through the flowchart for generating their first mission
and generates the following datapoints by rolling on a variety of probability
matrixes:
�First Officer�s Log, stardate 3421.3. The Yi So-Yeon and crew have been diverted
from our medical support mission to conduct an important second contact mission
with the Ufu-havid, an independent warp-capable species. The crew of the U.S.S.
Potemkin encountered the Ufu-havid some years ago, before the war, and made enough
of an impression that the Ufu-havid have reached out again, this time to request a
trade agreement with the Federation. Their culture exists entirely on a single
immense living vessel, which produces more viable seedlings than they could ever
possibly need to feed their own. Given that much of the Federation is still
resource-poor following the war, it is critical that we secure this agreement.�
This opening log sets the tone for the first adventure, and gives the mission an
initial sense of direction. The first encounter, where the ship receives a distress
signal from a rehab colony, will be used in the first scene of the story, following
this captain�s log.
In our next blog entry, we�ll jump from the opening log entry into the meat of the
story, by using the core game loop as many times as needed to play through the
story and reach a satisfying conclusion. In the meantime, have fun, and live long
and prosper!
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
https://www.modiphius.net/en-us/blogs/news/creating-your-captain-s-log-story
The earlier blog posts in this series have worked you through character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry. Now what? Now you can build your story, scene after scene,
encounter after encounter. How? Read on!
If you haven�t already, give Chapters 5 and 6 a read-through to get a feel for the
rules of the game and the storytelling and writing advice provided. The guidance in
these two chapters can help you think through the opening scene following the
information placed in that first log entry, and give you ideas on where the story
could go next.
Once you�ve glanced at those two chapters, check out page 238, which features one
of the key tools in the game, the core game loop.
The core game loop and explanatory flowchart on this page, coupled with the Yes/No
Probability Matrix on page 254, serve as the engine to empower you to unlock your
imagination and tell your character�s story. With your opening log entry complete,
you know the story�s mission parameters, inciting incident, and opening
complication or advantage. Now, you can start narrating toward a task in the story
by being creative and by adding more details via the various random tables in the
book as needed, until you get to a point of uncertainty or to a point where the
character has to perform a task.
Then, roll the dice to resolve that uncertainty or to attempt the task. If you
rolled on the Yes/No Probability Matrix to determine the likelihood of something,
what happened? Was the result a yes or a no? If attempting a task, did the
character succeed or fail? Did their task attempt generate Momentum or Threat?
Once you know what the result of the die roll was, you can then determine the
impact of that result. Given where your character was in the story, what�s the most
logical next thing to happen in the story given the results of your die roll? If
they failed to contain the contaminant spill, what happens next? Probably need to
evacuate the lab, or at worst, the whole ship or station. If they successfully hit
an opponent, track the hit � do the combatants fight on, retreat, some other
result? If the probability result is that the ambassador is highly unlikely to back
down from their position, what does your character do then? Raise the stakes,
change arguments, back down? The choice is yours, influenced by the results.
Then, once you�ve figured out the impact and what the next logical step in the
story is, narrate that outcome. Flesh out the scene in prose or bullet points,
adding more details gleaned from the other probability matrixes and tables in the
book. Make the scene come to life with details.
And with that scene complete, check off the next delta on your mission tracker if
it makes sense to do so, and go back to the start of the core game loop and narrate
to your next moment of uncertainty or task attempt. Repeat until you come to a
satisfying conclusion to your story.
As you work through the core game loop a few times, you should start to feel the
rhythm of the story and it should become second nature to you. You�ll be crafting
scenes and stories for your character one after another, adding to the tapestry of
their life and career.
May your stories prove to be bold ventures into the final frontier!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
https://www.modiphius.net/en-us/blogs/news/moving-between-captain-s-log-and-star-
trek-adventures
The earlier blog posts in the Captain�s Log series discussed character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry, and telling your story scene by scene to reach a satisfying
conclusion. Now, let�s talk about the game�s portability to Star Trek Adventures,
and vice versa.
In addition to using Captain�s Log as a solo storytelling game, you can use it to
�ramp up� to the Star Trek Adventures game and ruleset. Since both games are built
on the same core 2d20 engine, the similarities between the two should be clear.
Character generation and core task resolution are nearly identical between the two
games. Momentum and Threat usage are similar, though the total amount of points you
have differs between the two games.
If you work your Captain�s Log character through a few solo adventures and then
want to port the character into a Star Trek Adventures game, the process to do so
is simple, as detailed on pages 137�138. Select up to four talents for the
character, calculate their Stress and Resistance ratings, assign some gear, and
then assign a character role so they can make use of the role benefit as needed as
part of the crew they�ll be joining. Ideally you would conduct a Session 0 with the
group to help determine where your character would best fit into the game.
Maybe you�re playing Star Trek Adventures and want to tell a few Captain�s Log-
style solo stories with them, perhaps as adventures told in between group missions,
or stories that add detail to some element of your character�s back story. If so,
there�s no additional preparation needed. You can use the character as-is to tell
solo stories, though there are some mechanical elements, such as Stress and
talents, you won�t need to use in Captain�s Log. The character talents could
influence the storytelling and add detail to how your character approaches certain
situations, but you won�t need the talents to influence the game mechanically.
The Captain�s Log design team endeavored to make the transition between the two
games as seamless as possible, to help you tell amazing Star Trek stories with a
minimum of difficulty, no matter which game you chose to use. I hope you tell many
incredible adventures and share them somewhere for everyone to read. Have fun, and
go boldly!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
https://www.modiphius.net/en-us/blogs/news/other-ways-to-use-captain-s-log
The earlier blog posts in the Captain�s Log series discussed character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry, and telling your story scene by scene to reach a satisfying
conclusion, and even covered how to transfer characters from Captain�s Log to Star
Trek Adventures or vice versa. You may be wondering, �What else can I do with
Captain�s Log?�
While the possibilities are endless, here are three ways you can use the contents
and tools within Captain�s Log to facilitate telling great Star Trek stories either
alone or with a group of friends:
COOPERATIVE GAMEPLAY. Use the first two chapters of the book as a Star Trek primer
to get your friends interested and excited about the setting, and pick a few
recommended episodes to watch together. Talk about what kinds of characters your
group might want to create and what sort of ship they would use to explore the
cosmos. Then, use the guidance in the book to tell the story together, using the
probability matrixes and core game loop to help you along. No need for a gamemaster
or facilitator � let the book do the heavy lifting and leave the creativity to the
group!
GAMEMASTER TOOLKIT. Maybe you�re already running an active Star Trek Adventures
gane and want more tools at your disposal to plan scenarios for your group or to
add details to an ongoing adventure. With a copy of Captain�s Log by your side,
generating specific data points from various tables is as easy as flipping to a
page and rolling a d20. Use the results you glean to add texture and detail to your
game.
NON-STARFLEET STORIES. Much of the book focuses on the core Captain�s Log game
experience expectation � that main characters are Starfleet officers embarking upon
missions to benefit Federation citizens and worlds and the pursuit of knowledge and
understanding. But the Star Trek universe is bigger than just the Federation!
Create a dour Klingon warrior determined to restore her family�s honor. Play a
Ferengi merchant looking to score the best deal in a war-torn section of the Beta
Quadrant. Tell the story of one of the lost Changelings as they wander the Galaxy
in search of themselves and others like them. Discover what challenges await your
Pakled mercenary captain and crew as they delve into the Gamma Quadrant in search
of power and strength. The options are as numerous as the stars in the Galaxy.
I hope you have enjoyed this series of blog posts all about Captain�s Log, and I
hope you have a chance to pick up a copy of the book to tell countless incredible
Star Trek stories. I�ll look forward to reading them all. Live long and prosper!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Modiphius.netModiphius.us
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
commonsense.pdf
5 Gameplay Loop
What do you get out of it? (And is there anything it gives you that you can't get
from playing with others?)
It's fun, it's creative. It's a lot of what I get out of regular gaming, except
social interaction. It's not as good as face to face gaming with friends, but I do
enjoy it.
I totally get where you're coming from. Playing highly structured games like Five
Leagues From the Borderlands after years of brainstorming and yes/no oracles was
refreshing.
The way I like to think of solo roleplaying is that it's kind of like fiction
writing, with the rules of the game to help put constraints on the possibility
space, basically an ongoing prompt generator.
Well, it is an unfair prejudgment. It happens. People call it sad or lame or
lonely. They also think by default it is boring. But is it? It is no different from
playing Skyrim or the Witcher in Single Player mode ?? Are they better than
multiplayer games?
Hold on! Do we need any reason at all?
Ikvepimas rasymui - Shining Force 2, Phantasy Star IV, final fantasy VII, Suikoden
1 2, Final Fantasy Tactics, Tactics Ogre, Golden Sun, Chrono Trigger,
Dune 2000 istorija, Starcraft Brood War istorija, lore of Street Fighter,
lore of Mortal Kombat, lore of Warhammer 40k
Elevate Tactical RPG Gameplay with Moral Choices and Gridless Combat
chess loop is the same as angband (and dungeon crawl stone soup and doomrl and
oanband and cdda) loop (push your luck, take care, etc.)
in chess games and solving puzzles also you can take risks (move without analysis)
Suddenly I�m seeing chess everywhere in popular media! PBS news hour ran a segment
on why young people are so enthralled with chess. I see chess more and more in my
twitter feed. (I guess it helps that I follow Garry Kasparov. I met him once while
watching the chess championship in Sevilla decades ago. If you�ve never been to a
live championship, put it on your bucket list.) And best of all, chess put in not
one but two appearances in the most recent episode of Star Trek Strange New Worlds.
Being vague to avoid spoilers.
The harder it is to achieve, the more joy then you achieve it.
Only played 2e, but it was broken even compared with other White Wolf System...
You hade some charms, that if you had the essence basically was an instakill on any
opponent unless he had the specific charm(s) that would make him untouchable to any
attack (as long has he had essence).
It was basically: I throw a mountain at him from this side of the contintent when
he is on the other end. If he has the proper charm, he dodges it.
================================================
Historically, the Lakota relied on a rich oral tradition to preserve the legends
and stories that maintained their spiritual way of life. Creation stories were
known only among the holy men, who passed them down through the generations. No
single holy man knew all the creation myths. These stories would likely have been
lost, if a European doctor named James Walker had not taken it upon himself to
write them down. At first, the Lakota holy men told Walker only the common stories
known the whole tribe, but as time passed Walker grew closer to the Natives.
Eventually, they initiated him into their group and he learned the secret creation
myths as well. He was one of the first to translate Lakota to English. However,
written text lacks some of the complexities of oral tradition. Dramatic pauses in
the story and change in tone to denote different characters require the human
voice, and so in translated versions important aspects of the original stories are
lost.
================================================
===============================================
The Pawn Study Composer�s Manual
Pawn studies may be a niche in the chess world, but this high-class book,
Zinar, a Ukrainian, died in 2021 and this edition was updated by Zinar�s close
friend Tkachenko,
�with my city (Odesa) being regularly bombed, which considerably slowed progress!�
====================================================
There are things about this game that could be improved, but I will have to say
that I have never found a game that meets the challenge of strategy as much as this
game. Perhaps, it is because I was a competitive chess player during my high school
days and can find things appealing without the need of good graphics. I do not know
how many C-evo games I have played but it's in the hundreds if not thousands. I
have changed strategies at least 100 times and my games in 2007 when I began to
really take interest in the game would be nothing like my games today. It takes
time, I have studied the manual extensively. Calculated whether it better for this
building or that building-- experimented with what wonders were needed and which
were not. The great thing about C-evo is that the strategy can change in every
single game---some games may be totally peaceful for 1700 years and then a massive
war break out---others you meet a nation in first 20 turns that does not want to
receive emissaries and goes straight war and 4 nations are dead before the ADs and
your mass producing military units for survival. I will say this if you can beat
this game on Insanity with consistency than I think you are an excellent player---I
can dominate this game on Moderate or below with extreme consistency, but Hard or
Insanity are very difficult due to the percentage increase in production, military,
and research--There are not impossible and I will say that I will most likely win,
but it will be a hard fought game. The things that appeals about this game is that
it is very challenging! Kudos to the new releases as well as the AI seems to play
at a higher level.
Uvealfire
Circadian Dice is a game inspired by single-player deck-building games, but instead
of upgrading a deck, you build up a set of dice!
�If you were to only ever take my word on a single game, make it this one. There
are only a few games out there that can match its quality and quantity within its
niche. It mixes the magic of board games and video games brilliantly while
inspiring the same kind of joy that games like Slay the Spire can spark but, in its
own way that�s unique to it.� - Review by Gideon's Gaming
Overview
A cosmic entity has twisted time into an endless cycle. By observing the repeating
patterns, the entity intends to destroy all uncertainty and ultimately control
reality.
In Circadian Dice, you control a group of heroes that have managed to step outside
this unnatural cycle, and are now setting out to find and destroy its source. You
will need to overcome a series of skirmishes by upgrading your dice to bend chance
in your favor, and strategically using your limited resources to defeat your
enemies.
While the heroes and their dice are restored to normal after each scenario (whether
they die or succeed), any upgrades, relics, abilities, and modifiers that you have
unlocked persist - so your arsenal is constantly improving! The better you perform
in battle, the quicker you will build your arsenal and progress through the game
towards your ultimate goal to break the loop and save the universe.
Features
A game about probability manipulation and combo crafting: shape 6-sided dice into
weapons of destruction, generators of wealth, magic conduits, or stat-boosting
machines!
13 scenarios, each available in Normal and Hard Mode. In Hard Mode, each scenario
is significantly changed with new enemies, secrets, and challenges!
Built for quick pick-up-and-play sessions: each scenario takes between 10 and 30
minutes to play, and is designed as a stand-alone challenge.
Unlockable end-game modes such as an endless randomized scenario, and a campaign
mode that provides a more traditional, long-term roguelike experience.
10 different heroes with unique characteristics and play styles.
60 unlockable and equippable Relics that provide your hero with new abilities,
change your stats, and give you game-warping bonuses.
Tons of hand-drawn animations.
110+ different abilities that strengthen your hero, manipulate your dice, or damage
your enemies.
A semi-random upgrade mechanic for each scenario and hero, that ensures new combo
opportunities every time you play.
66 enemies and 27 bosses, each with different characteristics and abilities.
(Almost) every enemy can be captured in your dice to give you bonuses and new
attacks based on the enemy's attributes!
Rare random enemy mutations that can either make your adventure harder, or be
turned to your benefit.
High replayability: random mutators, semi-random upgrade opportunities, and near-
infinite combo possibilities makes each run of a scenario unique!
Lots of secrets to discover.
Extensive tooltips for every element in the game help you learn and strategize.
After we grow up, Koster says, we sometimes wonder: "Where did the fun go?"
Koster's argument is that adults have fully internalized many of life's most basic
patterns � walking, talking, seeing and interpreting visual data. "After mastering
a pattern," Koster says, "just using it isn�t necessarily fun. It�s pushing at the
edges of it that's fun."
Ka galiu daryti:
Play - Chainsaw Warrior - learning strategy
Programuok su Pascaliu savo paties Chainsaw Warrior
Talisman Talisman Origins
Angband cdda doomrl Dungeon Crawl Stone Soup
Jei nera kompo - zaisk kauliukais kaip chainsaw warrior arba pig/farkle
Skaityk knygas
Blackjack Cribbage
Kurk fikcija galvoje - beating the story mode, exploring stories, learning strategy
J R R Tolkien
J K Rowling
Andrius "The Reader" Tapinas
https://steamcommunity.com/app/251710/discussions/0/627456486221996644/
Just do chime in. Thanks Steve for the statement, if you hadn't said it, I would
have had to do it. The game is just perfect as it is, I enjoy it and the board game
is sweet and nice, but I prefer the video game way more, due to the "being able to
curse at the ?????? dice I did not roll myself"-factor.
Keep it up!
�There are,� says Father Brebeuf in his account of what was worthy of note
among the Hurons in 1636, [Footnote: Relations des Jesuites, Quebec, 1858, p.
113.] �three kinds of games particularly in vogue with this people; cross, platter,
and straw."
ar imanoma zodziais sukurti puzzliu, kaip sachmatu uzdavini, arba kaip sudoku, butu
kaip sudoku ir ttrpg'su misinys
skaitai ir mokaisi
https://en.wikipedia.org/wiki/Deductive_reasoning
Like the title says, I just beat Disgaea again for the first time since it came out
in 2003. Great times.
beating the game
beating the story mode
explore a story
PUIKU
galima padaryti arkham horror arba eldritch horror ant popieriaus, t.y. su rpg
mechanikom, naudojami tik kauliukai ir popierius
butu character sheet ir world sheet
world sheete butu surasyti monstrai ir ju lokacijos ir gates/vartai ir ju lokacijos
angbandas yra idomus todel, kad kai zaidi tu ieskai optimalios strategijos
tharsis taip pat
jei kurti champ mana, tai tam kad surastum optimalia strategija, kaip sachmatu
uzdavinys arba opening simulator the king's indian
beating the game = seeing everything that a game can offer, 100% completion
turi buti atradimai, kaip saskese sachmatuose, bet ne skaiciuojant, o empiriskai
svarbiausia, turi ka nors ismokti, kaip pvz title bout boxeris pries boxeri
kaip disgaea
Make use of "arenas"--confined spaces where the player must solve some puzzle,
fight some enemy, etc to move on. This is often referred to as "gating" the player,
ie barring their progress until they have completed their task. This helps to
create a sense of accomplishment when the player is allowed to continue, and makes
for easy save/retry loops. The "arena" does not have to be an "arena" in the
classical sense, it simply refers to any confined space where the player has to
complete a task--it could be a courtyard that has no exit until an enemy bashes
through a wall, for example.
Block the area behind the player as much as possible (within reason). Playtesting
has demonstrated that players are more confident about moving forward in a level if
the amount of backtracking available to them is limited. This also plays nicely
with the "arena" concept--an explosion in the tunnel a player just exited confines
them to the next area of the map, creating a new "arena".
Following along the same lines as the second point, carefully limit the number of
paths available to a player. While it is common these days to advertise that there
are multiple paths through the game, this is frustrating to players who want to
ensure that they are seeing everything the game has to offer. Some branching,
however, can make the game more interesting and is more practical as it provides
multiple path options to AI, etc, and gives the player some freedom of choice.
STRIKING
Striking moves are done by simply pressing any of the attack buttons. Over time,
players should become familiar with the
distance at which you must stand from the opponent in order to land striking moves
properly. Also note that different strikes
must be initiated from different distances.
managemento geimas:
models:
kaip Poker Cribbage shining force 2, phantasy star iv, pig farkle, craps,
blackjack, poker dice yahtzee, diablo ii, slot machines, pirates gold, checkers,
chess
Space Rangers Formula D Shadows over Camelot King of Monster Island
Total Extreme Wrestling 2020 FTL Angband Dungeon Crawl Stone Soup CDDA Doomrl
B-17 Queen of the Skies Chainsaw Warrior Talisman Origins Patton's Best Target For
Today American Tank Ace Fire Pro Wrestling World Fire Pro Wrestling Retuns
Craps
Thank you all for your feedback. This is meant to be a work in progress by someone
who is slowly making their way down the depths of Angband for the first time and is
chronicling their findings. My conclusions could be utterly wrong for all I know
and that is very much a possibility. But it's fun discovering things and balancing
priorities when you simply don't know a pip about what's going on around you.
Otherwise, the advice sounds great. Anyway, on to the next bullet set:
10) Speed - Damage - HPs = the holy triumvirate of Angband. It's better to kill
fast than enter bouts of endurance. They only need to win once, you can't afford a
single defeat.
11) Use Detection as much as possible and try going where treasure shows, not clear
every single level room.
12) Detection - Telepathy - Clairvoyance = for the discerningly cautious player.
Sense Evil and Detection afterwards at regular intervals. There is a certain helm
artifact that allows you to Detect without being a spellcaster. For the poorer
fellow newbie, Rods of Treasure Detection and Mushrooms of Second Sight.
13) Do not ignore or underestimate {A}ctivated abilities. They will save you more
than once. Detection, lighting rooms and corridors, breath weapons, powerful bolt
and ball attacks.
14) Establishing Line of Sight can be a blessing and a cause of utter doom at the
same time. Make sure that the creature facing you is not a caster or has
breath/ranged abilities. If so, when in doubt, seek to break LoS at all costs.
15) There are things out there that will kill you in one or two rounds. Max.
16) There is no need to burn all your resources on a tough Unique, when you could
be clearing entire vaults in a cheaper and safer way.
17) My house, my castle, my pantry. Stocking the right stuff as you find them is
apparently crucial. Sources of Banishment, *Destruction*, *Healing* are clearly a
must for the discerning hoarder.
18) If playing a caster, keep two copies of each spellbook on your @. The weight is
well worth finding yourself without the tools of your trade.
19) Save often when playing online. Pray all the time (applies to both online and
offline mode!)
At CL 36/DL 49 now! See you soon for the next bullet set (hopefully!)
20) Always have two ways or more to reliably hurt enemies. I was OoD obsessed and
ignoring ranged and melee damage cost me in time.
21) Resistances matter, having no rPois brought me low from 750+ HP to -25.
22) Never fight in any other state than fully healed if possible.
23) Glyph of warding is your friend and can make things considerably easier even
for an inept melee priest.
24) Try always to face one enemy at a time.
25) Do not ignore the merits of telepathy and See Invisible.
26) Elemental immunities are true game changers and can make life much easier.
27) Prolific enemy summoning can be a real pain to deal with.
28) Cones, breath weapons, spells that cause elemental damage can wreck equipment.
Make sure to move out of the way.
29) Playing with company is invaluable
http://www.ultraviolent4.com/guide.html#Common_Mistakes_and_Pitfalls
Common Mistakes and Pitfalls
I see these things happen much too often (it keeps me up at night):
�If you were to only ever take my word on a single game, make it this one. There
are only a few games out there that can match its quality and quantity within its
niche. It mixes the magic of board games and video games brilliantly while
inspiring the same kind of joy that games like Slay the Spire can spark but, in its
own way that�s unique to it.� - Review by Gideon's Gaming
Overview
A cosmic entity has twisted time into an endless cycle. By observing the repeating
patterns, the entity intends to destroy all uncertainty and ultimately control
reality.
In Circadian Dice, you control a group of heroes that have managed to step outside
this unnatural cycle, and are now setting out to find and destroy its source. You
will need to overcome a series of skirmishes by upgrading your dice to bend chance
in your favor, and strategically using your limited resources to defeat your
enemies.
While the heroes and their dice are restored to normal after each scenario (whether
they die or succeed), any upgrades, relics, abilities, and modifiers that you have
unlocked persist - so your arsenal is constantly improving! The better you perform
in battle, the quicker you will build your arsenal and progress through the game
towards your ultimate goal to break the loop and save the universe.
Features
A game about probability manipulation and combo crafting: shape 6-sided dice into
weapons of destruction, generators of wealth, magic conduits, or stat-boosting
machines!
13 scenarios, each available in Normal and Hard Mode. In Hard Mode, each scenario
is significantly changed with new enemies, secrets, and challenges!
Built for quick pick-up-and-play sessions: each scenario takes between 10 and 30
minutes to play, and is designed as a stand-alone challenge.
Unlockable end-game modes such as an endless randomized scenario, and a campaign
mode that provides a more traditional, long-term roguelike experience.
10 different heroes with unique characteristics and play styles.
60 unlockable and equippable Relics that provide your hero with new abilities,
change your stats, and give you game-warping bonuses.
Tons of hand-drawn animations.
110+ different abilities that strengthen your hero, manipulate your dice, or damage
your enemies.
A semi-random upgrade mechanic for each scenario and hero, that ensures new combo
opportunities every time you play.
66 enemies and 27 bosses, each with different characteristics and abilities.
(Almost) every enemy can be captured in your dice to give you bonuses and new
attacks based on the enemy's attributes!
Rare random enemy mutations that can either make your adventure harder, or be
turned to your benefit.
High replayability: random mutators, semi-random upgrade opportunities, and near-
infinite combo possibilities makes each run of a scenario unique!
Lots of secrets to discover.
Extensive tooltips for every element in the game help you learn and strategize.
https://old.reddit.com/r/rpg/comments/16bsjg1/can_you_play_ttrpgs_alone/
It�s sort of a tossup. Some people might really enjoy doing the mathy side of
things or building their own characters and worlds, but some people (like me) need
a bit more outside influence to have fun.
Best way to do it is probably set up some low level characters and just use random
dice rolls as your outside influence.
I would like to start by saying that this is coming from someone who enjoys more
'gamey' RPGs, who likes minigame-styled mechanics, and who absolutely loves rolling
the clickity-clack math rocks at any given moment (no, seriously, I roll dice for
fun even while writing this). I also want to add that I understand that playstyle
is not for everyone and it doesn't have to be, but I hope it provides some useful
information.
That being said, ever since the WoTC OGL fiasco, I have been experimenting with
many other systems, some derivative of DnD, some a far cry from it, and I think I
finally nailed the formula for one of the best solo experiences for me.
TL;DR: I enjoy 'mechanizing' narrative play with Ironsworn, and rolling player
options and combat in any other RPG (Savage Worlds, Worlds/Cities Without Number,
Pathfinder 2e, Shadow of the Demon Lord, Scarlet Heroes, to name a few), and
tracking quests, threads, and NPCs with Mythic GME2, which I also use for Oracles
and NPC behavior.
I know others have made posts about this in the past (combining Ironsworn with
other systems), but I wanted to take it even further and really craft the best solo
experience (again, for me). Before getting into this specific workflow, I used to
play Pathfinder 2e (PF2e) as an alternative to DnD 5e, which was pretty good, but I
felt like I had no story to tell or that my games would fall flat when it came to
narration. I simply rolled 3 goons and off I went to slay the weird monsters I
could find in the bestiaries. It just seemed to miss something and I couldn't quite
put my finger on it at the time.
I then began to incorporate Mythic GME2, which I knew beforehand but did not try,
and it did give my characters slightly more purpose, but I wasn't using it properly
as I only asked oracle questions.
Fast-forward a few months, I stopped playing solo for a while since it wasn't quite
as enjoyable as I wanted it to be, especially when keeping track of multiple
characters in a crunchy system like PF2e. I thought then that maybe I needed
another system, something to make character management a breeze. Shadow of the
Demon Lord (SotDL) seemed like a great alternative, especially since it is a direct
alternative to DnD (creator worked on both games). I got the core rulebook, rolled
my characters, and off I went. The simplistic character creation and management
really drew me in, and to this day I still consider it one of the best character
creation systems (along with Savage Worlds), but I also started using Mythic a bit
more seriously, properly tracking NPCs and Threads (plot points, quests, etc�).
While this felt better than my earlier experiments with PF2e, I still felt the
pressure of missing something and it annoyed me that I couldn't tell what it was
that I missed.
At that point, I got into a (bad, imo) habit of acquiring more and more systems,
growing my collection, but not finding a tangible answer to my problem. Then, two
great things happened:
But the main point is that reading through Ironsworn, I finally found the missing
element from my games: narrative mechanics. Many RPGs try to address elements like
the PC�s mentality (through sanity systems like in SotDL), and inventory
management, but they never feel very great. Especially not for a solo player who
wishes to have less bookkeeping to do.
This is what Ironsworn does very great: it swiftly incorporates mentality (Spirit)
and Inventory (Supplies) in the narrative with a layer of abstraction (a simple
number representation) that doesn�t force you to account for every single little
thing (e.g., how much space would this bundle of arrows take?). Furthermore, it
lets you roll for narrative elements such as traveling (Making a Journey) or
camping (Setting Camp) through its move system. To me, a solo player, it feels like
it guides the parts of the game that would otherwise be done by a GM in a non-solo
game. And I love it!
Watching Trevor Devall�s short adventures in Savage Worlds and Ironsworn while
incorporating Mythic and other random tables was really great, but it made me
realize one thing: �Wait, I can combine all of them!�.
Now, my typical game session begins with narration and Ironsworn moves depending on
the fiction (maybe my character is traveling, maybe they are trying to convince
someone to do something), followed maybe by combat, which is then done in Savage
Worlds, all while using different RPG books I�ve acquired to generate stuff like
dungeon dressing or random encounters, but also while tracking the general plot and
quests through Mythic. I honestly believe I have reached a very good spot in my
solo games where I don�t have to worry about any element of the game. This way of
playing is swift, puts the narrative forward, but also lets me enjoy crunchy
fighting mechanics without putting too much strain on my smooth brain. And, yes, I
am aware that Ironsworn has a combat system, but I felt like it was too narrative
and abstract, and coming from DnD and PF2e, I really wanted something crunchier and
tactical.
To end it all, I just want to say that I think this method deserves a try. Is it
for everyone? I don�t know, probably not. But I do believe it�s great if you enjoy
gamifying and streamlining different aspects of the game that would otherwise be
managed by a GM.
If you�re still reading this, thank you very much for offering your precious time
to this silly post. I hope my experience will prove as useful to you as it did to
me.
Quick Edit: I just wanted to mention a few other sources I'm using in my sessions
in case anyone is interested: Tome of Adventure Design Revised,
Ironsworn/Starforged/Delve random tables, Perilous Wilds, Table Fables 1 and 2,
random tables from Worlds Without Number, random tables from OSR books, Mythic
Variations and Mythic Magazines, Rory's Story Cubes.
https://steamcommunity.com/app/251710/discussions/0/810938082239084499/
Yes a bad roll at the start dooms you. This is why we went with Easy/Medium/Hard -
after all why ask Chainsaw Warrior to take on Darkness if he was a rubbish solider
to begin with?.. However the joy of winning on hard if very sweet.
I really like both, but TD a little bit more. I only play solo.
Origins has some campaigns and a little bit of a story, but not as much content as
TD (take a look at the DLCs).
TD offers many ways to play the game, if you have DLCs/Season Pass (more maps,
cards, characters, etc.) Another reason I like TD is that you get new missions
every day. For compliting the missions, you get points for the shop.
https://obviousmimic.com/products/the-wolves-of-langston-solo-adventure-rpg-pdf-
epub
Pick your own path. Play your own 5e character. No DM, maps, or minis required.
We are making this for you if you want more of your favorite TTRPG and would rather
play than DM yourself in the downtime between sessions.
Play your own 5e character. Made however you usually make one. The story is
crafted so that all characters can succeed - or fail.
Take your own path through an interactive story where your decisions have
consequences.
Fight monsters, cast spells, and find treasure within an original story.
Make progress with loot and experience that you keep in a regular tabletop game.
https://old.reddit.com/r/Solo_Roleplaying/comments/16nwt6y/solo_rpgs_with_a_story/
Why not just play through published adventures for your solo play? It�s what i do
and it�s a blast. You get to appreciate all the art, maps, story etc - spice it up
with oracles, cards, and so on. Works great!
https://old.reddit.com/r/Solo_Roleplaying/comments/16o81bb/systemless_freeform_comb
at_example/
That's cool, thanks for sharing :) I like the system you've described because it
could be used in a completely modular way, without external dependencies. I'm
really interested in modular design, and mini-systems that can stand alone, or work
alongside other systems. Your damage state system would be easy to drop into a
Freeform game if you wanted to track injury in a more game-like way.
I keep track of status in a similar way to how I would track inventory. It's a list
of modifiers to your status, that you have to keep in mind as you progress through
the story. If my ribs are cracked, I might question my ability to climb over a
wall, and lower my odds of success. The only real difference is that I wouldn't be
abstracting it to a numerical value, I'd just be trying to use my judgment to
decide how an injury was affecting me.
I find that this freeform approach is super flexible and allows you to do so much
without actually needing pre-defined rules.
Have you published your complete system? Can I find it online somewhere?
The rules for Captain's log can be summed up in a few paragraphs. The rest is
background on the setting, suggestions, discussions for giving your story an arc
and a satisfying ending, and a boatload of random tables to generate missions,
npcs, creatures, advantages, disadvantages, etc.
Roll 2d20.
If either die roll is =< (attribute plus discipline), success. If both die are =<
(attribute plus discipline), then you also gain a momentum (reroll, advantage, or
cancel threat). Max one momentum held at a time.
If you have a task-related focus and either die rolls under your discipline, gain
an advantage.
There are random tables to generate advantages, complications, and damage (personal
and ship).
Personal values can be crossed off for a reroll or to cancel a threat. Used values
are replaced at missions end with a new value.
You can�t draw from memory because either you�re lacking in fundamentals or
haven�t draw whatever you want enough. Repetition is key. You haven�t developed
that memory muscle yet. I drew over 300 heads in every angle i can imagine (with
reference) in order for me to create any character I want without reference.
https://www.chess.com/blog/SonofPearl/carlsen-on-working-with-kasparov
How strongly did your views on the positions you looked at differ?
I do nsfw comics, pinups and animations now. I mostly do it for fun, so all my art
is free but I make a bit of money from it. A single paycheck from my real job is
more than I've made total from art though lol
I'll say this, be very careful about how and where you choose to work. Engineering
hasn't been a 40 hr a week job for me. My job requires significant creative mental
energy and usually leaves me too drained to write.
As soon as I have a week off I'm back at it. Then within days of being back on the
job I stop again.
I don't make money off it but that's because I specifically don't try to monetize
it and want to keep it purely as a hobby for myself for now.
https://www.artstation.com/wlop
WLOP
Software engineer, freelance artist
Sha Xi, China
Me, I draw maps, make lists (like which NPCs are in which cities, who has quests,
who hates who, etc), and if it's something I know I'll forget then I'll jot down a
note that I'll throw away when I don't need it.
The only evidence of my games are the maps, a few sheets of notebook paper, and
character sheets. I find writing takes too long and if I wanted to write a lot,
then I'd just do creative writing and not bother with a game.
Some people like journaling, others don't. Some like narrative, rules light
systems, others like it tight & crunchy. Some play solo RPGs and others play
regular RPGs write in solo mode. Some write blogs with transcriptions of their
sessions, others record audio to turn it into podcasts, some just write the
outlines of what happened, others do a couple of illustrations, others act it out,
and others do jack shite about it.
Personally, journaling became a gimmick that I can ignore most of the time and I
just do it after I finish a session when I know it's going to take weeks before I
play again, kinda like a save-file from a videogame.
And tools like Mythic and other tables are meant to give you a bunch of randomized
keywords that you're supposed to turn into something else. It could be a hook, the
appearance of a place or NPC, how other characters react to you, and tons of other
things. Again, how you interpret the keywords is entirely up to you.
Mythic 2e is 95% rules and 5% tables so if you were to purchase it, the book would
give you all the how-to to implement it in your games... but then again, it's up to
you if you actually follow those rules, some, or none.
It sounds cringy and redundant, but your games are for you, by you, so you're the
only one who can genuinely answer if journaling is going to be a thing, or if
you're going to play silently or full on cosplaying and shouting.
And it's okay to have different techniques for different types of games. For me,
text only journaling games, I really like to type on the computer, but for my more
freeform games I've been doing it's in my sketchbook so I can add little drawings
and write down notes and all sorts of things.
Part of a solo RPG journey is figuring out how you like to play the game, which
technique adds to your fun and enjoyment.
never give up
art
books reading writing solo roleplaying
checkers chess programming
pokemon
google drive one drive dropbox pcloud koofr icedrive mega.nz
vXkdrmop3
https://rebrand.ly/ShareThread
https://rebrand.ly/FreeLeague
https://rebrand.ly/efefgie
screen
player representation
world representation
actions
collectibles
actions produce collectibles
actions and collectibles are used to achieve goals
Block the area behind the player as much as possible (within reason). Playtesting
has demonstrated that players are more confident about moving forward in a level if
the amount of backtracking available to them is limited. This also plays nicely
with the "arena" concept--an explosion in the tunnel a player just exited confines
them to the next area of the map, creating a new "arena".
Following along the same lines as the second point, carefully limit the number of
paths available to a player. While it is common these days to advertise that there
are multiple paths through the game, this is frustrating to players who want to
ensure that they are seeing everything the game has to offer. Some branching,
however, can make the game more interesting and is more practical as it provides
multiple path options to AI, etc, and gives the player some freedom of choice.
https://shuffleup.itch.io/circadian-dice
Overview
A cosmic entity has twisted time into an endless cycle. By observing the repeating
patterns, the entity intends to destroy all uncertainty and ultimately control
reality.
In Circadian Dice, you control a group of heroes that have managed to step outside
this unnatural cycle, and are now setting out to find and destroy its source. You
will need to overcome a series of skirmishes by upgrading your dice to bend chance
in your favor, and strategically using your limited resources to defeat your
enemies.
While the heroes and their dice are restored to normal after each scenario (whether
they die or succeed), any upgrades, relics, abilities, and modifiers that you have
unlocked persist - so your arsenal is constantly improving! The better you perform
in battle, the quicker you will build your arsenal and progress through the game
towards your ultimate goal to break the loop and save the universe.
Features
A game about probability manipulation and combo crafting: shape 6-sided dice into
weapons of destruction, generators of wealth, magic conduits, or stat-boosting
machines!
13 scenarios, each available in Normal and Hard Mode. In Hard Mode, each scenario
is significantly changed with new enemies, secrets, and challenges!
Built for quick pick-up-and-play sessions: each scenario takes between 10 and 30
minutes to play, and is designed as a stand-alone challenge.
Unlockable end-game modes such as an endless randomized scenario, and a campaign
mode that provides a more traditional, long-term roguelike experience.
10 different heroes with unique characteristics and play styles.
60 unlockable and equippable Relics that provide your hero with new abilities,
change your stats, and give you game-warping bonuses.
Tons of hand-drawn animations.
110+ different abilities that strengthen your hero, manipulate your dice, or damage
your enemies.
A semi-random upgrade mechanic for each scenario and hero, that ensures new combo
opportunities every time you play.
66 enemies and 27 bosses, each with different characteristics and abilities.
(Almost) every enemy can be captured in your dice to give you bonuses and new
attacks based on the enemy's attributes!
Rare random enemy mutations that can either make your adventure harder, or be
turned to your benefit.
High replayability: random mutators, semi-random upgrade opportunities, and near-
infinite combo possibilities makes each run of a scenario unique!
Lots of secrets to discover.
Extensive tooltips for every element in the game help you learn and strategize.
I've read the comments and tought "A solo rpg experience for the Trekker in me?
YAY!" Now I've just seen the first 4 youtube videos, and the two about creating the
episode and playing it left me with a very bad impression - there is NO game in
this, just a collection of charts you use to write a Star Trek novel. I
gamemastered pen-and-paper RPGs for 25 years, and this painfully make me remeber
all the work I did to write adventures for my fellow players, but in this case
without anyone to play with... and please, don't start with "but is all about the
narrative!"... I currently play some boardgames with very abstracts charts and maps
(like Beneath the Med), and they give to you both a game AND make you to create a
narrative. Sincerely, I was thinking to buy the physical copy, but now I can't even
think of trying the PDF from Drivethrough...
https://old.reddit.com/r/ArtistLounge/comments/16wqnpy/why_is_drawing_fun/\
[�]GreyProteinShake 90 points 19 hours ago
Most things are fun, when done voluntarily and with focus. Even doing calculus is
fun when nobody makes you do it. Humans are wired to enjoy games.
... Though I gotta say meaning and self-expression are quite important parts of art
also
https://www.modiphius.net/en-us/blogs/news/introducing-captain-s-log
If you�ve seen the press release about Modiphius Entertainment�s newest Star Trek
product, the Captain�s Log Solo Roleplaying Game, you may be wondering: �What is a
solo roleplaying game?�
For Captain�s Log specifically, we�re talking about creating expansive and amazing
Star Trek stories, inspired by the franchise�s many incarnations and eras of play.
The game�s contents and tools can be used to tell stories inspired by various Star
Trek eras, from the earliest days of the Federation in the 2100s to the 32nd
century and beyond, and by any Star Trek culture, species, or situation.
You can choose to set your game at the dawn of Earth's tentative steps to exploring
space between the 20th and 21st centuries; or move along to the "Five Year Mission"
period during the 2200s when illustrious captains like Georgiou, Pike, Kirk and
Kang commanded starships that pushed the known boundaries of space exploration; the
2300s when the Klingon Empire and Federation forged peace and had to navigate the
challenges that followed; all the way up to the far future depicted in the recent
seasons of Star Trek: Discovery. The possibilities truly are endless!
You choose everything about your character! Their species, role, rank, allegiance,
gender, skill set and so much more. Whether they are a Human Technician or a
Ferengi Commodore, any type of character you can imagine is possible when playing
Captain's Log.
You can plan it and play it all by yourself. No need to find a gamemaster or other
players to play with � you can play right away, with your favorite beverage and
writing tools at hand. You can play at any time and at your own pace! Plan missions
centered on Deep Space 9 over a lazy weekend, or take 15 minutes to squeeze in that
all important scene for your captain. Captain's Log is ready any time, anywhere for
your imagination to go wild and discover all that's possible
Our future posts will delve into more detail on how Captain's Log works, including
how to use the tools in the book to create your captain; their starship or space
station; how to set up the story you want to tell and so much more!
Brace yourselves for an exciting ride into a bold, new frontier of Star Trek
storytelling and roleplaying. I cannot wait to read and see the stories you create
with Captain's Log!
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/creating-a-character-in-captain-s-log
By Jim Johnson, Star Trek Adventures Project Manager
byline Art by Wayne Miller and CBS Studios Inc.
When you first open Captain's Log, you'll discover the first two chapters provide
you with an overview of Star Trek, the setting and some of the key elements of the
setting that your character would more than likely know, even if you don't. Its a
great way to learn more about Star Trek if you're new to the franchise or a great
refresher for fans more involved with it. If you want to dive in straight away, you
can skip these two chapters and immerse yourself into Chapter 3, Reporting for Duty
where you begin creating your character.
The lifepath takes you through your character�s early life and career, step by
step, building the character�s attributes, disciplines, and other elements
mechanically so that by the end of the lifepath, you have a complete starting
character, with a fleshed-out backstory and career you can incorporate into your
storytelling.
If you are already familiar with the lifepath from Star Trek Adventures, this
version of it will come across as familiar as apart from a few tweaks which
streamlined it in Captain's Log, they are essentially the same. We will discuss
porting characters created in Captain's Log to Star Trek Adventures in the future,
as well as using Captain's Log to delve into more stories about your Star Trek
Adventures characters.
Aside from the lifepath character generation process described above, there�s a
second method of creating characters, creation in play. This alternate character
generation process is a streamlined version of the lifepath that gets you into the
game even faster. This process enables you to discover more about your character,
their capabilities, and history while working through their adventures. This is
similar to how we learn about beloved characters from the various Star Trek series
and how they progress from episode to episode.
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/starting-your-first-captain-s-log-
adventure
By Jim Johnson, Star Trek Adventures Project Manager
Art by Tobias Richter and CBS Studios, Inc.
If you�ve been following along in this Captain�s Log series of blogs, you now
should have a good understanding of the Star Trek universe, a character ready to
explore the Galaxy, and a starship or station on which your character lives and
operates. It�s now time to start creating their first mission in the final
frontier!
The handy flowchart on page 184 lays out the steps you�ll want to take for your
first couple missions. The more you play, the more these steps will feel like
second-nature, so that you can get into your character�s subsequent stories that
much faster. You�ll feel like a writer or producer in your series� own writing
room.
The show writers rarely know everything about the characters they write and
introduce into each series - similarly to the methods available in Captain's Log,
they start with a few key facts like their aspirations or where their allegiance
lies to then watch this develop over the course of the series.
I hope you've enjoyed this closer look into character creation in Captain's Log and
how truly creative the process allows you to be when creating yours! In our next
post, we'll talk about creating the other critical component of any Star Trek story
- the ship or station your character lives and operates on!
Until next time, set your systems to 'creative' and tap into your unlimited
storytelling potential when creating your character.
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
With your character and ship or station established, you�ll next want to determine
what mission type you�ll embark upon. Consult the probability matrix to select a
random mission type, and then roll on that mission type�s specific probability
matrix. For example, if your result is �Diplomacy� for mission type, you�d roll on
the Diplomacy mission matrix, and perhaps roll for a �Host Cultural Exchange�
mission. Of course, you could decide to simply pick a specific mission type and
mission rather than leave it to chance. The choice is up to you.
Now that you have a mission in hand for your character, you�ll use the relevant
probability matrixes to create an inciting incident and theme for the story, as
well as any advantages or complications present at the start of the story. Most
Star Trek stories open with a question or issue for the characters to face from the
start, and Captain�s Log is no different. By rolling randomly or selecting
incident, theme, and an advantage or complication at the start will help you
formulate what sort of story to tell, tied into your character and their
capabilities.
After that, you�ll want to spend some time with the other probability matrixes and
your imagination to establish details about the opening of the adventure. Where is
your character? What are they doing? What pressures or challenges is the crew
facing as we fade into the first opening scene? What amazing adventures are
awaiting discovery?
Adding details about the first encounter your character will face, any non-player
characters present in the scene, the environment, and so on, will help add depth
and scope to your unfolding narrative. Whether you keep a short list of bullet
points or write things out into a full-blown story, you can start building the
story, bit by bit.
Once all those details are in place, you should have a good idea of how the story
and first scene are going to start, and that should give you enough information to
write the opening log entry for the mission, whether you are playing a captain or
any other role.
Stay tuned next time where we go into more detail on how to write out that first
captain�s log, and then head into the story based on the details you�ve created.
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/captain-s-log-writing-your-mission-s-
opening-log
In the last Captain�s Log blog post, we discussed using the many probability
matrixes provided to generate the opening mission type, inciting incident, theme,
and other location and character details you�ll want to have in place to start
telling your own original Star Trek story.
You are encouraged to follow the tradition of most Star Trek episodes and open your
mission with a log entry. Whether it�s a captain�s log, a personal log, or another
form of log entry from your character no matter their role, the opening log entry
establishes the tone of the adventure and defines the starting point for your
story.
If you need a little help on how to pull together the various data points you�ve
generated with the probability matrixes into a log entry, consider the template
provided in the book on page 234.
The template gives you guidance on which specific probability matrixes to roll on
or consult when preparing the mission. Generate the data points as needed, plug
them into the template, and then adjust the language to suit your character�s
unique voice and style.
For example, Gisele works through the flowchart for generating their first mission
and generates the following datapoints by rolling on a variety of probability
matrixes:
�First Officer�s Log, stardate 3421.3. The Yi So-Yeon and crew have been diverted
from our medical support mission to conduct an important second contact mission
with the Ufu-havid, an independent warp-capable species. The crew of the U.S.S.
Potemkin encountered the Ufu-havid some years ago, before the war, and made enough
of an impression that the Ufu-havid have reached out again, this time to request a
trade agreement with the Federation. Their culture exists entirely on a single
immense living vessel, which produces more viable seedlings than they could ever
possibly need to feed their own. Given that much of the Federation is still
resource-poor following the war, it is critical that we secure this agreement.�
This opening log sets the tone for the first adventure, and gives the mission an
initial sense of direction. The first encounter, where the ship receives a distress
signal from a rehab colony, will be used in the first scene of the story, following
this captain�s log.
In our next blog entry, we�ll jump from the opening log entry into the meat of the
story, by using the core game loop as many times as needed to play through the
story and reach a satisfying conclusion. In the meantime, have fun, and live long
and prosper!
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/creating-your-captain-s-log-story
By Jim Johnson, Star Trek Adventures Project Manager
Art by Rodrigo Gonzalez
The earlier blog posts in this series have worked you through character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry. Now what? Now you can build your story, scene after scene,
encounter after encounter. How? Read on!
If you haven�t already, give Chapters 5 and 6 a read-through to get a feel for the
rules of the game and the storytelling and writing advice provided. The guidance in
these two chapters can help you think through the opening scene following the
information placed in that first log entry, and give you ideas on where the story
could go next.
Once you�ve glanced at those two chapters, check out page 238, which features one
of the key tools in the game, the core game loop.
The core game loop and explanatory flowchart on this page, coupled with the Yes/No
Probability Matrix on page 254, serve as the engine to empower you to unlock your
imagination and tell your character�s story. With your opening log entry complete,
you know the story�s mission parameters, inciting incident, and opening
complication or advantage. Now, you can start narrating toward a task in the story
by being creative and by adding more details via the various random tables in the
book as needed, until you get to a point of uncertainty or to a point where the
character has to perform a task.
Then, roll the dice to resolve that uncertainty or to attempt the task. If you
rolled on the Yes/No Probability Matrix to determine the likelihood of something,
what happened? Was the result a yes or a no? If attempting a task, did the
character succeed or fail? Did their task attempt generate Momentum or Threat?
Once you know what the result of the die roll was, you can then determine the
impact of that result. Given where your character was in the story, what�s the most
logical next thing to happen in the story given the results of your die roll? If
they failed to contain the contaminant spill, what happens next? Probably need to
evacuate the lab, or at worst, the whole ship or station. If they successfully hit
an opponent, track the hit � do the combatants fight on, retreat, some other
result? If the probability result is that the ambassador is highly unlikely to back
down from their position, what does your character do then? Raise the stakes,
change arguments, back down? The choice is yours, influenced by the results.
Then, once you�ve figured out the impact and what the next logical step in the
story is, narrate that outcome. Flesh out the scene in prose or bullet points,
adding more details gleaned from the other probability matrixes and tables in the
book. Make the scene come to life with details.
And with that scene complete, check off the next delta on your mission tracker if
it makes sense to do so, and go back to the start of the core game loop and narrate
to your next moment of uncertainty or task attempt. Repeat until you come to a
satisfying conclusion to your story.
As you work through the core game loop a few times, you should start to feel the
rhythm of the story and it should become second nature to you. You�ll be crafting
scenes and stories for your character one after another, adding to the tapestry of
their life and career.
May your stories prove to be bold ventures into the final frontier!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/moving-between-captain-s-log-and-star-
trek-adventures
By Jim Johnson, Star Trek Adventures Project Manager
Art by Rodrigo Gonzalez
The earlier blog posts in the Captain�s Log series discussed character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry, and telling your story scene by scene to reach a satisfying
conclusion. Now, let�s talk about the game�s portability to Star Trek Adventures,
and vice versa.
In addition to using Captain�s Log as a solo storytelling game, you can use it to
�ramp up� to the Star Trek Adventures game and ruleset. Since both games are built
on the same core 2d20 engine, the similarities between the two should be clear.
Character generation and core task resolution are nearly identical between the two
games. Momentum and Threat usage are similar, though the total amount of points you
have differs between the two games.
If you work your Captain�s Log character through a few solo adventures and then
want to port the character into a Star Trek Adventures game, the process to do so
is simple, as detailed on pages 137�138. Select up to four talents for the
character, calculate their Stress and Resistance ratings, assign some gear, and
then assign a character role so they can make use of the role benefit as needed as
part of the crew they�ll be joining. Ideally you would conduct a Session 0 with the
group to help determine where your character would best fit into the game.
Maybe you�re playing Star Trek Adventures and want to tell a few Captain�s Log-
style solo stories with them, perhaps as adventures told in between group missions,
or stories that add detail to some element of your character�s back story. If so,
there�s no additional preparation needed. You can use the character as-is to tell
solo stories, though there are some mechanical elements, such as Stress and
talents, you won�t need to use in Captain�s Log. The character talents could
influence the storytelling and add detail to how your character approaches certain
situations, but you won�t need the talents to influence the game mechanically.
The Captain�s Log design team endeavored to make the transition between the two
games as seamless as possible, to help you tell amazing Star Trek stories with a
minimum of difficulty, no matter which game you chose to use. I hope you tell many
incredible adventures and share them somewhere for everyone to read. Have fun, and
go boldly!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/other-ways-to-use-captain-s-log
By Jim Johnson, Star Trek Adventures Project Manager
Art by Vadim Sadovski
The earlier blog posts in the Captain�s Log series discussed character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry, and telling your story scene by scene to reach a satisfying
conclusion, and even covered how to transfer characters from Captain�s Log to Star
Trek Adventures or vice versa. You may be wondering, �What else can I do with
Captain�s Log?�
While the possibilities are endless, here are three ways you can use the contents
and tools within Captain�s Log to facilitate telling great Star Trek stories either
alone or with a group of friends:
COOPERATIVE GAMEPLAY. Use the first two chapters of the book as a Star Trek primer
to get your friends interested and excited about the setting, and pick a few
recommended episodes to watch together. Talk about what kinds of characters your
group might want to create and what sort of ship they would use to explore the
cosmos. Then, use the guidance in the book to tell the story together, using the
probability matrixes and core game loop to help you along. No need for a gamemaster
or facilitator � let the book do the heavy lifting and leave the creativity to the
group!
GAMEMASTER TOOLKIT. Maybe you�re already running an active Star Trek Adventures
gane and want more tools at your disposal to plan scenarios for your group or to
add details to an ongoing adventure. With a copy of Captain�s Log by your side,
generating specific data points from various tables is as easy as flipping to a
page and rolling a d20. Use the results you glean to add texture and detail to your
game.
NON-STARFLEET STORIES. Much of the book focuses on the core Captain�s Log game
experience expectation � that main characters are Starfleet officers embarking upon
missions to benefit Federation citizens and worlds and the pursuit of knowledge and
understanding. But the Star Trek universe is bigger than just the Federation!
Create a dour Klingon warrior determined to restore her family�s honor. Play a
Ferengi merchant looking to score the best deal in a war-torn section of the Beta
Quadrant. Tell the story of one of the lost Changelings as they wander the Galaxy
in search of themselves and others like them. Discover what challenges await your
Pakled mercenary captain and crew as they delve into the Gamma Quadrant in search
of power and strength. The options are as numerous as the stars in the Galaxy.
I hope you have enjoyed this series of blog posts all about Captain�s Log, and I
hope you have a chance to pick up a copy of the book to tell countless incredible
Star Trek stories. I�ll look forward to reading them all. Live long and prosper!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
At 1400 you still have to do a lot of tactics. Breaking through 1400 is a lot of
work. It's a common wall for a lot of players. You are past the level where a few
general principles and a few basic tactics will win games. You have to go about the
process of memorizing complete games, deeper theory, deeper endgames and tons of
tactics. The important thing to remember is whatever you study you need to repeat
it enough to fully memorize it. This is the absolute most critical thing.
@Blaufeld66
Aug 14 (edited)
I've read the comments and tought "A solo rpg experience for the Trekker in me?
YAY!" Now I've just seen the first 4 youtube videos, and the two about creating the
episode and playing it left me with a very bad impression - there is NO game in
this, just a collection of charts you use to write a Star Trek novel. I
gamemastered pen-and-paper RPGs for 25 years, and this painfully make me remeber
all the work I did to write adventures for my fellow players, but in this case
without anyone to play with... and please, don't start with "but is all about the
narrative!"... I currently play some boardgames with very abstracts charts and maps
(like Beneath the Med), and they give to you both a game AND make you to create a
narrative. Sincerely, I was thinking to buy the physical copy, but now I can't even
think of trying the PDF from Drivethrough...
https://old.reddit.com/r/Solo_Roleplaying/comments/170y7mi/how_do_you_play_solo/
[�]ToeRepresentative627 [score hidden] 7 minutes ago
I like playing OSR modules. I usually make a party of 4 characters on notecards. I
do ToM because it's so much easier and less cumbersome than maps. I don't use an
oracle. I just do what makes sense.
I like doing modules because there is honestly so much good stuff that's been
published, both old and new stuff. It's a whole literary genre unto itself. I don't
think I will ever run out of content. I've even run some modules multiple times,
and haven't gotten the same results, which is part of their magic. If I feel a
module needs a little bit of spicing up, I can just add a complication here and
there if I want to. Sometimes I feel inspired and I just keep making up new stuff.
It's whatever I feel in the moment.
I actually don't like oracles. They're too cumbersome to me. I don't want a system
in addition to the game system I am already using. My commitment is to try and come
up with whatever is reasonable 90% of the time. The rest of the time, when I really
need to roll to figure something out, I will only do a 1d6 and move on.
I also just don't fret too much over doing things "right". It's a solo creative
activity. You can't do it wrong! If I change up how I do things in the middle of
it, that's okay. It keeps me on my toes to not really know how I'm going to rule
the next encounter lol.
Ironsworn dictates the overarching scene and the results, and I roll d10 pools for
skill checks, disciplines and other mechanics in the scene.
https://boardgamegeek.com/thread/3162196/reds-final-6868-tier-list
@RedReVenge
Sep 30 (edited)
It�s that time again to talk about tier lists!
I just finished a series called �Red�s Final Tier List�. The series talks about my
recent tier list rankings and why I have spirits placed where they are.
In 2020, I decided to branch out to discord and that�s when I became accustomed to
�high difficulty� as well as multiplayer games. When I say high difficulty, I�m
referring to double adversary rules (going as high as two level 6 adversaries).
This is also when I began releasing monthly tier lists. While I don�t record every
game, my rough estimate is that I�ve probably played atleast 10,000 games over the
last 5 years (yes I�m obsessed!)
Goal:
The tier list focuses on trying to answer the question: how powerful is a spirit in
a multiplayer setting? Tier list criteria is gone into depth in the videos.
A good example of this would be Memory + Serpent. Memory is essential for this
combo to function and this combo pairing is one of the strongest in the game. Flip
the script and put Memory and Shadows and you go from having an amazing team to
having a mediocre team. The tier list is assuming both cases, but if Memory only
has a few amazing pairings and several poor pairings, you'll see that depicted in
the list.
Comments will not be responded to on here by me. This post is just a placeholder,
or a point of where I can direct people who want to see the list without going
through videos. If you'd like to discuss the tier list, you can comment on videos,
DM me on discord, or converse on discord with the community.
https://old.reddit.com/r/Solo_Roleplaying/comments/17430da/
your_thoughts_on_star_trek_adventures_captains_log/
Tooled around with it a bit. Definitely on the rules-light end of the spectrum,
more "writing with dice" than gamey. On the other hand, its all compatible with the
other Star Trek Adventures products, and contains a lot of useful random tables.
I'd say pair it with the STA core rulebook and fan supplements if you want
something a little crunchier.
======================================
As a star trek fan who thinks about stories a lot, it's fun to craft episodes, and
dive into plots, even ones I didn't think I would enjoy based on my initial roles.
I also expanded things out to have a main bridge crew, fleshed out back stories,
because I find it more interesting that way, and incorporate them into the story. I
would check out sterling2063 on YT. They run a very light game, in the sense of
narration is quick and scenes are quick, to give you a taste.
=======================================
===============================================
https://www.youtube.com/@sinixdesign/about
Hello everyone! This is my art channel which I started back in 2006. The first
videos were rocky, but I strive to continually improve the content and quality of
my videos. Aside from the normal tutorials and speedpaintings, I'm hoping to
provide different unique videos that offer people other ways to indulge in their
love for art and all things creative.
Nice solitaire game to pass the time. Low investment of time and brain power
(sometimes this is a big plus), yet engaging and fun. Pick an action, chuck some
dice, resolve the events and combats. Repeat.
I taught Mage Knight to a close friend who, at the time, was a heavy league of
legends/FFXIV player around the time Heavensword was out (so I guess sometime in
2015-16?).
They ended picking up Mage Knight immediately and they taught it to about 4-5 other
friends that were all heavy into FFXIV and some of them bought it or would request
to play it all the time whenever we met up to play games, to the point where at
least more than once, there were 2-3 games of Mage Knight running, on separate
tables, with at least two computers/laptops in the background with people playing
either League or FFXIV.
I have no idea if there is any correlation there but having played games with a lot
of them before, they were never THAT into most of the other games we played at the
time (Eldritch Horror, Battlestar Gallactica, Pathfinder the Card game, etC). Mage
Knight was the only one that seemed to really appeal to them for some reason. I
remember them saying how cool it felt compared to the power creep you get out of an
MMO.
I also have no idea if they ever played solo, most of the games were 2p with one 4p
game I remember going on (which took the whole day to play).
I wrote a pretty thorough answer to pretty much this exact question a while back,
so I'm just going to quote myself:
Firstly, improvement of my own skills and knowledge. This is why I personally feel
meta-progression immediately makes a game not a roguelike anymore. In a roguelike,
your performance improves only through getting better at the game - learning how
its systems work, figuring out ways to be prepared for the unexpected. That makes
it satisfying when I compare how well I perform now versus when I started playing,
because I know all of that improvement comes entirely from me getting better at the
game.
Finally, pacing. Traditional roguelikes are turn-based, which means you don't rely
on twitch reflexes or dexterity. It's all about thought, planning, and strategy.
Even in games which are more about adapting on the fly, the fact that the play is
turn-based means it's good or bad decision-making that makes the difference, not
whether your fingers move fast enough. Personally I prefer that. I find it a more
rewarding way to play.
===================================================================================
=========================
Roguelikes are, in a certain way, puzzle games. "With 3 monsters in front of me and
I'm at 20% health, which of my precious emergency ressources should I use? How do I
get out of this alive?"
Turnbased means you can consider your every move. I greatly enjoy the puzzles that
roguelikes give me, and don't enjoy puzzle-for-puzzling only.
============================================================
For over a decade, Final Fantasy VII has been a _____________________
highly appreciated game, and it has been nominee for oO � Absolute Steve Oo
"best game ever" countless times. This strategy guide || Version: Ultimate ||
allows you to relive this classic in its full glory, Oo [email protected] oO
or, to put it in different words: "You've played FF VII ���������������������
before, but you've never BEATEN it ... yet!"
Final Fantasy VII has always been one of my favorite games ever, and this guide
remains a pet project. It's amazing how many deep themes the story explores and
how many subtle references are hidden away in the game. One can also point to
the many 'beauty' imperfections the game has, which have led to an unprecedented
amount of research on the game by fans all over the world. These imperfections
have - paradoxically - made the game more interesting for many of us. The fact
that official guides and sources lacked enormous amounts of information allowed
a large pile of secrets to stack up, which of course has been harvested over the
years and is now presented to you in this guide. It furthermore appears to be
the case that the older one grows, the more one is able to appreciate the game's
unparalleled humor, incredible soundtrack, numerous secrets, and the melancholic
nostalgia of the days when games were primarily about gameplay, radical jokes
and philosophical or literary narrative.
There are still moments when I wish to make a beautiful printed guide (or at the
very least, a definite guide in PDF format) out of this document, but it would
require a team of people, or at the very least a very skilled designer willing
to take on this task pro deo. Do let yourself be heard if you're out there.
So far, interestingly enough, several people have sent me an email over the
years, showing initial interest. But apparently such interest is but a temporary
spark, as they're never again heard from after follow-up email correspondence.
Rests me to wish you a lot of pleasure with Final Fantasy VII. I can only hope
that this guide does justice to the depth of the game.
I remember that Sofia, even as a young girl (7-8 years old), used to love arts and
would draw beautiful colorful drawings effortlessly, sometimes even during chess
training. After her retirement from competitive chess, she prioritized taking care
of her family, while at the same time art (and specifically painting and drawing)
became her passion. In this work, she explains the parallels between art in general
and art in chess. It is on one hand a fun instructional chess book, and on the
other hand, a journey for the reader, learning about Sofia and her family. You are
invited to enjoy the experience of the wonderful legacy of Sofia�s amazing chess
career and art.
But there is another aspect of studying opening theory to be mentioned. Anyone with
even the
slightest intellectual bent of mind (and which chess-player isn't?) may find
getting to know a little
bit about opening theory very interesting. Even without any ambition to improve
your results and
independent of your level of play, you may simply find the study of openings very
enjoyable. You
may also discover that this has absolutely nothing to do with memorizing variations
or the need to
occupy yourself with chess more than you want to.
This sheer fun is in my view an essential element of studying opening theory. It is
my hope that
this book will make some of this pleasure visible and perceptible. The book
contains an overview
of all major openings, how they have evolved through the years and how they are
looked upon to�
day, early in the 21st century. I shall be just sketching the outlines and will be
very concise, hut per�
haps this is precisely the way to convey the fascination that opening theory has
always had for me.
Opening theory has been an almost inexhaustible source of pleasure for me
throughout my active
chess years. I sincerely hope it may be the same for you.
"I'm afraid if I don't keep moving, they're going to catch me ... I am 81 years old
and I want to see what's around the corner, and I don't see any reason in the world
not to keep working. But I am starting to value my down time a great deal because I
am realizing there might be other things to do that I am overlooking."
Two years of hard work followed. As I prayed to the Lord to lead me and show me the
wounds
and help me to heal from the emotional pain and I started to work the program,
slowly but surely
things started to change. There were times that I felt I want to give up. At times
it felt like I was
giving one step forward and two steps back. However I made this commitment never
ever to give
up. Even if I fall a thousand times, I will get up and walk again. That is also
what happened. If
there is one thing I have learned then it is that there are no quick fixes. It
seemed like it first went
worse before it became better. I have learned how weak I am and how I need Jesus. I
have
learned that when I am weak then I am strong because His power is shown in my
weakness. I
discovered that God was with me each step of the way, but He never did for me what
I had to do
for myself. He showed me the way but I had to travel it. He made me see the pain
and the
deficits in my life but I had to take action.
I had to deal with social phobia, build healthy good non-sexual male relationships.
I had to
expose myself and stretch myself outside my comfort zone. I also had to heal
emotional hurts of
the past and get legitimate love needs met. As I started to feel equal to other men
and got
affirmed in my gender identity and male sexuality and I learned to get in touch
with my own
feelings and needs and I learned to set healthy boundaries and to be assertive,
life started to
change for me.
As I progressed over time there came a stage where I realized that I had no
attraction to the same
sex any more. I could walk past billboards, see half naked men etc. and find it had
no effect on
me. I then went into a period where I was not attracted to any sex.
Try to create as much of the art on paper as possible. Drawing complicated shapes
with a mouse can be quite challenging. Therefore, it is best to at least draw the
sketch on paper, where you have more control over your hand. I'd also recommend
inking the drawing on paper as well, however, it is possible to ink a drawing and
add changes to the lineart using a mouse, which brings me over to the next point.
When drawing with a mouse, the stabilizing tool is your best friend. Although it's
possible to draw without it, the stabilizer allows you to control your lines a lot
better, and prevents them from being wobbly. The only downside is that when using
it, you cannot draw as quickly as when you only have basic smoothing turned on, but
overall, the benefits vastly outweigh the downsides.
Avoid overly painterly styles. From what I've realized, creating painterly drawings
can be extremely difficult when you don't have access to a tablet. Without opacity
variation in brushwork, a digital painting just doesn't look good. Therefore, I'd
highly recommend keeping your drawings relatively simple. Instead of adding complex
textures, stick to cell shading. Use gradients if you want to add a smooth passage
from one color to another. Instead of advanced brushwork, make colors, proper
anatomy and good-looking lineart the main focus of your pieces.
The lasso and wand tool are your best friends. They allow you to quickly select
different areas, and fill them with colors. Transparency masks are also useful,
especially if you want certain parts of the image to be more opaque.
Exploit the programs tools to their fullest potential. Back when I had access to a
drawing tablet, I mostly used the brush and eraser. Currently, though, I use a
whole variety of tools and effects to achieve different results. For instance, if I
want to create a glowing light, I draw it's base color in on a separate layer. I
then select it, duplicate the layer, select the new layer, grow the selection by a
few pixels, fill it in with the base color again, deselect the area, blur the new
layer out and set it to hard light. Prior to learning to draw with a mouse, I'd
just add the light with an airbrush. The last few months have taught me a lot about
using the various tools offered by my software, which will definitely come in handy
once I get a drawing tablet. So, experiment, learn, and don't let the lack of
proper hardware limit you!
I am on mobile and typing this out at 12 am, so I apologize for any spelling
mistakes and the formatting. Hopefully, though, this advice will come in handy to
some of you.
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hmm-mm-m
�
2 yr. ago
This is great! It's almost shocking how many people think digital art is impossible
without a tablet...
6
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golden_eyed_cat
OP
�
2 yr. ago
Illustrator
I know! Although it takes a while to gey used to drawing with a mouse, it is very
much doable!
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averagetrailertrash
�
2 yr. ago
�
edited 2 yr. ago
Vis Dev
It's possible to make really cool painterly art without a tablet. That's how early
digital art was done.
But the ergonomics of painting with a mouse are terrible, and it's really not
something you want to do long-term. There's a reason that motion is rarely used in
pc games & most old mouse artists have moved to tablets.
If possible, avoid normal brushes that require you to press -> hold -> drag the
mouse, and instead opt for tools that let you click -> release points along the
line or brush direction.
Zoom in so you can use your shoulder more instead of having to tense up your wrist
and finess it a millimeter at a time.
And make sure your desk isn't too high/low or close/far. Your wrist shouldn't have
to be cranked at a weird angle for your hand to grasp the mouse, your elbow
shouldn't be too far from the body, and you should be able to sit straight.
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SeventhCikla
�
2 yr. ago
That is good to know. I have been illustrating without a tablet for years, all with
a mouse. I usually use Paint Tool Sai to create the linework and I used to color
there, but then I started using Photoshop for the coloring and effects.
Still, I have felt limited with some things. I strive to improve my drawings
anyway, but sometimes I wonder how much I could improve if I use a tablet.
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golden_eyed_cat
OP
�
2 yr. ago
Illustrator
I've realized that human beings are the most resourceful when they are limited by
certain circumstances. They could be a lack of hardware, an old software, or even
time constraints. Personally, I've learned a lot more about digital painting when I
drew with only a mouse, than when I had a tablet. Of course, transitioning to a
tablet is still beneficial. However, I think it's safe to say that beginners don't
need it as much as they think.
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SeventhCikla
�
2 yr. ago
It's totally true. I started to illustrate a little late because I had the belief
that this tablet was essential, a few years later I decided to make my first
drawings, I remember that I scanned the ones I did in traditional and that is how I
practiced.
Over time I learned to do my own shapes and everything else, currently I continue
to learn and practice since I think that in this world there are always new things
to learn.
I am not going to buy a tablet yet, but I have had it in mind. Sometimes I am a
little scared to know if the transition in the use of this tool will be difficult
or not.
I was also working with a PC that barely worked, I was like that for 4 years until
9 months ago that I was able to acquire a new one thanks to the commissions
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nairazak
�
2 yr. ago
Digital artist
You can also do vector drawings with bezier curves. Or paint in your phone with
your finger or a $2 stylus. The only downside is the size and having to control the
opacity with the other hand, procreate pocket has a good interface for that. Also
did some paintings in sketchbook mobile.
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UzukiCheverie
�
2 yr. ago
Digital Art; Tattoo Art; Webtoon CANVAS
Two words: pixel art.
It's very fun and easy to make almost even more so with a mouse than a pen :>
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terrorfoxes
�
2 yr. ago
Great tips and advice! I've yet to buy a tablet (tho will eventually). Until then,
I've been getting decent results by colouring my art on my android phone with my
thumb! Wouldn't have thought it possible but I saw a post on here once that gave me
the idea.
I draw in my sketchbook in pen and ink, photograph the finished piece then import
the photo to Medibangpaintpro (free on android), extract the line art, add a layer
for colours etc and get colouring! You can see the results on my Insta if
interested. Not brilliant, but gets me by for now!
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Jazzlike-Ad-7378
�
1 yr. ago
Personally, I have never painted with a graphic tablet. Because I didn't have the
tools to help me handle it, which discouraged me. So, I learned to paint with the
mouse alone and I got used to it. Today, everyone can go on the internet for tips
on how to master a graphics tablet. After all, not everyone spends their life
learning to paint in Photoshop with a mouse. Me, in any case, it suits me very
well.
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Metacarps
�
2 yr. ago
I actually only feel like there's one viable answer: Adobe Illustrator.
But really, drawing without a tablet is like saying "hey how do I learn to play
tennis without a racket." Sure there are workarounds and you can do other drills,
but.. y'know..
PACG
No boardgame has ever given our group as high tension and adrenaline rush as this
one. Some of the scenarios we have gone through have been soooo damn close to stop
in a smoking pile of rubble, but no, we somehow managed to pull it through at the
last possible moment. Marvellous!
Talisman
The most fun I've had playing any boardgame
In The Breakout
Novelist, Donald Maas has this to say about high concept, which he calls
premise:
In short, a premise is any single image, moment, feeling, or
belief that has enough power and personal meaning for the
author to set her story on fire, and propel it like a rocket for
hundreds of pages.
===============
Opening lines are still important as a powerful way to
get the reader interested in the story. But how does that happen? What
creates the hook? The two most important components are creating
sympathy for character, and introducing questions. The reader will keep
reading to see what happens to the character and to find out the answers to
the questions. It�s that simple.
==============
The inciting incident is what changes the main character�s world and
sets the story in motion. In Star Wars, it�s when Luke sees the message
from Princess Leia. In Hunger Games, it's the drawing of Prim�s name in
the lottery. If the inciting incident doesn�t happen, the main character�s
normal life proceeds unchanged. There is no story.
================
For some adventures, one
character is the protagonist and the rest are supporting cast. The same
concept applies here; the more the players know about their characters,
the more they will care about what happens to them.
==============
Salespeople often claim that people are only motivated by two
things: hope of gain, and fear of loss.
==============
Narrative
tension is anything that makes the players uncomfortable, that makes them
want to change the current situation so they�re comfortable again. Tension
could come from unanswered questions, or a moral dilemma, or a
deadline. Tension forces the players to act, and players acting is what
creates story and more tension.
=================
Readers keep reading because they want to know what happens next, and
usually it�s because they care about the character to whom things are
happening � the protagonist. This might be a sympathetic attachment to
the main character based on identification, pity or admiration.
======================
In the stories we tell in roleplaying games, the
protagonists are always the player characters. For some adventures, one
character is the protagonist and the rest are supporting cast. The same
concept applies here; the more the players know about their characters,
the more they will care about what happens to them.
=========================
Your job is to create
situations to help players love their characters, so put their characters in
scenes where they are challenged, where they can be the heroes. If a
player doesn't like his character, he�ll lose interest and stop playing, just
like a reader stops reading. If he loves his character, he�ll see story
everywhere.
============================
the idea that you move a player to certain position etc is all bs, it's all about
picking players.
we observe the players and find ways to improve the roster.
File: D:\fiction\Elusive Legends - Building Story In Tabletop RPGs.pdf
File: D:\1\epdf.tips_writing-the-breakout-novel-workbook.pdf
File: D:\1\vdoc.pub_the-breakout-novelist.epub
File: D:\fiction\Beating The Story.pdf
File: D:\books2\Plot & Structure_ Techniques And Exercises For Crafting A Plot That
Grips Readers From Start To Finish (Write Great Fiction) ( PDFDrive ).pdf
https://www.onlinesportmanagers.com/game-profile/basketball-24-buzzer-beater/
easily the best sports manager game ive found. the economy is balanced and sims are
fair. finding and buying players is super addicting. the training system isnt
exactly perfect but its not game breaking or anything. would highly recommend
trying :)
Awesome thanks for the video. I used to tell my d&d friends about solo d&d and
their responses were either "cant be done" or "that sounds lonely and depressing,
why not just play a video game?" Im very introverted and dont mind doing things
alone so this is very informative for me going foreward
My interest is more in line with a strategic experience where you contend with the
game itself, so something similar to a mini Mage Knight or mini Spirit Island.
(Sorry for bad grammar im french) I suggest don't write up your story like a novel
but more like a script, like a novel is way too long..remember nobody will read
you.I also write down what the gm would say in a normal game like
FADE IN:
EXTREME CLOSEUPS OF FLICKERING INSTRUMENT PANELS.
Readouts and digital displays pulse eerily with the technologies of the distant
future.
INTERIOR - BRIDGE
CAMERA ANGLES GRADUALLY WIDEN
SHOWING ALL 6 MEMEBERS OF THE CREW WORKING ON THE BRIDGE.
Gm: Your ship on route to Novgorod Station "blah blah explain the scene"..
What you wanna do?
Pc: I would like to scan around the station to have more information and make sure
the place is safe..
Gm: Alright make a comtech roll...
Just immerse yourself in the world you decide to play and don't worry about
anything else. "Ps: i learned english playing ttrpg solo.. for me it was definitly
worth it
https://old.reddit.com/r/lithuania/comments/19ef74j/vaikui_%C4%AFtariamas_autizmas/
Pirmas dalykas - cia nebutinai autizmas.
Autizmas gali labai daug ka reik�ti - vieni vaikai �i�auga� arba ganetinai lengvai
i�moksta prisiderinti prie aplinkinio pasaulio. Kiti gal bus �iek tiek �keisti�,
bet irgi gali laimingai gyventi, arba palyginus tik nedaug problemu tures. Autistu
su tikrai stipriom problemom yra palyginus ma�ai, tai tikrai panikuoti kol kas
neverta, net jeigu ir veluos kalbeti - pa�inojusi/dirbusi su keliais vaikais, kurie
jau kelis metus turejo, bet beveik ne�nekejo. Tada ka�kas palyginus ma�o ivyko (pvz
megstama bureli rado) ir po keliu menesiu jau nenustoja plepeti. I kita �ali tikrai
nesiulau kraustytis nebent jau tikrai matysis, kad bus daug problemu, kuriu
Lietuvoje negalima i�spresti.
==================================================
Siulau dar nepulti i panika. Toki amziaus vaikai yra visiskas jovalas, vieni kazka
daro greiciau, kiti kazka leciau. Palaukit specialistu isvadu ir tada jau imkit
deliotis kas ir kaip.
Autizmas is saves nera kazkokia tai problema, daugiausiai viskas priklauso nuo
autizmo laipsnio. As pats IT dirbu, tai jauciu bent puse inzinieriu, kuriuos
pazystu yra kazkur tam spektre paciuoze.
=================================================
Dirbu IT. Visi�kai sutinku del autisti�ku kolegu.
===============================
===============================================
Experience Description
This was no dream. It wasn�t a near death experience. I wasn�t drinking and I don�t
do drugs. Nothing like this has happened before or after. I�m not a bible pusher
but more spiritual than anything.
I�ve been self-employed for many years and work in a home office. This day was not
treating me well. Feeling overwhelmed I looked up and said, 'I could use a little
help here, please help me. Any assistance would be appreciated,' with a chuckle at
the end not expecting any type of reply. I decided to head outside and get some
fresh air. I heard a strange noise way up in the sky. It sounded like it was coming
from space. I couldn�t see anything, just a freaky feeling, like something was
looking at me.
A small area directly above me was staring at me when suddenly this small area
started to grow. The area that was looking at me was growing. It quickly filled
half the sky and was moving downward towards me. Very difficult to describe. I was
a little freaked at this point and headed inside. I was now in my kitchen headed
back to my office when suddenly, my knee�s buckled. My knees have never buckled
before and had no idea what was going on. I couldn�t stand and had to put my hand
on the wall to help me from falling to the ground. What was happening to me? Was I
having a medical episode of some kind, was I dying?
As I�m struggling to get to my feet something from above me came down and went
through my entire body instantly. I felt this energy everywhere. I didn�t see or
hear anything. In a split second, I was now lying on the kitchen floor in the fetal
position and couldn�t move at all. My body shook and began crying at a level I
never thought possible.
But this was a great cry. They were tears of total acceptance, forgiveness and
love. There are no words that can fully explain what I felt. I was
surrounded/filled my body with white light. The complete light of love was in every
cell in my body. This love filled me up and I needed nothing else. Nothing on this
Earth comes close. There are no words to explain this, Bliss.
The only way I can explain what was happening to me was that energy from above was
entering my body from top to bottom. It happened in seconds. There were multiple
waves of energy and information entering me. Again, I didn�t hear or see anything.
Just complete information from a lifetime of questions and doubts.
The first energy download taught me why I was put through so many hardships since
birth. It wasn�t by accident or by fate or by bad luck. They were all pre-planned.
To make me stronger and wiser. All the pain I�ve been carrying around all these
years was erased. It felt like I was reborn again. Then more waves of energy and
answers came into me. This experience was overwhelming as they kept me on the
floor, still in a fetal position, unable to stand. God showed me what he was. Not a
man or woman or any physical form. God is pure love. Pure super bright white light
of energy is the best I can explain it. God is everything and everywhere and we are
a part of God. God is in all of us, good and bad.
Then God showed me who Jesus was. God created Jesus to make it easier for us to
relate to. To not be afraid. I mean, you imagine if God showed up in his true form
as a bright white floating light ? We couldn�t relate and most would be terrified.
Jesus is and was real. Jesus is God as God created him to teach us. To show us the
path to God.
God showed me that life must have a negative an a positive. Like a battery. If you
stop and think about it, these positives and negatives are all around us. Without
negative days we would never appreciate the good ones. If you never had a bad day,
how would you recognize a good one?
God created heaven and hell along with angels and demons. I was shown that satin
and demons are creatures. They are creatures that God created to balance things
out. To be the negative side of the battery.
They can�t physically hurt us in this world, but they can reach our minds with bad
thoughts and can control the weak from another dimension. God showed the demons to
me, and they are around us all the time, to get us to sin. To own us. To steal our
souls.
They are horrifying. Round bodies with I think was 8 long thin legs with sharp
claws and dirty huge sharp teeth. But we also have good all around us. They are
spirit guides or angels. It�s a daily battle. It�s a fight for our souls.
Life on earth isn�t what it seems. This place isn�t home. God showed me that life
on earth is simply a school for our souls to learn. To learn love, compassion,
pain, guilt, sorrow, and forgiveness.
We knew God before we decided to come to earth in physical form. Our guides help us
choose each life to learn what we need to learn. Sometimes we are a man, others a
woman.
Sometimes white, black or brown. We need to come back to earth repeatedly until we
learn before we graduate. For some, it takes hundreds of lifetimes. God also showed
me that the harder a lifetime is, the closer we get to passing the test. He showed
me that suicide won�t send you to hell, but you carry the pain with you, and you
need to come back here and start all over again.
God also filled in the answer of why he sometimes lets horrible things happen on
Earth. Why do innocent kids die of disease? Most times the lesson isn�t for the
child that passes, the lesson is for their loved ones to experience what they need
to experience.
Heaven and Hell. God showed me both sides, and these places are real. Heaven is
home, and It�s beautiful beyond words. No worry, bills, disease or time. It�s a
place of true love from God. Everyone loves everyone there, and we need nothing
else.
You absolutely don�t want to go to the dark place. The vision that God showed me
was horrifying.
The last thing God showed me was that we need to repent on all our sins now. Don�t
wait because something big is going to happen very soon.
This event will be bigger than anything in Earth�s history. God didn�t say what or
when. Just repent now. Before it�s too late. Repent our sins and stop sinning. To
forgive others who have sinned against us and to get right with God.
Time seemed to stop while this was going on. I�m guessing that I laid on the
kitchen floor for a good 20-30 minutes unable to move or stand up, as I was filled
with so much love it was overpowering.
For several months after the God visit, I was so happy and content, knowing what I
know now. When I saw cars, traffic and even airplanes I no longer saw the vehicles.
I could feel the people�s emotions inside of them.
After 2 years I still wonder why this happened to me. Does God want me to share my
story with as many people as possible? I think about it every other minute of every
single day. Why me? Why did God pick me? I�m nothing special. I�m a sinner, but not
like before.
But one thing I know, if you�re not right with God I would do it soon before it�s
too late. All of us have a little bit of God in us. God wants us to do good and do
what�s right.
Background Information:
Gender: Male
NDE Elements:
At the time of your experience, was there an associated life-threatening event? No.
Other Was in perfect health
Did you feel separated from your body? Uncertain I was shown a future event but was
not shown what was going to happen or when but that it would be the biggest event
in history. Bigger than the coming of Jesus. I lost awareness of my body
How did your highest level of consciousness and alertness during the experience
compare to your normal everyday consciousness and alertness? More consciousness and
alertness than normal Our creator answered all of my life long questions. I was on
top of the world for several months after the event.
At what time during the experience were you at your highest level of consciousness
and alertness? the entire experience was overpowering and couldn't stand for 40
minutes
Did time seem to speed up or slow down? Everything seemed to be happening at once;
or time stopped or lost all meaning Hard to explain...Time did not even exist
during the experience.
Were your senses More vivid than usual? Incredibly more vivid
Please compare your vision during the experience to your everyday vision that you
had immediately prior to the time of the experience. impossible to compare
Please compare your hearing during the experience to your everyday hearing that you
had immediately prior to the time of the experience. no change
Did you encounter or become aware of any deceased (or alive) beings? No
Did you see, or feel surrounded by, a brilliant light? A light clearly of mystical
or other-worldly origin
Did you see an unearthly light? Yes The light of God or God itself is the Light of
Love. So bright, warm and beautiful. If you would see it and you were walking, it
would over power you...your knee's would buckle and you would not be able to stand.
What emotions did you feel during the experience? Total acceptance and love from
God. Overpowering Love. Warm beautiful light throughout my entire being.
Forgiveness for my sins. Also was shown the bad place. Horrifying beyond words.
Satan and his army of Demons are very real. The big Show down is right around the
corner.
Did you feel a sense of harmony or unity with the universe? I felt united or one
with the world
Did you suddenly seem to understand everything? Everything about the universe God
showed me everything about everything.
Did scenes from your past come back to you? No The very first download from above
told me that all my Live's horrible things I had to experience were not just by
chance. They were all preplanned by God to get me ready for something big in the
future. All my pain was gone after this download.
What was your religion prior to your experience? Select More spiritual
Have your religious practices changed since your experience? Yes More into Jesus.
God made him for us, One in the same.
Did your experience include features consistent with your earthly beliefs? Content
that was both consistent and not consistent with the beliefs you had at the time of
your experience I have always believed in a God. A creator as it's the only logical
means to how these human bodies were developed. These bodies just didn't make
themselves out of nothing. I don't believe anything unless I see it or I experience
it for myself. Maybe that's why I was chosen for this experience?
Did you have a change in your values and beliefs because of your experience? Yes
treat others better, try not to sin, be happier and less stressed about money and
bills. Everything in my life changed for the better
Did you encounter or become aware of any beings who previously lived on earth who
are described by name in religions (for example: Jesus, Muhammad, Buddha, etc.)?
Yes Jesus....God made Jesus so we not be afraid
During your experience, did you gain information about premortal existence? Yes I
was shown that life is just a school for our souls to learn. Most of us have lived
hundreds of lifetimes as a man then a woman. We've been black, white yellow, and
everything in between. I was shown Level 22 over and over. We need to reach this
Level in order to graduate from this place. Once we pass the test we don't have to
come back here again. We can choose other paths or become a spirit guide to help
others in human form to achieve Level 22.
During your experience, did you gain information about universal connection or
oneness? Yes God showed me that everything is connected. To God. Everything.
During your experience, did you gain information about the existence of God? Yes
God is real. 100% I am no longer afraid to die because where we are going is
AWESOME. God is also in each and every one of us. We are all connected. We just
don't realize it while in these bodies.
During your experience, did you gain special knowledge or information about your
purpose? Yes Again, God showed me the meaning of life on earth.
During your experience, did you gain information about the meaning of life? Yes God
showed the meaning of life and our purpose here
During your experience, did you gain information about an afterlife? Yes Our souls
never die. Ever. When we pass from this place, we are so happy we are out of these
meat bodies. We feel trapped inside of them. So free when were set free.
Did you gain information about how to live our lives? Uncertain These downloads
from above took months to breakdown. I'm sure I'm missing somethings
During your experience, did you gain information about life's difficulties,
challenges and hardships? Yes From the other side, before our birth here, we choose
our next life to learn something we didn't learn in past lives. The harder life is
the better and the more we learn. We need to learn every single emotion, from being
a criminal to a priest.
During your experience, did you gain information about love? Yes Life itself, the
universe, EVERYTHING - IT'S ALL ABOUT LOVE and NOTHING ELSE
What life changes occurred in your life after your experience? Large changes in my
life I no longer Sin like I used to. I still Sin, but not on purpose. I treat
others better and I'm trying to pass the test here so I don't have to come back !
Was the experience difficult to express in words? Yes How does one explain Gods
unconditional love for us. God's Love light is impossible to explain. Nothing comes
close to this blissful level on this planet.
How accurately do you remember the experience in comparison to other life events
that occurred around the time of the experience? I remember the experience more
accurately than other life events that occurred around the time of the experience
The experience was the best thing by far that has ever happened to me. Nothing else
around me or anything in my life was important.
Do you have any psychic, non-ordinary or other special gifts after your experience
that you did not have before the experience? Yes for several months after I no
longer just was cars or airplanes. I could feel people's emotions inside of cars.
The more traffic around me the more Joy I felt.
Have you ever shared this experience with others? Yes I was so overwhelmed with Joy
and excitement I shared with family and friends right after. What a mistake !!!
Most thought I was crazy and some even don't talk to me anymore. I fired most of my
friends because they were really never friends, just users and liars. I feel God
removed the bad out of my life on purpose.
Did you have any knowledge of near death experience (NDE) prior to your experience?
Yes from time to time I would watch NDE videos on You tube. That was the extent of
it.
What did you believe about the reality of your experience shortly (days to weeks)
after it happened? Experience was definitely real Nothing like this has happened
before or after. It was more real than this place. My knees have never buckled and
nothing has ever put me on the floor and crying uncontrollable for no reason at
all. I was on top of the world for months after. I have always been shy and I love
to sing but too scared to sing in public. I was singing karaoke the next night with
NO FEAR.
What do you believe about the reality of your experience now? Experience was
definitely real I am very logical. I have to figure out why things happen, how do
things work. This was not something that happens on Earth. It was a very special
experience. I wish it would happen again and to everyone else so they could
experience the Love that I did.
At any time in your life, has anything ever reproduced any part of the experience?
No
==============================================
==========================================
https://boardgamegeek.com/thread/3177124/why-isnt-more-popularsuccessful
--------I enjoyed it a couple of times, as I have no other pandemic games, but I
have better games to play, honestly.
Same here, after a while, the game has not enough complexity each turn to keep me
interested, the same strategies works for all villains and harder difficulties just
extend the game.
Not a bad game though, I find it quite a good introduction to the pandemic system
and coop board games in general
========================================
i would say: go to life drawing. You won�t be at all good at it, because you�re a
beginner, but it will be extremely helpful to you. Doing things you aren�t very
good at yet is an excellent way to learn and becoming comfortable with not always
being great is pretty essential.
But mostly, it�s about doing the work. And by �doing the work�, I don�t just mean
working a lot, but by constantly pushing yourself and doing things you find to be
difficult. Keep yourself amused and draw (or paint, whatever) a lot of different
things.
=============================================================================
Negative numbers signify the favorite on a moneyline bet. The negative number
indicates how much you'd need to bet to win $100. If there's a positive number,
you're looking at the underdog, and the number refers to the amount of money you'll
win if you bet $100.
=============================================================================
============================================================================
For the last several years at Id Software, almost all of my coding was inside a
single monolithic codebase, with the utilities integrated. Visual Studio was a
delight to work with.
Armadillo Aerospace only had two modest programs that evolved over a decade. VS for
client and raw GCC/GDB for the flight computer.
I can remember snarking a bit about �academic code� in older times, but I can see
my own code trending that way. Research code doesn�t feel like �engineering� � the
code is sloppier with a lot less care for long term issues, but as always, code is
just a means, not an end.
I do sometimes miss the super deep knowledge and fine craft of spending years on
one thing, but I am enjoying high velocity experimentation.
===============================================================================
Solo playthroughs of the first 2 scenarios, which give a great snapshot of the game
(1st is all about the 2 raiding factions attacking an intact Roman state of 2
relatively united factions; in the 2nd, the state is fragmented and nearly in
ruins, low population and low prosperity, and it's every factions for themselves).
The rules really aren't as complex as some may have you think. This is my first
COIN game and I can grasp it fine. Optimal strategy is of course more opaque. It
could use a few more player aids though, for final victory margins, a simpler
battle outline, and an assault table (there's one "hidden" on the back of the non-
player guidelines sheet). I really like how the dice just affect whether you are
able to ambush/evade/coup de main, not whether your units hit or not, and that
failing to ambush/evade doesn't make you any weaker (so you just decide which to do
and always roll - there's no risk analysis the player needs to make to decide to
roll or not). Overall, the setting and history is really well-integrated into how
the game dynamics play out. Like most CDG's it has the problem of trying to pack a
lot of history into a randomly shuffled event deck, events which will often not
take place, and the game won't really teach you much history unless you read about
them in the playbook, but already knowing much of the history, I am able to
envision it playing out in the interaction of the factions trying to achieve their
win conditions. Looking forward to tackling the bots and playing a full 4-human
player game and may update my comments/rating then.
=====================================================
Hello. My name is Johannes. I am also known as Pistol Star on boardgamearena.com,
where I am currently the highest ranked Castles of Burgundy player.
In my first video, which has been released a couple days ago I am playing against a
lower rated player.
At least the next 4 videos will cover expert and master opponents. The plan is to
cover each board and each level of opponent at least once during this series.
======================================
My gaming decades:
1970s: classic children games such as Monopoly, Cluedo, ... I had one of these
"includes 100 games" boxes, which probably started my urge to tinker and design my
own games.
1980s: I discovered wargames, Avalon Hill at first, such as Afrika Korps, Rise and
Decline of the Third Reich, Tactics II. But also SF/F games such as Time Tripper or
Starfall. I also started playing Warhammer, my first miniature game.
2000s: Euro's, plenty of them. Miniature wargaming was picked up again somewhere
around 2007.
2010s: Still quite some euro's, although shifting back towards more thematic games
in the SF/F realm rather than "any theme will do" games. Still a lot of miniature
wargaming.
2020s: Not a lot of gaming due to covid. Current preferences: miniature wargaming
(see my blog http://snv-ttm.blogspot.com/) and thematic boardgames. I also
participate in a low-intensity fantasy roleplaying campaign.
=======================================
I have been the Gamemaster of RISK Denmark since 1985. And I retired from work 1st
of September 2022.
My newest board game is HEAT: Pedal to the Metal, which I won in a raffle at the
world premiere in Copenhagen.
I like to play Flamme Rouge, Ski Tour Biathlon, Grand National, Das
Motorsportspiel, Rallyman, Real Action Stockcar Championship, Race! F90, Thunder
Alley, HEAT: Pedal to the Metal and many more.
I participated in the Flamme Rouge Danish Open 2022 and became no.11 in the finals.
I also participated at the world premiere of HEAT: Pedal to the Metal and I the
second guy in the world to own the game.
Another hobby:
Back in 1976-1978 and 1980-1981 I played drums in a band called Selection and after
a break of more than 30 years, we have started to play together again.
In 1979 I played drums in a band called FireSpeed.
In 2010 I formed 'De Strandede Hvaler' (The Beached Whales) together with a friend
I had played football with for many years. We made some songs on YouTube, so feel
free to check them out. 2020 the band was no more.
I have now joined forces with an old friend from FireSpeed and we have made a band
called Shady Cats. We hope to finish some songs of our own and hit the road one
day!
You can find all the bands on Facebook.
==============================================
B-17: Queen of the Skies (Avalon Hill edition) (1983)
One of the best solitaire games!
Can be played as multi-player games too, where players fly in formation against the
same target and fight off the German fighters.
===============================================
I know I'm way late to the conversation, but I saw your poll and decided to answer.
I've been a rank beginner at chess for 50 years. I've done some reading, but I'm
not interested in serious study. I just enjoy playing with other people like my
family who are about the same level as me. And sometimes solving puzzles. I got
interested in chess as a child through reading Alice Through the Looking Glass.
"The purpose of life is to discover your gift. The meaning of life comes through
returning it to the world."
In my opinion, solo RPGs fundamentally are writing with dice. You have game
mechanics, random tables, and creative prompts, and use them to structure your
storytelling.
There's not really any way around this, and fighting this core nature of the hobby
hasn't gotten me anywhere. That's just what solo gaming is.
However, random tables go a very long way in lifting the responsibility of
storytelling. The more diverse and specific your random tables, the more you are
delegating the story to a system you don't control and can't predict, so you just
have to respond to it as your character. That makes things feel a lot more like a
game.
====================================
Hello fellow spikes, I come to you with a very exciting, and relatively unexplored
new deck built around the new cards [[reenact the crime]] and [[conspiracy
unraveler]]. After getting to mythic arena early in the month with convoke I wanted
to see what else MKM added to the standard deck building. As soon as I played my
first game with this deck I instantly knew that it would be the perfect deck to
work on. I have mostly played Standard and Pioneer as those were the formats that I
both qualified for and played in rc/ rcqs. This deck is probably the hardest deck
to play and to iterate on as its game plan is so distinct from any other I have
played. I have spent most of the last week working and iterating trying to find the
best 75.
With the intro out of the way, I give you my take on the deck
Deck
Sideboard
The deck uses the flexibility and relative cheapness of Reenact the crime to get
out an Atraxa or attempt to win with Conspiracy unraveler / Breach the Multiverse.
To make this plan as constant as possible I included the playset of Beseech the
Mirror to act as copies 5-8 of reenact. To enable Beseech we have to play some
unique enablers, such as [[Matzalantli, the Great Door]] witch looks like a
commander card, but it is exactly what this deck wants: a lotter at instant speed
that can be bargained. we also play Kito which is amazing in this deck, it both
protects itself to loot on turn 4 by phasing out and making a token that can be
bargained. It's also a pretty decent card in general. Finally, we have
[[Collector's Vault]] it is pretty mana intensive, but can let u combo on turn 4
(at instant speed) if u invest turns 2,3, and 4 into it. while it is the most
clunky out of the lotters, it lets u hard cast ur 7 drops on turn 5 so it makes up
for its faults.
It took me many games to figure out what the last card to play should be. After
alot of testing, otherworldly gaze best fits the decks gameplan. The deck struggles
against decks that can goldfish faster, denic shuts down the whole combo, bat to
mess with hand, gets counterspell, failing to find the necessary pieces of the
combo, Thailia, graveyard hate. Wiffing on breach, and artifact destruction. On the
left, I have cards that I have tried in list last slot. Jace is the card I am most
sure should be in the deck. It or repository scab ensures an easy mill win with
breach. however, as i have become more familiar with the deck I am pretty sure that
it is possible to fully mill out ur opponent without the use of the cards by
casting crime on breaches that have been played that turn or milled over by other
breaches. After that, I think that both Gaze and Impluce are great at helping you
with combo consistency. I like impulse bc of the card investment to get to 4 lands
but gaze allows you to be the most mana-efficient in early turns. The problem with
these cards is that essentially lose certain cards like denic and thalia. So to
deal with that you can interact with virtue Path of Perill and cutdown. You can
proactively answer those cards with dread fugue which can help against some
problematic cards but is terrible against Doamain and some other decks. Finally, u
can play another lotter like Rona or the Merfoke one but I want to let Removal be a
dead card against me with its prevalence. Turns 3 and 4 are taken up setting up the
combo so I would not recommend playing any cards 3 or more mana.
When i started out with this deck I was playing a Jace the perfected mind to mill
out the op, and I have seen lists with [[repository scab]] to have a deterministic
mill win. While I think that is a resonable choice to make in deck building and if
you want to try the deck out I would highly suggest playing one of these cards end
games. It is possible to completely mill out your op with breach and reenact
without the use of jace or scab. You have the ability to cast 8 copies of breach,
each milling 10 cards. If you wait to cast your breaches till you are able to find
enough copies breach and reenact to mill out ur op with cards like atraxa and
beseech the mirror then you can cleanly mill out ur op. This isn't very intuitive
in game which is why I would recommend putting on the metaphorical training wheels.
As for the sideboard, I wanted to respect Esper, as it is prob the hardest matchup.
having 6 2 drops that interact with your combo, and also playing main-deck
counterspells. I have found that dread fugue is the best way to proactively deal
with those cards and is passable at sniping counterspells from control. the other
spicy card I am playing is [[Eliminate the Impossible]] which is my anti-agro card.
If you look hard enough then it acts as a fog, which is sometimes all you need to
beat convoke or mono red. There are better cards at 3 mana to help with those
matchups, but I find that you have mana to use on turns 1 and 2 as your turns 3 and
4 is devoted to the combo. Buying your self time is really what u need.
See if you are able to set up a conspiracy unraveler turn when going to crime. if u
can load up the graveyard with enough big cards then u will win more games,
U can bargain a beseech and grab another beseech to tutor for breach if u have a
sphynx out to get enough mana value cards in ur graveyard to combo
Crime is an instant, and most of ur discard outlets are at instant speed so wait
for moments when ur op taps out of interaction. Ex. eot mastermind against esper.
or after a eot memory deoluge.
You can hard cast sphynx and breach so don't bin lands if ur op isn't pressuring
your life total.
I like to make a token with Kito unless I am a land away from turn 4 combo or need
to load up the gr for an unraveler turn as having an active kito requires ur op to
spend resources to deal with it. allowing u to find the time combo.
This deck is not easy, you will make mistakes when u play this deck, try to take
time in between games to reflect rather than tilt queuing.
I am very high on this deck, the power level gives you many "free wins" against
decks that are not able to interact with ur gameplan. The deck is nowhere near
refined, but I think that I have gotten to a point where I am happy enough with the
main deck. I always appreciate hearing what you think and always looking to
improve. Thanks for your time.
=====================================
[�]CalpisMelonCremeSoda[S] 5 points 3 days ago*
Here is the book at Amazon if you want to read/translate a description. In short a
prioritized list of the most important positions to know if you are aiming for
shodan.
Edit: a little more explanation. Ueno sensei contends that tsume-shogi exercises
are sometimes not very relevant for learning shogi for those approaching shodan. He
explains that is because tsume-shogi can be less representative of realistic
positions commonly encountered in actual play. Reasons include that tsume-shogi
tend to emphasize a lot of throwing away pieces (sute-goma), and have particular
rules or assumptions (using all available pieces, etc.) Also many authors of tsume-
shogi can consider them somewhat of a creative art form rather than a strictly
pedagogical tool, which can make them unrealistic, or at least uncommon when
compared to actual play. Therefore his new book strives to emphasize the most
common and therefore most important positions actually encountered in game play for
the aspiring shodan.
I use the economics tables from ACKS for this. Rather than model individual shops
per se, it gives the chances of and how many of "things" are available depending on
the size of the settlement. It also models how much you can *sell* depending on the
size of the settlement, so good luck selling those extremely valuable gems,
statuary, etc in a tiny class 6 settlement on the borderlands!
The issue you have IMHO might not be avoidable with solo RPGs. The "unscripted"
stuff that happens in group-play is because of a human adjudicator (the GM)
responding to you, expanding upon the rules, and figuring out what happens if you
go beyond the assumptions of the current scenario.
Solo games deal with this problem in a few different ways, but you need to know
that the experience is not (and cannot) be the same. They may provide a rigid
structure (almost like a board game), but then you have to figure out what happens
if you do something not covered by the rules. They may offer random tables and
rules to spur your imagination, but ultimately it is you who has to come up with
what happens (or at the very least the questions that need to be answered by the
oracles).
It's the reason why I gravitate towards the more structured forms of solo gaming
(dungeon crawlers, gamebooks, and board games), even though I otherwise prefer to
GM when it comes to traditional RPGs. I just don't want to wear both hats at the
same time while I'm playing.
http://www.torilmud.com/
Explore a massive world
Toril is set in the legendary Forgotten Realms D&D campaign setting and features
over 325 unique zones to explore. Journey from the elven isle of Evermeet to the
bustling metropolis of Baldur's Gate and up the Sword Coast to Waterdeep and
Silverymoon.
Try rts games, similar level of focus that you roped into while playing. I
personally find these games and that level of engagement just so much fun
I�m FIDE 2200 and I�ve given up chess for good at 1200, 1450, 1700 and 1900. It�s
just a drug for me and if I ever stopped I would probably die.
That's awesome, congrats! I'm roughly halfway through my first draft and battling
self-doubt and burnout all the time. I go from feeling that it's something special
to feeling like it's absolute crap. Currently of the opinion that it's absolute
crap and pointless to keep going. Maybe it's normal.
These notes are intended for those who are attempting to maximize their save
game by getting the maximum amount of every item, the best possible stats for
every character, getting all treasure - in other words, they completely tear the
game apart during their playthrough. It's a tough challenge and only recommended
if you've played through the game several times already.
Obviously these notes are highly optional and not required during a regular
playthrough. You'll find that the walkthrough is perfectly crafted to find
everything else without needing the information in these Perfect Game Notes.
Please decide beforehand if you want to do your perfect game *with* or *without*
using tricks such as the W-Item trick, the Extended W-Item trick, or the
repeating boss trick. You can find more information about these tricks in
section {AP-4}.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Head to the train graveyard to the right so you can save up money to buy 99 Iron
Bangles. This can take a very long time, however there *is* a way to slightly
speed it up. Mono Drives (the small floating robots) sometimes drop an Ether.
You can sell this for a whopping of 750 gil! Just pray they drop it, because
it's a rather rare drop. It's not recommended to sell any other items you own
because they aren't as profitable. You need to save 15840 gil to buy 99 Iron
Bangles.. but you'll also get 1500 gil from Barret, and you can also find an
Ether as a treasure. You may also want to set the Battle Speed to the maximum in
the menu. This will cut off a few more minutes per hour. Still, expect this to
take a while.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Final Fantasy VII has always been one of my favorite games ever, and this guide
remains a pet project. It's amazing how many deep themes the story explores and
how many subtle references are hidden away in the game. One can also point to
the many 'beauty' imperfections the game has, which have led to an unprecedented
amount of research on the game by fans all over the world. These imperfections
have - paradoxically - made the game more interesting for many of us. The fact
that official guides and sources lacked enormous amounts of information allowed
a large pile of secrets to stack up, which of course has been harvested over the
years and is now presented to you in this guide. It furthermore appears to be
the case that the older one grows, the more one is able to appreciate the game's
unparalleled humor, incredible soundtrack, numerous secrets, and the melancholic
nostalgia of the days when games were primarily about gameplay, radical jokes
and philosophical or literary narrative.
Well here comes the harder part , against marcozy in kan there are several ideas ,
on chessable you can find 3 different approaches in 2 different courses one is the
lifetime repertoire but i forgot the author he discusses his mainline as some a6
Qc7 and knight goes to c6 on an engine this is fine but you have to study a lot of
lines not to be in trouble, so many lines are of a critical nature, 2nd approach is
less critical which is ofc the hedgehog, i find it very fun opening but some
players just don't like to play in squeezed positions though many players would
like it , in the hedgehog variation there are a lot of ideas , one is going h5 h4
h3 weakening f3 and then preparing for d5 push and even there could be a piece
sacrifice on e4 and getting activity on the long diagonal very tricky and very fun
and some positions can go really bad for white , 3rd approach is in i believe the
victorious kan on chessable which is Bb4 i believe this is by the best option, has
a lot of trades and you can equalise but the course is old and you have to work to
find the correct variations to equalise
This is a strategy game that requires some planning ahead. There are different
paths to victory; any of these can be used, each with its own advantages.
One rule of thumb is that the latter two are so expensive to prototype and research
that they're usually not practical options if your prestige is low when you're
ready to choose your approach to the Moon (often, about the time you're flying
Orbital missions with Mercury/Vostok), though Lapot isn't too bad in that respect.
Conversely, if you happen to receive a newscast just then saying all hardware will
be 50% off for a turn, direct ascent and the minishuttles can suddenly become very
feasible.
----------------------------------------------------------
F:AT: Jason, thanks for taking the time to chat with us. You�re something of a new
face on the game design scene�what can you tell us about your gaming background?
Jason Hill: Well, on a personal level, I�ve been a hard-core gamer for as far back
as I can remember. Like many other people, I started playing D&D with my older
brother when I was young (actually when I was 5) and have never looked back. In my
early teens I got into miniature games and more in depth board games, Warhammer,
Battletech, the Game Master Series, and the like. I was the one in my gaming group
who always read the rules and would run the new games and teach people how to play.
I think that�s how most gaming groups work really, one individual who gets new
games, devours the rules, and then sort of champions them to their friends. That�s
when I first started to really play with design. Having read/played so many games,
there was always a need for rules interpretations. It was then a natural
progression to start changing rules here and there to fill in holes and change
games to make them more fun for my group�s play style. After that it was a short
road to designing games from scratch. It was a very organic process that has grown
literally over the course of my entire life. I know it�s a bit of a clich�, but
it�s really true - I eat, sleep, breathe games.
From a professional standpoint, I�ve been working in the games industry for about
fifteen years. I worked for Games Workshop as an Outrider for over thirteen years,
going to conventions and stores around the country running events and introducing
people to the hobby. I wrote material for some GW magazine publications. I have
also worked in some form or another with Wizards, Privateer Press, and a few
others. For the last seven years or so, I�ve worked in the video game industry as
an artist and designer. Most recently, I worked on the design team for FASA
Interactive doing Shadowrun for the Xbox 360/PC.
JH: When I was in second grade, they went around the room and asked us what we
wanted to be when we grew up. I said, �Mad Scientist�. The response was, of course,
�You mean a scientist� that�s great!� And I said, �No. A �Mad� Scientist!�. To some
extent, I think that�s what being an independent Game Designer is. You get to
create all these really exciting things and you don�t have to follow anyone else�s
rules.
Games have been such a focus in my life for so long that I really don�t think I
could stop if I tried. When I finish a hard day at work, I go home, kick off my
shoes and work on game designs � writing, refining, testing, polishing. The dream
for me is being able to make a living at doing what I love (and frankly what I
would be doing anyway).
To say �pull the trigger� feels a little weird because it sort of is and isn�t
accurate. I formed Flying Frog Productions in 1999 with my brother and long-time
gaming partner Scott (Art Director for Flying Frog � Jack Scott Hill) and have been
working hard for the last, what � eight years to build the company. Last Night on
Earth, The Zombie Game was one of the very first game designs done under the Flying
Frog banner so it�s been around for a long time. That being said, this year has
finally seen some of that work pay off as 2007 is our official launch year.
F:AT: Theme seems to be important to you, if early signs from �Last Night on Earth�
are any indication. What are your thoughts on how theme can add to a game?
JH: To me �Theme� is king. A game is most successful when the theme permeates every
aspect, not just the setting and the backdrop, but the way the game itself unfolds
and how it plays turn to turn. If you have game mechanics that reinforce the theme
you can take that game to a whole new level. What makes a game really fun and
memorable is the story that you create as you play and being immersed into the
genre.
With Last Night on Earth, we have worked hard to push the immersive aspects to give
a very cinematic experience. All of the artwork is photo-based and, like all of our
games, it includes a CD Soundtrack of original music to have going in the
background while you play the game. This mixed with the way the game plays all come
together to pull players into the story and the zombie movie genre.
F:AT: Do you find yourself trying to find a balance between theme and rules
complexity? It's very tempting to throw yourself off the deep end, especially as
you get deeper and deeper into the theme of a game.
JH: With any game I think balance is a key aspect; whether it�s the gameplay
balance itself or finding a middle ground between the theme and complexity. It
would be very easy to go crazy with detail and have a hundred little rules for a
hundred specific situations, and although that would push the theme into the
extreme (which many players would probably love) it would wreck the flow of the
game and be a nightmare for gameplay balance. I�ve found that the ideal is to
streamline the thematic elements not into more complex rules but rather into
creating situations that the players find themselves in and intuitive game
mechanics that lead players into making decisions that make sense in the genre. In
this way you get the most �bang for your buck� so to speak, without sacrificing the
flow of the game or driving casual players away.
F:AT: Horror themes in particular have had a tough time being realized in board
game form; after all, it's difficult to be terrified of a small two-inch piece of
plastic. What have you learned from other efforts in the horror gaming genre--about
what works, and what doesn't?
JH: I think that horror in a game and horror in movies are slightly different
things. Many times horror in movies goes for the cheap scare. A loud sound is
usually all it takes to startle people and make them jump. You can�t really do that
in a board game and I�m not sure you would want to. That kind of scare feels cheap
and is not what makes horror movies good. What makes a horror movie good is that
feeling of intensity and anticipation, the ambiance of dark brooding environments
and characters, transitioning into heart-pumping action of running, fighting, and
generally doing anything you can to stay alive. This translates into a game as
fast-paced turns, rules that flow well without getting in the way, and always
feeling like you�re barely hanging on.
Also, like any good game/movie, Last Night on Earth has a slight tongue-in-cheek
element of humor to occasionally lighten the mood.
A game that came out several years ago and is a fan favorite (for good reason) is
�Betrayal at House on the Hill�. That game did a fantastic job of nailing the
brooding exploration and mood of haunted house horror. Another game that is a bit
older but a classic is Space Hulk by Games Workshop. I�m not sure most people would
classify it as horror, but at its heart, that is exactly what it is. Moving through
a maze-like board being hunted by deadly aliens that could jump out of the shadows
at any time, with a heavy time constraint � the game creates a sense of
overwhelming dread that goes above and beyond what you would normally associate
with a board game.
F:AT: You've mentioned "Last Night on Earth" to be the culmination of eight years
of work; there are a lot of zombie-lovin' gamers who are just itching to find out
more about the game. We're looking for a "Fortress: Ameritrash" exclusive here...so
now's your chance to lay the goods on us. What can you tell us about "Last Night on
Earth, The Zombie Game?"
JH: Well, first off the game is head-to-head so some players take on the role of
the small-town Heroes fighting to stay alive and other players get to play as the
Zombies, sending waves of hungry dead to overwhelm them. The Heroes have to work
together to survive which encourages careful thought and strong team strategy.
Also, there isn�t just one objective to the game, but rather several scenarios you
can play that change the victory conditions, feel, and pace of the game.
The Heroes play fairly differently from the Zombies in that they are pretty much
always on the run (until you can find yourself a nice shotgun, chainsaw, or the
like). Heroes have to search the town to find items, weapons, and events that can
help them to win while the Zombies have a hand of cards that they play through,
getting to draw back up each turn. This really keeps the pressure on the Heroes and
forces them to carefully consider if it�s worth lingering in the old Barn to
rummage around when Zombies are closing in and could be lurking in every shadow.
Like all good �Ameritrash� games, Last Night on Earth is all about the theme and
flavor of the genre and has a decent amount of randomness. The game uses dice, you
draw cards from a deck, you have a randomly generated board. These elements don�t
diminish the strategy, they just add to the excitement. There is always a chance of
success, no matter the odds; this helps Heroes to be heroic and Zombies to be
savage.
Last Night on Earth isn�t just a board game, it�s a starting point, a toolbox. It�s
set up to be infinitely expandable officially and by the fan community. We already
have several expansions planned for release over the next couple years as well as a
plethora of new web content including new game scenarios, characters, and board
arrangements.
And if you like Last Night on Earth, The Zombie Game, you�ll be happy to know that
it is just the beginning. There are many more Flying Frog games that are waiting in
the wings for their chance to go into full production. Last Night on Earth will be
debuting at GenCon this year (2007) so if you make the trek to Indy, be sure to
stop by the Flying Frog Productions Booth #2540 and say hello, play the game, and
maybe pick up a copy early. You can find out more about the game on our Board Game
Geek site and on the official site at http://www.flyingfrog.net/ over the coming
weeks.
F:AT: Hey, hey, no shameless plugs--we're already on the payroll of SFR for Dragon
Dice (sorry, inside joke). I think a lot of us are really curious about the combat
system. Most of us have tried Zombies!!! and while it's good mindless fun, I doubt
there are many of us who haven't tried sprucing up the combat system a bit. When it
gets down to brass tacks, what is combat like in your game?
JH: Combat is fast and furious and can be a very dangerous affair for the Heroes
unless you have a weapon of some kind or some other trick up your sleeve (usually
in the form of a Hero �Event� card). Also, some Heroes are better at fighting than
others and have built in combat abilities. I don�t want to give too much away, but
I will tell you that combat involves dice (hello,��Ameritrash�!) and that it�s not
too hard for a Hero to �Fend Off� a Zombie, leaving them in your space, but killing
them can be a challenge. This of course often leads to getting swarmed and
potentially overwhelmed if you stay in one place too long.
One other thing that shakes up Combat and keeps players on their toes is that there
are a lot of Combat-oriented �fast effect� type cards that can be played after the
dice are rolled to alter the outcome. Both Heroes and Zombies have these, so you
can never be sure exactly what you�re getting into. This raises the tension and
adds a lot of strategy as to when to play your cards, and when to hold them.
Remember, Zombies get new cards every turn, but Heroes have to work for them by
searching the town.
You�ll find that at face value, combat is fast and straight-forward, but a great
deal of the strategy is when to fight, when to run, and how you use your cards
(both weapons and Events). I don�t think players will be disappointed.
F:AT: Lots of games have a Zombie theme but fall short of actually realizing it
well--take Mall of Horror, an excellent game but one that is easily re-themed (and
in fact *was* rethemed from "Lifeboats"). Sounds like you're really trying to nail
the zombie movie vibe. Are you a big horror buff?
JH: Oh yeah! When it comes to TV, movies, and comics, I�m a huge geek. Horror is no
small part of that. I saw Friday the 13th part 2 on TV when I was like 4 or 5 and
it scared the bejesus out of me. I�ve been hooked ever since. Really, all of the
game designs I work on are based pretty heavily on strong pop-culture themes that
most people know and can relate to. The games have as much theme and flavor as I
can pack into them and are really a celebration of their genre. Last Night on
Earth, The Zombie Game is no exception!
F:AT: The cheesy photo artwork seems to capture the spirit of b-level horror flicks
perfectly. What can we expect from the music CD?
JH: For years we would always put music on in the background while we played games,
usually movie soundtracks that fit the type of game we were playing (I think a lot
of people do). It helps set the tone and get everyone into the mood of the game.
Shipping with an official soundtrack takes this idea to the next step and not only
encourages this notion, but also gives players music that was specifically designed
for the theme of the game.
Because of the cinematic quality we were striving for, the music for Last Night on
Earth is really like the soundtrack �movie score� to the game. It ranges from
haunting dramatic to heroic action music with somewhat of a techno sensibility. We
have a really talented composer who�s part of the company (Music Lead - Mary Beth
Magallanes) and heads up the music for each of the games.
Rather than try to describe the sound, you can check out some streaming samples of
the music on our LNOE MySpace page at - http://www.myspace.com/thezombiegame.
A scenario from the published game
F:AT: You mentioned the game being a "toolbox"--how do you envision that expansions
will be implemented in the game? Web-published scenarios? Expansions with more
characters, cards, weapons, that sort of thing?
JH: We already have several expansions set for retail release over the next few
years that are currently in testing (everything stays in testing until the moment
it�s handed off to the printers). These range from full boxed expansions with new
game boards, Heroes, cards etc, to card only or miniature expansions, and even a
Scenario Book is in the works. We also have lots of Web Content planned in the form
of new scenarios, strategy articles, and the like.
The intent is to really support the game�s community and create an ongoing sort of
�living game�.
F:AT: Now as I understand it, you'll get a chance to show off the game at Gencon.
Any chance gamers will get to meet "Jenny, the Farmer's Daughter?"
Actually, the actress who plays Jenny is going to be at the Flying Frog Productions
booth (in costume), signing copies of the game and meeting fans.
Howdy, y'all
F:AT: If that doesn�t draw them in, nothing will! Any more tidbits you'd like to
throw our way? What's next for Flying Frog?
JH: Well, the first retail release expansion for Last Night on Earth is scheduled
for this coming spring. Also, our second full game hasn�t been announced yet, but
it has already gone into art production and is slated for a Summer �08 release. All
I can tell you right now is that it�s not Zombie related. You can look for more
info to start hitting the official website (http://www.flyingfrog.net/) over the
coming months.
F:AT: Jason, I appreciate your taking the time out to chat with us. I know things
must be pretty hectic with Gencon coming up. I wish you guys the best of luck, and
I'm really looking forward to "Last Night on Earth."