Wednesday, November 24, 2010

Dog Has Ingrown Hairs

GdR3:

If the environment can compare it to the board of any game, the character sheet are the pieces on it.

Every self-respecting RPG is to use a character sheet. It 's a fundamental aspect of the game, because it represents the description (statistical but not only) of our alter ego in the game. The values \u200b\u200bon the card serves to show what our character is particularly adept, in what is not at all what is familiar and generic.
often tend to consider the card as a mere collection of values \u200b\u200bitself spun off from the interpretation of the character. In fact, but think about it, is a false reasoning. This is because play does not mean merely to say what would a character in front of a precise situation based on how they think, how we see the world and its moral and ethical inclinations. All of his choices and his experience led him to have certain skills and knowledge, then the card is as a representation of his life path in all the years "lived." At the same time, many of our actions (both in the choice in the approach) are related to the knowledge and skills. Strap on a warrior who play a powerful weapon in two hands, rather than a wise gracilino Constitution by the extensive knowledge is a reflection of precise and interest shown by the character and his adventures tend to exploit these abilities. Difficult to see the look sapien to break through a locked door and reinforced, which instead will try to do the warrior. Although this means interprerare your character.

While RPGs are high in number and each with its own system of rules (even if the d20 System created by Wizards of the Coast with the advent of the third edition of D & D has led Many people simply use that system without environments create ad hoc), we can find elements common to all (except the usual exceptions).
  • Experience Points (PE, or XP in English) and Level PG: At the level of the game represent the experience accumulated by the person during his wanderings, and how powerful he is. Normally the steps to achieve the level you get an exact number of PE, and each step corresponds to an increase in the level of skills of the character.
  • Hit Points (PF) and system damage : The characters have values \u200b\u200bthat indicate how many shots can receive before they die, or suffer damage (temporary or permanent). Here we can identify two types of values. The first, more simplistic, but immediately, provides for a value which, when cleared, provides for the death. The second, more complicated but realistic, provides multiple values \u200b\u200bwith local damage in various parts of the body.
  • Characteristics: They are the basic qualities of character. In a system such as D & D it found 6, but there are systems with varying characteristics. They encapsulate both the physical and mental quality. Some systems also introduce the concept of spiritual or magical quality. Typically, these core values \u200b\u200bthen determine all values \u200b\u200b(or contribute to) the most specific of the different skills and abilities of the character.
  • Ability: If the features tell us what are the generic skills of the character, the ability to determine specifically what he can do well, what can do wrong, what can the average and what is not capable of doing. Often there is a close correlation between the characteristics and abilities (usually the latter are related to the first), as a rule, a value is higher, a person is skilled in that particular action. Generally, to determine whether an action is successful, the tests are carried out and try to exceed a certain value.
  • combat capability : I have practically all RPGs a section of the regulation related to the fighting, so each character has a specific value for this. Depending on the regulations, These results can be more or less numerous. However, we can generally identify the presence of cards in a value (or values, in terms of how attacks are carried out and by what means) indicates that our ability to accomplish the opponent (generally speaking of the attack roll), a value that indicates that our ability to dodge or absorb the blows, plus a range of values \u200b\u200bon our ability to avoid specific attacks, use special skills (like magic), and inflict so much damage.
Obviously, every game system has its specific rules, which then are reflected on cards of well-defined characters.

addition to these values \u200b\u200band statistical data, the cards can also include character descriptions more or less important. Among these, the most important (not always shown as recommended in the various regulations of the game) is on the background of the character, or all aspects relating to the history and experiences of the PG, developed while creating the plan, which acts as a " base "in describing the character. A player may very well make a taciturn character, so that hate and surf, but to provide an appropriate background who can provide an explanation of these issues, enabling them to give it substance and provide useful input to their evolution. Moreover, experiences and events in the history of the character can provide food for interesting adventure for the master, and indeed become the focal point in the long run, a series of adventures.
Other descriptive elements "typical" can be the aspirations of the character, a summary checklist of what he likes and what he hates, the description of his character, a description of its appearance. All evidence to give a more defined and detailed form of his character is all useful for the interpretation and to provide the right information to the other players.

Friday, November 19, 2010

Can I Get My License Renewed If I Have A Warrent

GdR2 character sheet: The setting

The most common mistake you make is to identify a RPG where you see a tab of your character with many attractive statistics. Sure, the character sheet is an important aspect, but it is not the only one. What is important in an RPG is to play a definite role, a figure parallel, our alter ego in the game, which will have its own moral goals, things that he likes and dislikes. These elements are ends in themselves but if there is no real comparison with the world around us. Our choices and our way of thinking are closely related places, people and situations that we have to know and meet, in life as well in the game.


For this reason, the setting in an RPG is the most important because without it the character would be a simple data sheet devoid of spirit. My character in a given game may be a vampire with a number of peculiarities dictated by the regulation, but this is something of no value if it takes on specific characteristics related to the environment. Playing a vampire in D & D or Vampire, or do so in a precise historical period rather than another, or in a more or less characterized by magic, completely changes the way we see and interpret, that vampire.


We can compare the setting to a kind of stage setting, an RPG is often compared to acting, because in fact we recite the part of our character, by the more mundane to the most complex. The setting is the background on which we recite the part, and you must report it.


Structuring setting, of course, is complicated and complex thing. According to the adventures that the master plan and will play, it is good to make a variety of issues, the space within which the characters are going to move, the main PNG of history, the thoroughness and detail in describing environments that may be useful or create unexpected inconsistencies with the story you have in mind. For this always comes in handy, in my view, to rely on reference environment already created by others. Most of the time an RPG has already given the basic building blocks for the environment (a game like Vampire has several basic elements as the story where the vampires are born, the 13 clans, guilds like the Camarilla, but allows be in different places and eras with PNG are always different, all of which must be decided and assembled by the Master), or it may refer in part to past events and historical periods by automatically providing a considerable background (take for example Lex Arcana, that although there is also the magic of the way, refers to the period and places of Ancient Rome). Finally, there are games that have a detailed regulation and that, although presenting a setting of the basic regulation that is completely detached from it and can adapt to several of them (such as D & D, which present numerous locations, to which fits the basic Regulation).


The elements which make up the environment are different and often unrelated. You can imagine it as a sort of history book, because in it converge all the typical elements that characterize a society through the ages. Elements such as history, geography, trade, the characters and their history, the various nations, the presence of various creatures that inhabit that world, the relationship that exists between these creatures, the moral behind this world .. . each element is useful for characterizing that world. As it happens, not infrequently, that game players do not set a priori elements emerge from the environment, the knowledge of all is a key to fall in with inconsistencies.


Through the bond that is created with the setting, characters can bring out, bring out the character and desires of your character, and at the same time have the elements to do their alter ego with logic and consistency. Returning to our initial knowledge of being a vampire in itself means nothing, but the game set in a world where vampires have very secret societies evolved and branched out with several goals (good or bad they are) or a world where vampires are just lonely abominations that link only to kill, it completely changes the way you play, even if you have the same card and the same character with the same fears and desires.

If the player is able to empathize with the best in given that background, it should do the interpretation itself, and the Master is able to bring out the best that character, making him evolve accordingly. In the same way as in a symbiotic relationship, the same environment will evolve according to the choices and actions of the character. Indeed, it is almost an indispensable, because species do not have anything more serious than setting static and devoid of development. We just sort of faded photograph that eventually will end up forgotten.

Tuesday, November 16, 2010

Blue Filem Mysuor Mallige

GdR1: Introduction, history of RPGs

It all started back in 1974.

Or rather, it all began January 3, 1892, date of Birth of JRR Tolkien. Like after that date, because the works of professor of medieval history at Oxford heavily influenced the work that would eventually developed the pioneers of RPGs. It is no coincidence that the genre is built on locations of medieval / fantasy. Tolkien gave birth to a real parallel world, meticulously detailed and consistent in every detail, from the creatures who lived the history that has seen him star. He gave no ground on the specific concept of RPGs, but it was a great starting point for developing one of the fundamental aspects of the environment. Ironically, Tolkien died in 1973, the year before the birth of the genre.

In the 60s start to develop what are called Wargames , or games where you simulate a battle between two sides. Usually relied on proposing on a board (usually with hexagonal board, but not only) their own troops, usually represented by thumbnails of various types, and then move on it following a scheme of precise rules, even here, not a case with reference to medieval historical periods and often with great features. Several of the rules of these games will be made first and then fill in RPG products.
In this world move two people in particular: Gary Gygax and Dave Anderson, milestones of this world. We are in 1970, Gygax developed the wargames Chainmail , while Anderson creates Castle Blackmoor, the game where some characters had to go into a castle to open the gates to a besieging army. But more importantly, in recent years begin to develop Greyhawk, the first historical setting of D & D, which will feed most of the work they have done over the years.

We are in fact the decisive turning point: TSR Gygax founded in 1973 (as a result of his unpublished work) and in 1974 the first version of Dungeons & Dragons . The game is in itself revolutionary in many ways, has many aspects and terminology taken for granted today: attack rolls, hit points, armor class, saving throws, character level, the character sheet ... all game mechanics developed in those years and then merged into D & D. Another fundamental aspect is the advent of the Master, known as the narrator of RPGs, a figure that after a few approaches in some games here becomes essential for the development of the game. It was also the first to be built using its mechanical dice game, became a virtual symbol of the game.
should be made to note the considerable influence that the wargames will have on the game, you needed to be played (or were strongly recommended) of miniatures, and the game was very focused on fighting and fighting. But despite this, D & D is the real starting point for role-playing games. All those who follow it are rifaranno to propose, and the great success of the genre will grow and spread.

What follows then is a continuous expansion and spread of the genre. First with the creation of several games that are inspired by D & D, some environment "original" (Rolemaster, Call of Cthulhu, Vampire, Exalted, RuneQuest, Lex Arcana, Chivalry & Sorcery, Druid and many others) and others explicitly inspired books and movies (such as games of Star Trek and Star Wars). Following the genre expands contaminating other kinds of entertainment. We go from the literature, where if Tolkien with his books has been a pioneer, finally explodes the fantasy genre in this period, to move to the card game (Magic is just the tip of the iceberg of this huge world) to the world of video games (first with the creation of the RPG genre and then with the contamination of many other genres with elements of RPG), even in the film world.

Gary Gygax and Dave Anderson (Gygax, in particular) are rightly considered the fathers of Role Playing Games, their work was essential for the birth and development of the genre, which now contaminates many aspects of leisure and entertainment. Irony saddle fate, Gygax died in 2008, when the Wizards of the Coast began marketing the fourth edition of D & D, which I think stands out in several respects from what is the intrinsic meaning of Games role.


Tribute to Gary Gygax comics by Order of the Stick , online comics
http://www.giantitp.com/comics/ oots0536.html

White Blisters On My Balls

The role of Game

is a subject so vast and multifaceted as the RPG (Role-Playing Game, the game where it plays a role) and reduce it to a few interventions a blog is at least bold and risky. Bold because the touch points are many and would require the space of a Treccani more than a simple blog amateur (which is the present), risky because the existing points of view are many, often conflicting with one another, and then runs the serious danger of simply giving my own version.
On the other hand for RPGs are my real passion, perhaps the strongest among those that possess long-term for a variety of reasons that I am not here to lead you. It all began Oct. 4, 1990, 16:00 (perfectly remember the date because October 4th is St. Francis of Assisi, my Holy One, and time because I tend to be too precise at times) when we met and I some classmates at the home of a mutual friend. I remember exactly how I was introduced to the "clique", the same day at school during the hours of physical education (at the time was known simply as "Running")

Companion: Hey, today we play a game in which there are 7 characters. Come and play, we miss the sixth.
Francis Um, ok. What is it exactly?
C: It 's a game without the board, only with paper and pencil, I'll explain later this afternoon. Deal?
F: Ok, OK (note: I was just curious). What are the 7 characters to choose from?
C: Warrior, Cleric, Mage, Thief, Elf, Dwarf, Halfling.
F: Well, if you choose the Magician (note: ol'elfo; not remember exactly)!
C: Ah, but there remained only the Halfling.
F: Um, okay okay!

Needless to say the game in question was Dungeons & Dragons (the famous "Red Box"). I remember as I was told nothing, thus remaining in the limbo of ignorance, simply by going behind the actions of my other teammates. And I remember perfectly I started at level 5 and after 1 hour of play I was already at the 8th level (ie, the maximum for a Halfling).
certainly was not something that momentous day, but took a sort of spark to the game. It was the beginning of everything. For the next year I and my classmates continued to shape our gaming group, using photocopied manuals (the summer after I did the whole copy of the manual of the Expert using a friend of ours who had a father who worked in I do not know which department) and in the Christmas of 1991 I bought 3 boxes per hour out in Italian: Basic (Red), Expert (Blue), Companion (Green).

20 years have passed since then, with ups and downs are always able to pursue this passion, the only thing I regret is to live in an area where this world is practically unknown and where players are not limited to mere statistics or watch your character and that's scarce (not to say that they are just missing). This first led me to know very few types of RPG (except D & D, few things are moving in my part), second in fewer sessions and less interesting game. Add to this the now little time to follow everything. Time passes for all ...

Over the next few days I will try to deepen the various points of the argument. Needless to say, do not expect anything from what I write, I hope that just might be a good idea for those who come into this world. Divide the argument into the following chapters:

GdR1: Introduction, History of Roleplaying Games
GdR2: The setting
GdR3: character sheet
GdR4: The Master
GdR5: The ruleset
GdR6: The Adventures
GdR7: Derive the game

Monday, November 15, 2010

Psp Digitalcomicfolder Comics

2 sticks and 4 ropes


all starts with improper delay.


Yes, because any good lover of music, and rock in all its variations, can not afford to start to listen and learn about the groups and singers, who in the '60s and '70s and early '80s laid the foundation for all kinds of Rock's most important history, exceeded the threshold of 27-28 years. Listening and research that was created for the event, based either on some songs I hear by chance, both on my passion for the drums (in addition to piano, my two favorite instruments), which leads me to explore the most famous drummers in history.


Over the course of my research (very far from complete), I accidentally bump into that, little by little, become my favorite band. If it were fate.
their first song I listen to the signing of a television series, and I say "However, long time" . Spend some time and always in the same way I listen to another, quick search and discovered that the same group. Beginning to get interested. In the meantime start my research in "battery". I discover that one of the most influential in rock history actually belongs to that group. It 's the final spring: I get their albums, I can tell their story, listen to their songs repeat. I remain amazed by many of their works.


Photos taken from the website last.fm
Speaking of "The Who" at this point, however, require much time and a very wide knowledge of the topic: there is comparable to group influence, that still makes itself felt in the music world. Hard Rock to find a group that is not, even minimally, influenced by what they produced four Londoners, especially from 1965 to 1973 (and wanting until 1978). Many gestures are typical of rock bands, derive from them.
But I will not go. Or at least not in this posting. I will mention two names: Keith Moon and John Entwistle.
I can not imagine a combination (respectively) + low battery in the music business who managed to even equal them.


Moon was kind of crazy wild, not for nothing was known as the "crazy drummer of The Who" or simply "Crazy." It was not a master of excellent technique, and besides him, coming from a poor family, barely could afford an instrument. His style was animal, her performances on stage designed to impress the public. Struggling like a madman, was an authentic repertoire of funny faces and grimaces, threw his drumsticks into the air and "locks" the structure of the battery bent 90 degrees. At the end of concerts, literally destroying the battery, on one occasion filled it with gunpowder, making it explode (and deafening the poor right ear Pete Townshend, guitarist of the group). But most of all, its rollers remain in history. The rhythm section of The Who is unmistakable style that Keith performing in many ways remains unique in its history, and over the years has influenced many musicians, including the "John Henry Bonham, drummer of Led Zeppelin, considered the greatest drummer of the 70s style Hard Rock because they advocate with the battery, but still think that no matter how exalted a step behind Keith Moon. Moon was so influential in the sound of the Who, when he died, they resented their music so much that they actually took a turn toward more "Pop" and much less "Rock", in fact, closing the cycle of the golden age of group.


Entwistle ... simply the greatest bass player ever. Of course, someone here might turn up their noses, citing other name as Jaco Pastorius, Steve Harris, Roger Waters (although the bassist of Pink Floyd would be discussed a lot), Les Claypool, someone mentions Paul McCartney, and then many others, the list is long. Entwistle was a true musical genius, began playing piano, Then the trumpet and tenor horn (the knowledge of the winds will be very useful in the Who). Pete knows when he played the banjo and then switch to guitar. Since Pete was playing that instrument, passed definitively to the electric bass. His first bass created it himself with a piece of mahogany.
difficult to find a bass player in the history of the fingers of his fast and accurate. He had a natural talent for music and was the first bassist in history to raise the instrument from a mere instrument of support to a real hero. As Pete preferred the rhythm parts, John "reinvented" the role of the bass, he was chanting melodies, the solos that he dictated. His sound emerged strongly, and this style contrasted sharply with the behavior on stage. While Pete smashed guitars and rotate the arm when he played, while Roger (vocals) walked with air and was strutting around the stage twirling the microphone to the wire, while Moon smashed batteries, he remained like a statue, building, playing the instrument .. . only his fingers moved constantly, running on the bass strings.


The lower section of the battery + Who has no equal in the history of music. Many are surely to be mentioned for various reasons, but the combination of John + Keith combined a mixture of technique, talent and passion over the history of music ever played. I leave with movies taken directly from Youtube. The first 2 forms song "Will not Get Fooled Again" (from the album "Who's next" in 1971, a cornerstone of rock music), the first song with the normal and the second with only trace low isolated from the rest. The third is a solo by Keith Moon, but unfortunately the net I found very little stuff about the drummer.


Entwistle
http://www.youtube.com/watch?v=t1ItQ919C9k
http: / / www.youtube.com/watch?v=Rf6tp2c6nMM

Moon
http://www.youtube.com/watch?v=a2LRg00ew9U

Wednesday, November 10, 2010

Yaz Can It Be Used For Emergency Contraceptive

Shadow of Chernobyl

Although it may be misleading, the famous I borrow only the game title.
My interest in the disaster at Chernobyl has several origins. My curiosity, which leads me to know things, my interest in history, my passion for the subjects of scientific, cultural and human implications of that event, the strange and confusing childhood memories I have of ' age (I was 8 years old). And more recently, the discovery of a site Internet very interesting.

The site in question is as follows:
http://www.angelfire.com/extreme4/kiddofspeed/index_it.html

Oh, when the site address. According to my research has been repeatedly closed, but the author has always reopened in other locations. If the address is no longer active, the best thing is to type on Google: Elena Filatova Vladimirovnea. This is a Ukraine girl, known to be fond of motorcycling but especially for his passion as a photographer and historian, which has led to extensive research into what is the Zone of Alienation "(ie the area that extends around the central) and the plant itself. Its website contains interesting information, numerous photographs and several short stories.
As she reminds us, none of his photos (and video) are protected by copyright, and can be used freely (in fact, promotes the author herself). I'll just take the "borrowed" a couple of photos.

April 26, 1986, runs a tutorial of some danger, but already made other times you turn off the power supply of the plant to verify as the turbines would continue to rotate to produce energy.
Now, it's good for sommicapi understand how a nuclear power plant. Simplifying a lot, the reaction of nuclear fission (usually atoms of uranium-238) creates a strong heat. The core is "cool" with light-water in the process "vaporized." This steam starts to move those who are the turbines to produce electricity. It is therefore a mechanical work. The water is then recondensed then returned to the club. The reaction of decay (fission) of uranium must be kept under control, and this is usually achieved in two ways: the first is using water "heavy", ie the hydrogen atoms are deuterium, an isotope (in this case is also the coolant), the second is using the graphite rods. The latter is not more (in fact) used for security reasons I explain later. This much for
sommicapi; reference to those interested in specific readings.

During this exercise were many factors that led to the event, but they are all attributable to human.
First, as a rule in Communist countries (I do not want the leftists), the plant was built "save" where the need was felt ... in particular as regards security. Second, the use of graphite as a moderator of response, by its nature, when in the circuit (in practice are barriers that are lowered or raised in the reactor between the bars of uranium, occupying the space where there was water) causes an increase in reaction for a few seconds, when it should "limit" ... a problem at the time unknown. The third type of reactor, a RBMK, which has (I quote from Wikipedia) "a coefficient of empty
dangerously so, this means that the vapor bubbles that form in water used as coolant, increase the nuclear reaction. Even worse, at low power, the positive coefficient of vacuum is not offset by other factors, making the reactor unstable and dangerous in these conditions ". Fourth, was also turned off the automatic switch off safety during exercise. Fifth, the presence of many staff lack the knowledge and skills needed to control a nuclear power plant. Sixth, the violation of many of the procedures of the plant itself. Seventh, the very poor maintenance of the station.

The second explosion that followed literally destroyed the reactor 4 of the plant. We could be here to speak in detail about how it happened, all the events point by point ... I will write instead of pure human factor / environmental.
The numbers on the victims (including certain allegations and, considering those to come from cancer caused by radiation) vary from report to report. The UN talks about the alleged 4000 ... I think that this number is well below the reality. The first victims Rescuers were among the firefighters who arrived to extinguish the fire (it will take nine days, since the graphite is difficult to contain) and those who were using helicopters to pour water and sand and whatever else ... present them without even imagine what they were facing, thanks to the blanket of silence erected by the communist authorities. We must remember also the "liquidators", a group created to do 650,000 people clearing wreckage and build the famous "coffin" that today hold the remains of reactor 4 locked inside even with all the uranium and plutonium is extremely dangerous, as well as all military personnel who worked on that day ... who knows how many are dead or with severe radiation sickness (also, virtually unaware of the dangers they faced).
The Zone of Alienation "(which officially stretches for 30 km from the station, but which in reality is much more extensive) is now a wilderness area, devoid of human population with the exception of a few hundred people who stubbornly decided to stay. The so-called "Red Forest" (near the station, so named because the trees became red because of the radiation) was demolished and buried. All the towns are now ghost towns in the area, including Prypiat, the city built 5 km from Central in 1970 to house its workers in the area, and that there were nearly 50,000. It is estimated that the area can return "Living" (ie the quantity of radiation is not dangerous) within 400-600 years, depending on estimates. At the time, while the streets are relatively safe, as they absorb the radiation, it is highly contaminated vegetation.

's sad to be so restrictive, and the consequences of the disaster you could write an encyclopedia ... but this is just a blog of thoughts, and purpose of this is to remember that too often the human race does not have the courage and dignity necessary to care for others and the world around him.
I invite you to visit the website of
Elena Filatova, there are many photos and you can find information not otherwise available around, a voice that has experienced first hand the tragic events.

Central Chernobyl, from the point of the picture, the radiation is about 15-20 times higher than normal values \u200b\u200bthat can be found in any place in the world (in 2004 ). E 'visible the "sarcophagus", the concrete structure that prevents the release of further radiation, inside there is still a significant amount of radioactive material (including 1 ton of plutonium) The structure, built in a hurry fury at the time for obvious reasons, is beginning to give way, and you must plan structure a "permanent" that will contain the reactor for four millennia to come. The plant was finally extinguished in 2000.

Prypiat of view, the ghost town, the tallest building in the city. Apart from the vegetation and the normal wear of time, has remained unchanged since the accident, when the entire population was evacuated without giving them no time to take away a suitcase. 50,000 souls forced to flee with a life to rebuild from scratch. The weather here has stopped, a kind of living postcard of 1986.

The Ferris wheel of Prypiat. E 'became the symbol of a ghost town with its park. In that area, in fact, due to location and wind conditions, he concentrated the highest value of radiation during the incident.

Ruins of the reactor 4